Search found 35 matches
- Tue Feb 21, 2017 7:34 pm
- Forum: Long War 2
- Topic: Are Flashbangs overpowered
- Replies: 72
- Views: 91078
Re: Are Flashbangs overpowered
What I think the flashbang should do is: - Provide a will save, and not make it absolute. So, if you try hard enough you become immune to sensory overwhelming explosions? You don't get blinded by the light, nor deafened by the noise because... will power! Honestly given how many enemies are on ever...
- Sat Feb 18, 2017 10:44 pm
- Forum: Modding Long War 2
- Topic: Adding new ability to replace existing one, need help
- Replies: 3
- Views: 7909
Re: Adding new ability to replace existing one, need help
Yeah, I could just change local files instead, but I was hoping to make a mod to revamp Technicals (mod scatter, which I got working, change up concussion rocket for something useful, and some minor flame thrower tweaks, plus damage boosts with technology), so I was hoping to be able to get it to wo...
- Fri Feb 17, 2017 6:35 am
- Forum: Modding Long War 2
- Topic: Adding new ability to replace existing one, need help
- Replies: 3
- Views: 7909
Adding new ability to replace existing one, need help
I'm interested in removing concussion rockets and replacing them with Shredder Rockets, however after applying these changes I still see Concussion Rocket for my technicals Sergeant rank. Code I've got so far: XComClassData.ini [LWS_Sharpshooter X2SoldierClassTemplate] +AllowedWeapons=(SlotType=eInv...
- Fri Feb 17, 2017 2:12 am
- Forum: Long War 2
- Topic: Patch 1.2
- Replies: 37
- Views: 54247
Re: Patch 1.2
I keep hearing people talk about this new DLC for XCOM2? Has there been any actual word on this from a legit source? Because the only thing I've actually heard about it is that someone spotted a new steamapp id on the DLC section, which often is a simple mistake made on steam's end as much as anyth...
- Wed Feb 15, 2017 7:01 am
- Forum: Long War 2
- Topic: Does burning deactivate Lighting Reflexes?
- Replies: 3
- Views: 7037
Re: Does burning deactivate Lighting Reflexes?
I'd guess lucky, Lightning Reflexes doesn't guarantee misses on OW fire afterall. It seems weird to disable passive talents (I can't think of any that ever are besides Lone Wolf), so I wouldn't guess at that being the answer.
- Wed Feb 15, 2017 12:09 am
- Forum: Long War 2
- Topic: Rulers / Alien Hunter DLC missing?
- Replies: 34
- Views: 43882
Re: Rulers / Alien Hunter DLC missing?
Oh I always thought that "intel package" rewards were just bunch of intel to be used for example to contact new areas. So what are these packages? What can you -find inside- them ? An Intel Package is a Point of Interest (Fire Axis, Furies, Transport with Alien Hunter Weapons, etc). Those...
- Tue Feb 14, 2017 9:40 pm
- Forum: Long War 2
- Topic: Could we have another tube in the AWC or GTS
- Replies: 11
- Views: 19991
Re: Could we have another tube in the AWC or GTS
Call it a "Advanced Conditioning and Training" tube. Select the soldier and pick: Aim, Will, Move, Hack, Health, Dodge. After a training period that single attribute is improved (Aim, Dodge, Hack, Will by 3-7 and Move, HP by 1). The training time is predicated on the soldier's existing sk...
- Tue Feb 14, 2017 6:33 pm
- Forum: Long War 2
- Topic: Hacking
- Replies: 34
- Views: 45279
Re: Hacking
And not just fire, but be the best overwatch frontliner in the game. They can't... Rangers are better than them. Higher aim progression, Rapid Reactions gives 3 shots over Sentinel's 2, and Grazing Fire makes them more reliable. Marginally higher aim progression. Rapid Reactions comes a level later...
- Tue Feb 14, 2017 5:47 am
- Forum: Long War 2
- Topic: Hacking
- Replies: 34
- Views: 45279
Re: Hacking
They can't...The Boz wrote:And not just fire, but be the best overwatch frontliner in the game.
Rangers are better than them. Higher aim progression, Rapid Reactions gives 3 shots over Sentinel's 2, and Grazing Fire makes them more reliable.
- Mon Feb 13, 2017 8:29 pm
- Forum: Long War 2
- Topic: Idea for Rocketeers
- Replies: 3
- Views: 7055
Idea for Rocketeers
When it comes to Technicals there are a few issues with them. Primarily their entire class is built around using and improving limited use abilities. In the case of Flamer Technicals you have 2 shots at base, 4 with EXO, plus 1 Roust, 2 with EXO. In the case of Rocketeers, though, you've got 1 rocke...
- Mon Feb 13, 2017 8:16 pm
- Forum: Long War 2
- Topic: So Jonny Lump....
- Replies: 18
- Views: 28686
Re: So Jonny Lump....
Actually that could just be new assets for the expansion that Firaxis let Pavonis use early. Seems more likely than Firaxis paying for new VOs for a mod.Arcalane wrote:c.f. new autopsy scene for Muton Elites with new lines from Tygan
- Mon Feb 13, 2017 8:12 pm
- Forum: Long War 2
- Topic: Coil gun models are incredible
- Replies: 10
- Views: 18293
Re: Coil gun models are incredible
I also love how Coil Guns sound. They are just awesome overall.
- Mon Feb 13, 2017 8:36 am
- Forum: Long War 2
- Topic: [General Feedback] Strategic layer and class balance
- Replies: 71
- Views: 86060
Re: [General Feedback] Strategic layer and class balance
Incendiary Grenade is 100% as far as I can tell, which by the time you get them means that they're far more reliable than Flamethrowers. An incendiary grenade fired by a decent grenadier does nearly 10 damage upfront, with another 5ish added from burn and a turn worth of disable. That's just ridicu...
- Sun Feb 12, 2017 7:14 am
- Forum: Long War 2
- Topic: [General Feedback] Strategic layer and class balance
- Replies: 71
- Views: 86060
Re: [General Feedback] Strategic layer and class balance
I disagree with your assessment of Rangers and Assaults. Gunners get Traverse Fire about the same time Rangers get Rapid Reactions, so in the early game Rangers put out more fire power with the ability to shoot twice, and once Gunners get Traverse Fire Rangers get Rapid Reactions which allows for 4 ...
- Sat Feb 11, 2017 7:51 am
- Forum: Long War 2
- Topic: Modding Reinforcement Timers
- Replies: 3
- Views: 8941
Re: Modding Reinforcement Timers
Thanks for pointing me in the right direction!
There are a lot of references to 'Alert Level' in the mission definitions, and reinforcement timers. Is 'Alert Level' just the technical name for Advent Strength modified by Infiltration Level?
There are a lot of references to 'Alert Level' in the mission definitions, and reinforcement timers. Is 'Alert Level' just the technical name for Advent Strength modified by Infiltration Level?
- Fri Feb 10, 2017 7:02 pm
- Forum: Long War 2
- Topic: Reworking the Technical
- Replies: 19
- Views: 25002
Re: Reworking the Technical
The idea of putting a weaker Shredder on the Gauntlet is interesting (the flamethrower is basically a weaker Flame Cannon), as it would add more variety to technicals, and more long range damage options. I don't know if that is the best way to revamp the class, though. Removing Scatter when not movi...
- Fri Feb 10, 2017 5:15 am
- Forum: Long War 2
- Topic: Modding Reinforcement Timers
- Replies: 3
- Views: 8941
Modding Reinforcement Timers
I am thinking about making a mod to reduce some aspects of the difficulty of LW2, namely making reinforcements less frequent and smaller, and then maybe some max pod size adjustments. If I wanted to mod the frequency of reinforcements and how many enemies can appear via reinforcement waves where wou...
- Mon Feb 06, 2017 7:48 pm
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6011152
Re: Psi Ops still suck?
I think the fact that when buying recruits you can see every potential stat except for psi power doesn't help. You can either buy a bunch of rookies and hope one turns out a good psi stat, or use a soldier with a low psi stat. Its also hard to level them, until they are high level their abilities al...
- Mon Feb 06, 2017 6:12 am
- Forum: Long War 2
- Topic: Reinforcement spam has completely ruined LW2 for me
- Replies: 80
- Views: 151372
Re: Reinforcement spam has completely ruined LW2 for me
I think people are forgetting the point of the OP's post: "Veteran difficulty Extremely Light / Normal readiness" There's a distinct culture around LW that it needs to be hard as balls, we get that, but people need to also remember that there are difficulty settings for a reason. Even if ...
- Sun Feb 05, 2017 7:58 am
- Forum: Long War 2
- Topic: New and Improved Dark Events Thread
- Replies: 111
- Views: 140913
Re: New and Improved Dark Events Thread
Just some feedback on Dark Events I've experienced: Tactical Sense - Seems a bit stronger than others, makes some enemies really hard to hit, but can be dealt with. Still one of the more annoying ones. Grazing Fire - One of the harsher ones. Grazes against your squad while you've disoriented the gun...
- Thu Feb 02, 2017 11:32 pm
- Forum: Long War 2
- Topic: Uses for Corpses
- Replies: 3
- Views: 9247
Re: Uses for Corpses
Literally every corpse has a use. You need a trooper corpse for each Alloy Plating (or which ever it is that gives 3 ablative armor), sectoids are used for a few things, vipers for imp med kits, mutons for the plasma grenade Proving Grounds Project at the least, etc. Most projects and a lot of resea...
- Thu Feb 02, 2017 11:24 pm
- Forum: Long War 2
- Topic: New and Improved Dark Events Thread
- Replies: 111
- Views: 140913
Re: New and Improved Dark Events Thread
To add my 2 cents: I think the idea of a special facility raid which counters a dark event is awesome, but I can understand that it would be very difficult to implement from a technical standpoint. Instead of having a facility tied to each (or a subset of each) it might be easier to just add a facil...
- Thu Feb 02, 2017 9:10 pm
- Forum: Long War 2
- Topic: Gunner secondary seems underwhelming
- Replies: 24
- Views: 28414
Re: Gunner secondary seems underwhelming
I kinda wish you could replace some secondaries with Pistols, so you could take them without impairing mobility. I honestly don't run into situations where I wish I even had a pistol; you have some pretty important skills to use with your chain gun than a pistol. I guess if you want to be picky you...
- Thu Feb 02, 2017 9:08 pm
- Forum: Long War 2
- Topic: Flamethrower boost
- Replies: 16
- Views: 23029
Re: Flamethrower boost
There are two kinds of Technicals. Those with low-standard mobility, and those destined to purge Xenos with fire. If your Technical has 14 or less mobility don't even both with Flamethrower perks, just make them explode things with rockets. If your Technical has 15+ mobility then give them an SMG an...
- Thu Feb 02, 2017 6:54 pm
- Forum: Long War 2
- Topic: Gunner secondary seems underwhelming
- Replies: 24
- Views: 28414
Re: Gunner secondary seems underwhelming
I kinda wish you could replace some secondaries with Pistols, so you could take them without impairing mobility.