Search found 14 matches

by Denniz
Fri May 19, 2017 4:34 pm
Forum: Long War 2
Topic: Aliens hitting me frequently through full cover
Replies: 110
Views: 155986

Re: Aliens hitting me frequently through full cover

It would be helpful if you guys collected impartial data on this [...] Yup, yup. That's why I say "Confirmation bias," and why it'd be such a killer to truly figure out if it's a bug. Can you really imagine asking players to mark shot percentages for every ADVENT or alien attack? To get s...
by Denniz
Wed Apr 12, 2017 2:17 pm
Forum: Long War 2: Bug Reports
Topic: Burn + Flashbang no disorientation
Replies: 5
Views: 7495

Re: Burn + Flashbang no disorientation

Note: They may have been disoriented already at the time.
by Denniz
Wed Apr 12, 2017 2:14 pm
Forum: Long War 2: Bug Reports
Topic: Burn + Flashbang no disorientation
Replies: 5
Views: 7495

Burn + Flashbang no disorientation

Long War 2 - 1.2 [Engine.XComModOptions] ActiveMods=FreeCameraRotation ActiveMods=OverwatchAll ActiveMods=ShowEnemiesonMissionPlanning ActiveMods=LootIndicator ActiveMods=TacticalXP ActiveMods=FasterAvengerNavigation ActiveMods=RemoveMissingMods ActiveMods=FasterOverwatch ActiveMods=CapnbubsAccessor...
by Denniz
Thu Apr 06, 2017 4:13 am
Forum: Long War 2
Topic: The Issue with Yellow Alert and Engagements
Replies: 15
Views: 25327

Re: The Issue with Yellow Alert and Engagements

From watching xwynns' videos, it would seem that pods flanking you is an intended thing. He has talked about pods having a job to go around and try to hit you from the side. (His last HQ assault shows a real good example where two pods did just that.) If you are making a lot of noise then using Shin...
by Denniz
Fri Mar 17, 2017 8:50 pm
Forum: Long War 2
Topic: Thoughts on Stealth & 5-6 man missions
Replies: 13
Views: 17664

Re: Thoughts on Stealth & 5-6 man missions

1 way to discourage stealth but encourage small squads is to DECREASE POD SIZE instead of the current decreasing pod numbers as you infiltrate. Sort of what I was going for in one of my points but you said it better. I would add that unless you have a bigger map to spread out the pods then it doesn...
by Denniz
Fri Mar 17, 2017 8:25 pm
Forum: Long War 2
Topic: Thoughts on Stealth & 5-6 man missions
Replies: 13
Views: 17664

Re: Thoughts on Stealth & 5-6 man missions

on reducing rewards for less than 100% infiltration on a raid...meh...not a fan...but if less infiltrated why not drop additional reinforcement pods (the number in relation to the amount not infiltrated) along the flanks instead? I don't run 0% supply raids but I think that would just provide more ...
by Denniz
Fri Mar 17, 2017 8:14 pm
Forum: Long War 2
Topic: Thoughts on Stealth & 5-6 man missions
Replies: 13
Views: 17664

Re: Thoughts on Stealth & 5-6 man missions

I'll expand of some of Denniz's suggestions, then add a couple of my own... Stealth vs. non-stealth: Add additional rewards for killing all enemies (excluding reinforcements) on mission... I like the idea of a bonus reward for clearing the map of enemies. I see it working like capture or kill the V...
by Denniz
Fri Mar 17, 2017 8:06 pm
Forum: Long War 2
Topic: Thoughts on Stealth & 5-6 man missions
Replies: 13
Views: 17664

Re: Thoughts on Stealth & 5-6 man missions

I think that if you're finding 4-6 soldier missions to be difficult later in the game it's more a strategic failure than a tactical balancing issue. With accurate navigation of the strategic layer it's possible to generate a lot of light through moderate troop columns, extremely light through light...
by Denniz
Fri Mar 17, 2017 5:26 am
Forum: Long War 2
Topic: Thoughts on Stealth & 5-6 man missions
Replies: 13
Views: 17664

Thoughts on Stealth & 5-6 man missions

First off, I like doing stealth missions with 1-3 guys and would hate to see them totally nerfed. Stealth vs. non-stealth: Add additional rewards for killing all enemies (excluding reinforcements) on mission types that are normally stealth (Jailbreak, hacks). Some Supplies, Intel, or a few of the bo...
by Denniz
Sun Feb 05, 2017 6:08 pm
Forum: Long War 2
Topic: Was Flamethrower Range Nerfed as well in 1.1?
Replies: 32
Views: 42242

Re: Was Flamethrower Range Nerfed as well in 1.1?

If you want to tweak this and experiment with it before then, look in the XComGameData_WeaponData.ini for these values : Gauntlet_Secondary_CONVENTIONAL_RANGE=7 Gauntlet_Secondary_MAG_RANGE=7 Gauntlet_Secondary_BEAM_RANGE=7 There is one in there for coil as well. Is that one not used? Gauntlet_Seco...
by Denniz
Sat Feb 04, 2017 2:48 am
Forum: Long War 2
Topic: New and Improved Dark Events Thread
Replies: 111
Views: 134383

Re: New and Improved Dark Events Thread

I was poking around the UFOpedia and notice someone is working on a Dark Events page: http://www.ufopaedia.org/index.php/Dark_Events_(LW2) . It has a lot of interesting info about units affected be each DE. I also shows a percentage chance. Don't see anything about any prerequisites (if any), though...
by Denniz
Fri Feb 03, 2017 6:58 pm
Forum: Long War 2
Topic: New and Improved Dark Events Thread
Replies: 111
Views: 134383

Re: New and Improved Dark Events Thread

From what I have read here, it seems to me like Dark Events can be categorized into three groups: 1. Vanilla-like DEs that expire - Are these all the same events as in vanilla? Doesn't Rapid Response fall into this category? If so, I am not sure what the bother is. Just have to be a little more pick...
by Denniz
Fri Feb 03, 2017 12:58 pm
Forum: Long War 2
Topic: New and Improved Dark Events Thread
Replies: 111
Views: 134383

Re: New and Improved Dark Events Thread

I think I had a Dark Event go into effect while I was infiltrating on the mission to counter it. Has anyone else seen this? Is it intended behavior? That would not be intended behavior. If you have a save and/or more details, report it in the bug report forum please. :) Thanks, I wish I had saved w...
by Denniz
Fri Feb 03, 2017 12:35 am
Forum: Long War 2
Topic: New and Improved Dark Events Thread
Replies: 111
Views: 134383

Re: New and Improved Dark Events Thread

I think I had a Dark Event go into effect while I was infiltrating on the mission to counter it. Has anyone else seen this? Is it intended behavior?