Search found 39 matches
- Tue Sep 05, 2017 2:31 pm
- Forum: Long War 2
- Topic: Future of shinobi?
- Replies: 42
- Views: 51967
Re: Future of shinobi?
I'm not convinced the new classes NEED to be hero classes when brought over to LW2. Assuming they don't keep their class-specific weapons (to save Pavonis making more weapon models), just let the player recruit as many as they want (given adequate resources). 4 simultaneously active squads is about...
- Sun Sep 03, 2017 1:10 pm
- Forum: Long War 2
- Topic: My Long War of the Chosen ideas
- Replies: 30
- Views: 56978
Re: My Long War of the Chosen ideas
I think that the fatigue system is better than the current infiltration system. Infiltration should work like the shadow ability of the reaper. Every character starts concealed and every turn there is a chance that a character is revealed: - Melee attack if it kills the target, pistol attack, smg at...
- Tue Jul 18, 2017 1:59 pm
- Forum: Long War 2
- Topic: 1.5 release date
- Replies: 4
- Views: 9084
1.5 release date
Will 1.5 be released this week or next week? I ask, because i would like to finish another LW2 campaign before the add-on will be released.
- Sun Jul 16, 2017 7:01 am
- Forum: Long War 2
- Topic: Painful Skill Tree Changes
- Replies: 34
- Views: 57816
Re: Painful Skill Tree Changes
Sting is auto-pick if you go Support Gren, but doesn't help Boomer or Fire builds. BB is getting buffed a smidge next build, but even that aside, Chain Shot's not bad to dip and can give some burst damage. I think that Boosted Cores and Biggest Booms will be still too weak in 1.5, because the damag...
- Tue May 16, 2017 8:48 pm
- Forum: Long War 2
- Topic: Fleche against Sectoids
- Replies: 9
- Views: 14022
Re: Fleche against Sectoids
Oh It is nice that i can still learn something new after many campaigns
- Tue May 16, 2017 8:42 pm
- Forum: Long War 2
- Topic: Fleche against Sectoids
- Replies: 9
- Views: 14022
Fleche against Sectoids
It seems that Fleche inflicts more damage against Sectoids in 1.3, because in two different missions the distance between the Shinobi and his targets was roughly the same, but he inflicted 6 - 8 against other targets and 8 - 10 against the Sectoids.
- Sun May 14, 2017 8:29 am
- Forum: Long War 2
- Topic: I got the most out of Mod 1.2, but now I need 1.3
- Replies: 17
- Views: 27081
Re: I got the most out of Mod 1.2, but now I need 1.3
Thank you very much for the information. Do the testers have to play a full campaign to test the balancing changes?johnnylump wrote:We fixed a couple of bugs last night, and Saph finished a campaign and had some balancing suggestions, so we're putting a new build through the paces today.
- Sun Apr 30, 2017 8:53 am
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 145407
Re: 1.3 Changelog got updated.
Wow ... The changelog is impressive ... Hopefully 1.3 will be released soon :) "Stiletto, Flechette and Needle Rounds do a base +1 damage and 1 more damage to specific targets.": They should inflict 2 points of damage against specific targets to make them more useful. "[...] Conceal n...
- Fri Apr 28, 2017 7:33 pm
- Forum: Long War 2
- Topic: Release for Patch 1.3
- Replies: 23
- Views: 39310
Re: Release for Patch 1.3
My rookies use "hunker down" when i ask for a release date. Perhaps your rookies should try it, toodeaconivory wrote:I wish you guys would stop killing my rookies, I am having a hard enough time keeping them alive in 1.3 as it is.
- Fri Apr 28, 2017 4:32 pm
- Forum: Long War 2
- Topic: Release for Patch 1.3
- Replies: 23
- Views: 39310
Re: Release for Patch 1.3
Any news regarding the release date? I ask, because i am not sure if i should start a new campaign or wait for the release.
- Wed Apr 19, 2017 5:20 pm
- Forum: Long War 2
- Topic: Thoughts on the 1.3 changes
- Replies: 157
- Views: 222089
Re: Thoughts on the 1.3 changes
Specifically, if we switch out the location of the perks. Swap Squaddie Squadsight with Tech Sergeant Conceal, for example. Sharpshooters keep their aim bonuses which thematically means they still count as marksmen, but with any sort of weapon. Conceal or Phantom as the squaddie perk kind of overla...
- Sun Apr 16, 2017 6:08 am
- Forum: Long War 2
- Topic: An absurd ending...
- Replies: 64
- Views: 85473
Re: An absurd ending...
[AvatarProject_LW X2EncyclopediaTemplate] ListTitle="Stopping The Avatar Project" DescriptionTitle="Stopping The Avatar Project" DescriptionEntry="While we have limited understanding of the nature of the aliens' work, we do know that every successful battle we fight against...
- Sat Apr 15, 2017 7:46 pm
- Forum: Long War 2
- Topic: An absurd ending...
- Replies: 64
- Views: 85473
Re: An absurd ending...
That would be a very good solution.LordYanaek wrote:A good compromise would probably be to have some sort of indicator but not the direct number. Something along the lines of Low(1-4))/Medium(4-8)/High(9+) would give us an indication without making abusing it easy.
- Sat Apr 15, 2017 5:40 pm
- Forum: Long War 2
- Topic: An absurd ending...
- Replies: 64
- Views: 85473
Re: An absurd ending...
JoINrbs said in one of his recent videos that LW2 is mainly aimed at players who are "intelligent enough to dig info they need from game files or at least read the wiki" - something along those lines. Players are expected to read wikis/forums/reddits/etc - work as a community - when they ...
- Sat Apr 15, 2017 3:40 pm
- Forum: Long War 2
- Topic: An absurd ending...
- Replies: 64
- Views: 85473
Re: An absurd ending...
I do agree that vigilance is a bit too hidden at the moment. It's not a stat that should be showed directly like strength as this would make breaking the game far too easy. I know some have commented that it should be simply shown like strength, and I thought this at first too. Then I learned how i...
- Fri Apr 14, 2017 7:22 am
- Forum: Long War 2
- Topic: Making the war longer
- Replies: 24
- Views: 30908
Re: Making the war longer
Glad somebody noticed that. The timer increases are a significant change, it gives you a more freedom to engage in a firefight for a few turns and still beat the objective. The reinf timer only starts ticking at the start on missions with a fixed evac. On others it's upon an alien going into red al...
- Thu Apr 13, 2017 6:34 pm
- Forum: Long War 2
- Topic: Thoughts on the 1.3 changes
- Replies: 157
- Views: 222089
Re: Thoughts on the 1.3 changes
+ENEMY_FLASHBANG_RESIST=(UnitName=Gatekeeper, Chance=75) +ENEMY_FLASHBANG_RESIST=(UnitName=MutonM2_LW, Chance=20) +ENEMY_FLASHBANG_RESIST=(UnitName=MutonM3_LW, Chance=67) +ENEMY_FLASHBANG_RESIST=(UnitName=AdvPsiWitchM3, Chance=100) +ENEMY_FLASHBANG_RESIST=(UnitName=AdvGeneralM1, Chance=50) +ENEMY_F...
- Thu Apr 13, 2017 7:30 am
- Forum: Long War 2
- Topic: Thoughts on the 1.3 changes
- Replies: 157
- Views: 222089
Re: Thoughts on the 1.3 changes
I can't agree more. As a MSgt perk it [edit: Conceal] might even be completely cooldown based for me. It was moved to MSgt not because it was too strong in combat but because it was abused in stealth missions but the result is that now, as a MSgt perk the only reason to justify it is for that steal...
- Wed Apr 12, 2017 7:31 pm
- Forum: Long War 2
- Topic: Thoughts on the 1.3 changes
- Replies: 157
- Views: 222089
Re: Thoughts on the 1.3 changes
Shinobi: Blademaster should increase the damage by 1 and the critical chance by 10 % to make the perk useful early, mid and late game. Conceal should have 2 charges and a cooldown of 3 turns that starts when the character breaks concealment or when he activates the perk to make it an interesting MSG...
- Wed Apr 05, 2017 7:52 pm
- Forum: Long War 2
- Topic: Ideas for Reworking the Perk Trees
- Replies: 2
- Views: 5218
Re: Ideas for Reworking the Perk Trees
I think all classes should have one general perk tree and two class specific perk trees: GENERAL (Infiltration is a core game mechanic and every class should be able to use it): - Phantom - Ghostwalker - Covert - Shadowstrike - Conceal (1 charge, breaking concealment activates a cooldown of 3 turns)...
- Mon Mar 06, 2017 10:40 pm
- Forum: Long War 2
- Topic: Swarming+++
- Replies: 3
- Views: 8498
Swarming+++
QOL - "Swarming" will have a number of plus symbols after it depending on how many enemies are on a mission; ie Swarming+++ has more than Swarming+. This will help show infiltration progress a little better in high-alert areas. I think that Swarming should be capped at 34 - 36 enemies, bec...
- Sun Feb 26, 2017 7:32 am
- Forum: Long War 2
- Topic: Campaign Feedback from Playthrough
- Replies: 8
- Views: 15302
Re: Campaign Feedback from Playthrough
LW2 is great in that it forces you to have depth of roster, it’s not enough to have A and B teams, but C and D as well. One of the challenges is how to train up your C and D teams. Later in the game this gets harder because stealthing missions begins to fall off as the aliens get really powerful. I...
- Fri Feb 24, 2017 10:14 pm
- Forum: Long War 2
- Topic: Patch 1.2
- Replies: 37
- Views: 54158
Re: Patch 1.2
Any news regarding the release date?
I ask, because i finished a campaign and i am not sure if i should wait for the release of version 1.2 before i start a new campaign.
I ask, because i finished a campaign and i am not sure if i should wait for the release of version 1.2 before i start a new campaign.
- Tue Feb 14, 2017 4:37 am
- Forum: Long War 2
- Topic: Soft time limit and overwatch cooldown
- Replies: 2
- Views: 6389
Re: Soft time limit and overwatch cooldown
I think that the hard time limit was implemented to counter continuous overwatch, but it makes some playing styles and squad setups less useful.
- Tue Feb 14, 2017 4:15 am
- Forum: Long War 2
- Topic: Soft time limit and overwatch cooldown
- Replies: 2
- Views: 6389
Soft time limit and overwatch cooldown
I think that the game should have a soft time limit and an overwatch cooldown to make all playing styles and squad setups useful: Every mission should start with a soft time limit of 4 turns (mission with previously 8 turns) or 6 turns (mission with previously 12 turns or without a time limit): - 1 ...