Search found 39 matches

by wizard1200
Tue Sep 05, 2017 2:31 pm
Forum: Long War 2
Topic: Future of shinobi?
Replies: 42
Views: 50248

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...
by wizard1200
Sun Sep 03, 2017 1:10 pm
Forum: Long War 2
Topic: My Long War of the Chosen ideas
Replies: 30
Views: 49832

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...
by wizard1200
Tue Jul 18, 2017 1:59 pm
Forum: Long War 2
Topic: 1.5 release date
Replies: 4
Views: 8826

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.
by wizard1200
Sun Jul 16, 2017 7:01 am
Forum: Long War 2
Topic: Painful Skill Tree Changes
Replies: 34
Views: 53952

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...
by wizard1200
Tue May 16, 2017 8:48 pm
Forum: Long War 2
Topic: Fleche against Sectoids
Replies: 9
Views: 13756

Re: Fleche against Sectoids

Oh :) It is nice that i can still learn something new after many campaigns :)
by wizard1200
Tue May 16, 2017 8:42 pm
Forum: Long War 2
Topic: Fleche against Sectoids
Replies: 9
Views: 13756

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.
by wizard1200
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: 26317

Re: I got the most out of Mod 1.2, but now I need 1.3

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.
Thank you very much for the information. Do the testers have to play a full campaign to test the balancing changes?
by wizard1200
Sun Apr 30, 2017 8:53 am
Forum: Long War 2
Topic: 1.3 Changelog got updated.
Replies: 120
Views: 140864

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...
by wizard1200
Fri Apr 28, 2017 7:33 pm
Forum: Long War 2
Topic: Release for Patch 1.3
Replies: 23
Views: 35942

Re: Release for Patch 1.3

deaconivory 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.
My rookies use "hunker down" when i ask for a release date. Perhaps your rookies should try it, too :)
by wizard1200
Fri Apr 28, 2017 4:32 pm
Forum: Long War 2
Topic: Release for Patch 1.3
Replies: 23
Views: 35942

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.
by wizard1200
Wed Apr 19, 2017 5:20 pm
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 209926

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...
by wizard1200
Sun Apr 16, 2017 6:08 am
Forum: Long War 2
Topic: An absurd ending...
Replies: 64
Views: 82209

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...
by wizard1200
Sat Apr 15, 2017 7:46 pm
Forum: Long War 2
Topic: An absurd ending...
Replies: 64
Views: 82209

Re: An absurd ending...

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.
That would be a very good solution.
by wizard1200
Sat Apr 15, 2017 5:40 pm
Forum: Long War 2
Topic: An absurd ending...
Replies: 64
Views: 82209

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 ...
by wizard1200
Sat Apr 15, 2017 3:40 pm
Forum: Long War 2
Topic: An absurd ending...
Replies: 64
Views: 82209

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...
by wizard1200
Fri Apr 14, 2017 7:22 am
Forum: Long War 2
Topic: Making the war longer
Replies: 24
Views: 30005

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...
by wizard1200
Thu Apr 13, 2017 6:34 pm
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 209926

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...
by wizard1200
Thu Apr 13, 2017 7:30 am
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 209926

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...
by wizard1200
Wed Apr 12, 2017 7:31 pm
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 209926

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...
by wizard1200
Wed Apr 05, 2017 7:52 pm
Forum: Long War 2
Topic: Ideas for Reworking the Perk Trees
Replies: 2
Views: 5126

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)...
by wizard1200
Mon Mar 06, 2017 10:40 pm
Forum: Long War 2
Topic: Swarming+++
Replies: 3
Views: 8380

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...
by wizard1200
Sun Feb 26, 2017 7:32 am
Forum: Long War 2
Topic: Campaign Feedback from Playthrough
Replies: 8
Views: 14996

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...
by wizard1200
Fri Feb 24, 2017 10:14 pm
Forum: Long War 2
Topic: Patch 1.2
Replies: 37
Views: 52087

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.
by wizard1200
Tue Feb 14, 2017 4:37 am
Forum: Long War 2
Topic: Soft time limit and overwatch cooldown
Replies: 2
Views: 6079

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.
by wizard1200
Tue Feb 14, 2017 4:15 am
Forum: Long War 2
Topic: Soft time limit and overwatch cooldown
Replies: 2
Views: 6079

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 ...