Search found 433 matches
- Wed Mar 08, 2017 9:32 pm
- Forum: Long War 2
- Topic: Why do I never get scopes?
- Replies: 10
- Views: 15533
Re: Why do I never get scopes?
In my latest campaign, it took nearly 2 full months before I found my first Stock for my snipers. It was something like my 40th loot drop.
- Tue Mar 07, 2017 2:54 pm
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43555
Re: Early missions with short timers, a failing strategy
Nice work Chrisb. I see it is resolved for 1.3. (So i must have only ever taken squadies as my higher rank troops as I never noticed them gain more than a level.) The game restricts you to only one promotion per mission. Even if it thinks you have MSGT levels of experience, it won't promote you str...
- Tue Mar 07, 2017 2:39 pm
- Forum: Long War 2
- Topic: Not sure what to think about Full Override
- Replies: 13
- Views: 19327
Re: Not sure what to think about Full Override
I kind of wonder if it has a similar problem as Trojan, where it doesn't create the effect that produces a new MEC in the local haven if you hack it from Squadsight.
Not sure if the fix in 1.3 for Full Override helps with all the problems people are getting.
Not sure if the fix in 1.3 for Full Override helps with all the problems people are getting.
- Tue Mar 07, 2017 2:29 pm
- Forum: Long War 2
- Topic: Question: DR versus Armor, "Incoming!" and Muton grenades
- Replies: 2
- Views: 5068
Re: Question: DR versus Armor, "Incoming!" and Muton grenades
I have seen Incoming! operate as expected (reducing damage by 4 to a minimum of 0) while watching Twitch streamers, so it doesn't seem to be faulty for everyone. Damage Reduction works differently to Armor and is not affected by Armor Penetration. Basically, you find the damage of the weapon, then r...
- Tue Mar 07, 2017 1:00 pm
- Forum: Long War 2
- Topic: Not sure what to think about Full Override
- Replies: 13
- Views: 19327
Re: Not sure what to think about Full Override
Archer/Longbow MECs are included in the list of valid override targets for transfer to outpost after a mission. [LW_Overhaul.X2Effect_TransferMecToOutpost] +VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST="AdvMec_M1" +VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST="AdvMec_M2" +V...
- Tue Mar 07, 2017 5:21 am
- Forum: Long War 2
- Topic: Detecting faceless/rendezvous missions
- Replies: 24
- Views: 50372
Re: Detecting faceless/rendezvous missions
For Rebel jobs, switching their job stops them from providing points towards the job for a day (see GetRebelLevelsOnJob() in XComGameState_LWOutpost.uc for the source code). For Haven Advisors, no such checks exist (see LWRebelJobIncomeModifier_SoldierLiaison.uc and X2LWActivityDetectionCalc_Rendezv...
- Mon Mar 06, 2017 7:46 pm
- Forum: Long War 2
- Topic: Question regarding AWC in 1.2
- Replies: 10
- Views: 13790
Re: Question regarding AWC in 1.2
I don't know the exact nature of the bug that existed, but basically this used to restrict based on Sharpshooter and using a Perk that is exclusive to each class is more reliable for some reason. Restriction by class is broken and instead restricts ALL classes from getting it. So restricting by per...
- Mon Mar 06, 2017 6:16 pm
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6011448
Re: Psi Ops still suck?
Cool, which file did you find that in? LWTemplateMods.uc in Src\LW_Overhaul\Classes of the LW2 folder. If you are not familiar with .uc modding: You cannot just change this code if you want to change these prerequisites, this is not like ini-editing ;). Yeah, I guessed that since it was source file...
- Mon Mar 06, 2017 5:58 pm
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6011448
Re: Psi Ops still suck?
Here is what i found: if (Template.DataName == 'Fuse') { Template.PrerequisiteAbilities.AddItem ('Fortress'); Template.PrerequisiteAbilities.AddItem ('MindMerge'); } if (Template.DataName == 'StasisShield') { Template.PrerequisiteAbilities.AddItem ('Fortress'); } if (Template.DataName == 'Dominatio...
- Mon Mar 06, 2017 1:52 pm
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6011448
Re: Psi Ops still suck?
Does anyone know what the current prerequisite abilities are for various Psi-Ops abilities in 1.2? I've been trying to research it, but having no luck figuring out where the new requirements are defined in the mod. I assume the following prereqs are the same: Soul Fire -> Soul Steal Insanity -> Schi...
- Sun Mar 05, 2017 12:13 am
- Forum: Long War 2: Bug Reports
- Topic: Clown Car Cell full of Aliens
- Replies: 4
- Views: 7542
Clown Car Cell full of Aliens
This is a thing that happened in a stream I was watching today. Intended gameplay or bug? https://clips.twitch.tv/ModernIgnorantTildeDxAbomb In case it's not entirely clear, the cell had an entire pod of enemies locked in it along with the prisoners. 1) The version of Long War you are playing: He's ...
- Fri Mar 03, 2017 8:44 pm
- Forum: Long War 2
- Topic: Rapid Response Overtuned?
- Replies: 17
- Views: 20877
Re: Rapid Response Overtuned?
On Commander and Legendary, with Rapid Response active, you can expect to see RNF after 3 turns, but you might get unlucky and see it after 2 turns. The next one is 3 turns later, but you might get unlucky and see it after 2. After that it jumps up to every 2 rounds with the occasional 1 round gap....
- Thu Mar 02, 2017 4:58 pm
- Forum: Long War 2
- Topic: Rapid Response Overtuned?
- Replies: 17
- Views: 20877
Re: Rapid Response Overtuned?
Yep, Rapid Response means reinforcements starting at I believe 3 turns after reveal and then roughly every 2 (sometimes 3) turns after that. It's active on my campaign now too. Reinforcements consists of multiple factors: A rising alert modifier as turns go past. Starts at 0.20, but rises to 0.675 ...
- Mon Feb 27, 2017 4:08 pm
- Forum: Long War 2: Strategy
- Topic: Havens Am I Micromanaging
- Replies: 20
- Views: 22480
Re: Havens Am I Micromanaging
What are the effects of advisor rank and class on the strategic level, if any? Would there be any advantage to using an officer beyond the officer tactical abilities? Officers in havens are better at detecting Faceless missions than normal soldiers. There are diminishing returns that make the first...
- Mon Feb 27, 2017 10:58 am
- Forum: Long War 2
- Topic: [Siggestion] Class of advisor symbol on heaven management.
- Replies: 3
- Views: 5353
Re: [Siggestion] Class of advisor symbol on heaven management.
It would also be nice to see the Name of the Haven Advisor. If I'm looking for Joe Blogs the MSGT Technical, I don't want to pull John Doe the MSGT Technical from his haven by mistake.
- Mon Feb 27, 2017 10:49 am
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 133355
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
In any case, it's a mistake to ignore feedback from any difficulty level since they all need to be as difficult as they are supposed to be. I just wish more people would give the difficulty level their experiences are coming from as it gets confusing sometimes. I think all XCOM games radically chan...
- Mon Feb 27, 2017 10:45 am
- Forum: Long War 2
- Topic: Must-have Soldier Perks
- Replies: 42
- Views: 57301
Re: Must-have Soldier Perks
Erm, I mean, I usually do pick fire in the hole myself, just showing why it's not an autopick. I don't need to be convinced that fire in the hole is good. ... Yes, I know how salvo works, I used it in vanilla to do things like blow up cover then shoot. I get it. It wasn't bad (although after I expe...
- Mon Feb 27, 2017 10:05 am
- Forum: Long War 2
- Topic: Must-have Soldier Perks
- Replies: 42
- Views: 57301
Re: Must-have Soldier Perks
Technical LCpl: Fire in the Hole Tempting as Roust is by providing another flamethrower shot, especially one with such long range, having the one or two rockets be more accurate edges it out, even for flamethrower builds. As long as you fire the rocket with your first action and don't have a terrib...
- Sun Feb 26, 2017 11:52 pm
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 133355
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
I thought I would give another update, and let everyone know that I lost my campaign due to a 0% supply raid when my entire squad got wiped. Also, I noticed that Mobtank said nagul's feedback on this matter isn't valid due to him playing on veteran. I would have to agree with Mobtank's assessment b...
- Sat Feb 25, 2017 7:45 pm
- Forum: Long War 2
- Topic: Question about heaven management mechanics.
- Replies: 40
- Views: 42190
Re: Question about heaven management mechanics.
Here is an example I want to somebody confirm me if I am right: - Region Recently contacted, 4 rebels (A, B, C, D), no recruited. - Faceles mission triger just after putting advisor, no rebels recruited. - Mission squad: Advisor + Rebel A + Rebel B - Faceless: Rebel C Does it mean that Rebel D is 1...
- Sat Feb 25, 2017 7:41 pm
- Forum: Long War 2
- Topic: What are the effects of will on Long War 2?
- Replies: 4
- Views: 5787
Re: What are the effects of will on Long War 2?
It's just defense to psionics/panic. While it may influence bleed out chance, in LW2 bleed out is changed to look at how much "overkill" damage you take. This makes the "PCS: will" even weaker in comparisson with aim, defense or dodge. Any idea to not sell them all as soon as ma...
- Sat Feb 25, 2017 12:13 pm
- Forum: Long War 2: Strategy
- Topic: Overwatch-specific builds
- Replies: 29
- Views: 79558
Re: Overwatch-specific builds
Kill Zone is situationally useful. Rapid Reaction can give 3 overwatch shots, but only if the first 2 actually hit. If there are enemies with Lightning Reflexes, you would be better off using Kill Zone since you'll take 1 shot at every target in the AOE (until you run out of bullets). Not only could...
- Sat Feb 25, 2017 1:17 am
- Forum: Long War 2: Strategy
- Topic: Haven management strategy
- Replies: 32
- Views: 54601
Re: Haven management strategy
The science repeatable is OK depending on timing. Sometimes you'll just have nothing better to do and it does get your science done faster overall. The engineering one is pretty useless since it literally just lowers the Engineers requirement on Proving Ground projects by 1 and if you don't have 5 ...
- Fri Feb 24, 2017 8:00 pm
- Forum: Long War 2
- Topic: what affects environmental damage?
- Replies: 33
- Views: 40148
Re: what affects environmental damage?
Frag Grenades, Plasma Grenades and Proximity Mines do 9 environmental damage. Sapper adds 3 to that. Combat Engineer adds 8 to that. Which means the max environmental damage on these grenades is 20. Shaped Charge does 100 environmental damage. Other types of grenade do 0 environmental damage and are...
- Fri Feb 24, 2017 3:59 pm
- Forum: Long War 2: Strategy
- Topic: Haven management strategy
- Replies: 32
- Views: 54601
Re: Haven management strategy
The science repeatable is OK depending on timing. Sometimes you'll just have nothing better to do and it does get your science done faster overall. The engineering one is pretty useless since it literally just lowers the Engineers requirement on Proving Ground projects by 1 and if you don't have 5 E...