Search found 43 matches

by NoDebate
Sun Sep 17, 2017 2:41 pm
Forum: Long War 2
Topic: My Long War of the Chosen ideas
Replies: 30
Views: 16288

Re: My Long War of the Chosen ideas

Chosen Fortress Assaults should require the parent region be Liberated or replace the HQ Assault for that region.
by NoDebate
Tue Aug 22, 2017 3:13 am
Forum: Long War 2
Topic: XCOM 2 expansion + Long War 2: (11/7/17 UPDATE: See announcement thread)
Replies: 260
Views: 206847

Re: XCOM 2 expansion + Long War 2: Nothing to announce

So you guys think that because the lw2 devs will need to mess with the code to make the mod compatible with lw2 that they would be able to add controller support? given that the new expansion is going to add new longevity to the mod. I know in the past they have said that they only have time to do ...
by NoDebate
Sat Aug 19, 2017 4:44 pm
Forum: Long War 2
Topic: XCOM 2 expansion + Long War 2: (11/7/17 UPDATE: See announcement thread)
Replies: 260
Views: 206847

Re: XCOM 2 expansion + Long War 2: Nothing to announce

So you guys think that because the lw2 devs will need to mess with the code to make the mod compatible with lw2 that they would be able to add controller support? given that the new expansion is going to add new longevity to the mod. I know in the past they have said that they only have time to do ...
by NoDebate
Mon Mar 13, 2017 1:35 pm
Forum: Long War 2: Strategy
Topic: If you could "rig" the AWC...
Replies: 25
Views: 16473

Re: If you could "rig" the AWC...

Phantom and Conceal on everyone.
by NoDebate
Mon Mar 13, 2017 1:34 pm
Forum: Long War 2: Strategy
Topic: Which rooms to build first
Replies: 28
Views: 19387

Re: Which rooms to build first

You want GTS first, then AWC second. Third will be power unless you get lucky and get PoI's that assign power to the Avenger. In my campaign I did and so I have the PG now too. Have a shielded coil ready for the Laboratory next . I'm at work and can't check the game (kind of a noob anyway) - but do...
by NoDebate
Mon Mar 13, 2017 4:22 am
Forum: Long War 2
Topic: Wet Work Balance
Replies: 44
Views: 21482

Re: Wet Work Balance

fowlJ wrote:
NoDebate wrote:You don't get XP off QRF pods.
Yes you do, they just don't contribute to the 'mission' xp that all soldiers get.
Do QRFs drop loot? I recall that one or both were disabled for QRFs but, I might be experiencing false memories.
by NoDebate
Mon Mar 13, 2017 4:15 am
Forum: Long War 2
Topic: Wet Work Balance
Replies: 44
Views: 21482

Re: Wet Work Balance

You don't get XP off QRF pods.
by NoDebate
Mon Mar 13, 2017 2:58 am
Forum: Long War 2
Topic: Suggestion: Haven guards
Replies: 1
Views: 1865

Re: Suggestion: Haven guards

Might be a decent way to give Squaddies some experience as well.

Maybe a second haven adviser slot unlocked through the GTS?
by NoDebate
Sat Mar 11, 2017 7:00 am
Forum: Long War 2
Topic: Dead or Captured?
Replies: 11
Views: 8143

Re: Dead or Captured?

Should soldiers in Bleed Out be captured instead of killed at mission end? I don't know that ADVENT would be the type to stabilize a terrorist and haul them off to lock-up but, it certainly would create more stories of springing loose your comrades. I believe there is a mod called "Merciful Advent"...
by NoDebate
Fri Mar 10, 2017 6:22 pm
Forum: Long War 2
Topic: Dead or Captured?
Replies: 11
Views: 8143

Re: Dead or Captured?

Should soldiers in Bleed Out be captured instead of killed at mission end? I don't know that ADVENT would be the type to stabilize a terrorist and haul them off to lock-up but, it certainly would create more stories of springing loose your comrades.
by NoDebate
Fri Mar 03, 2017 7:00 am
Forum: Long War 2
Topic: List of what do you want to see so much
Replies: 46
Views: 23722

Re: List of what do you want to see so much

If conventional mines became a thing, I don't believe the Technical should be the one to gain the relevant skills. Technical, as is, could use some tweaks to Concussion Rocket and the ability to gain additional rocket / flamer charges. Beyond that, the class is solid. Adding in mine relevant skills ...
by NoDebate
Sun Feb 26, 2017 7:19 pm
Forum: Long War 2: Strategy
Topic: Haven management strategy
Replies: 32
Views: 24938

Re: Haven management strategy

i mean if we're just some rebels of no real bother to the advent, then why do we cause them to escalate their strength so quickly? What it sounds like you're suggesting is a Marathon mode. Hard to balance within the scheme of Haven management. Increased region contact times? Decreased productivity?...
by NoDebate
Sun Feb 26, 2017 4:29 am
Forum: Long War 2
Topic: Ideas for balancing Oscar Mike > Command in rescue missions
Replies: 29
Views: 14609

Re: Ideas for balancing Oscar Mike > Command in rescue missions

Instead of nerfing Oscar Mike into insignificance, why not adjust the mechanics of the mission? For example, assign one pod to protect the holding cells, even a weak ADVENT pod would suffice. Apply to extracts and jailbreaks. Another idea, have the exfil point spawn after the VIP / prisoners are se...
by NoDebate
Sat Feb 25, 2017 7:02 am
Forum: Long War 2
Topic: Ideas for balancing Oscar Mike > Command in rescue missions
Replies: 29
Views: 14609

Re: Ideas for balancing Oscar Mike > Command in rescue missions

Instead of nerfing Oscar Mike into insignificance, why not adjust the mechanics of the mission? For example, assign one pod to protect the holding cells, even a weak ADVENT pod would suffice. Apply to extracts and jailbreaks. Another idea, have the exfil point spawn after the VIP / prisoners are sec...
by NoDebate
Thu Feb 23, 2017 5:00 am
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 20772

Re: Low Aim Rookies

If they have low stats all around, they likely have high Psi Offense. Max for NCE is 38.
by NoDebate
Thu Feb 23, 2017 2:07 am
Forum: Long War 2
Topic: [Suggestion] Alien Hunters Weapon Balance
Replies: 2
Views: 2389

Re: [Suggestion] Alien Hunters Weapon Balance

Why not just boost the Aim on all tiers of Bolt Caster by +5?

I'm playing with a base +10 Aim / Crit Bolt Caster, doesn't feel horribly broken.
by NoDebate
Thu Feb 23, 2017 12:02 am
Forum: Long War 2
Topic: So what map packs work well with long war 2 (without having to alter timers)
Replies: 5
Views: 4972

Re: So what map packs work well with long war 2 (without having to alter timers)

I'll plug Doctor Mandarb's Map Pack. As of this post it includes 84 City Center PCPs, 64 Slums PCPs, and 4 City Center Parcels. Doctor Mandarb has been updating the mod regularly and more content is planned.

It's hard to tell what is vanilla and what is Doctor Mandarb's.
by NoDebate
Wed Feb 22, 2017 3:47 am
Forum: Long War 2
Topic: Alternate nerf to Hail of Bullets
Replies: 22
Views: 13268

Re: Alternate nerf to Hail of Bullets

Full Round Action seems about right to nerf Hail of Balance. An increase in ammo count brings it down from "pretty darn good" to "this is still worth taking" but, I feel five ammo needlessly harms classes that roll it in the AWC. In my opinion, I think incremental nerfs/buffs are favorable to over n...
by NoDebate
Wed Feb 22, 2017 2:35 am
Forum: Long War 2
Topic: Are Flashbangs overpowered
Replies: 72
Views: 34348

Re: Are Flashbangs overpowered

Support grenades are in a good spot. Flash and Smoke worth taking over double Frag all day e'rryday.

Support Grenadiers overpowered? Ehhh... I think Airdrop is OP with a Support Grenadier but, the Boomer / Support tree balance is pretty good in my opinion.
by NoDebate
Wed Feb 22, 2017 12:51 am
Forum: Long War 2
Topic: Starting Regions
Replies: 3
Views: 3078

Starting Regions

I believe LW2's starting regions are unchanged from vanilla, i.e., Europe, Oceania, and South America are omitted as potential starting regions.

Can this be changed so that any region is available as a start position?

Should it be changed?
by NoDebate
Tue Feb 21, 2017 4:01 pm
Forum: Long War 2: Strategy
Topic: Overwatch-specific builds
Replies: 29
Views: 21974

Re: Overwatch-specific builds

I'll echo the sentiments in this thread about OW Rangers. They're a little slow to build up and Covering Fire is a joke at the moment but, with CUP and Rapid Reaction they really come into their own. Roll a lucky Center Mass, Lethal, Damn Good Ground, or Steady Hands (definitely Steady Hands) in the...
by NoDebate
Tue Feb 21, 2017 3:49 pm
Forum: Long War 2
Topic: Set HQ Location from campaign start.
Replies: 3
Views: 4290

Re: Set HQ Location from campaign start.

Pick? How dare you slap RNG in the face like that.

I do like where you're going with your second point though. We should be able to start in any region on the globe. More psuedo-randomness!
by NoDebate
Tue Feb 21, 2017 3:40 pm
Forum: Long War 2
Topic: [suggestion]IEDs
Replies: 12
Views: 7930

Re: [suggestion]IEDs

For real though, Specialist, Ranger, and Technicalist all have Suppression in the middle tree. Why take that when you have an entire class dedicated to Suppression? Seems pointless. It was much better in LW1 when you didnt have timers constantly cramping the gameplay, but now we do. The Defender Tr...
by NoDebate
Tue Feb 21, 2017 12:49 am
Forum: Long War 2
Topic: Boltcaster sucks a ding dong?
Replies: 65
Views: 32070

Re: Boltcaster sucks a ding dong?

I assume that the no-mods limitation was why they gave it stun and +15 to hit in vanilla. That made it worth the one shot limitation there, so I am a little perplexed as to why Pavonis nerfed it, at least with the quantities of enemies that are often on the missions and even in individual pods now....
by NoDebate
Wed Feb 15, 2017 6:50 am
Forum: Long War 2: Strategy
Topic: Gunners Builds
Replies: 39
Views: 23246

Re: Gunners Builds

I rolled Cutthroat on a lower Aim, higher HP Gunner so I decided to dink around with a knife build. Combatives Hail of Balance Iron Curtain Formidable Danger Zone Saturation Fire Combat Fitness All his ranged abilities are guaranteed to hit, useful when you're sitting at 83 Aim at MSGT (with Combat ...