Search found 15 matches
- Wed Feb 07, 2018 6:15 pm
- Forum: Long War of the Chosen Development (Community Adaptation)
- Topic: Suggestion: Don't Start With The Chosen Active
- Replies: 12
- Views: 25800
Re: Suggestion: Don't Start With The Chosen Active
Considering the game opens with XCOM recovering the Commander (AFAIK LW2 didn't change that plot point) - a major asset for the Elders - I think it makes sense that the Chosen be active from Day 1. The Elders didn't consider XCOM a threat... until they recovered the Commander.
- Thu Jul 13, 2017 8:53 pm
- Forum: Long War 2
- Topic: Switch AWC+Psi Staff to Engineers or Both?
- Replies: 9
- Views: 14641
Re: Switch AWC+Psi Staff to Engineers or Both?
What if you could assign engineers (beyond an advisor) as additional Haven personnel? Or retrain an engineer into a rookie at the GTS or AWC? (For symmetry, in principle, you should be able to do this with a scientist too. It's a testament to their differing value that you never would.) Also it migh...
- Fri Jun 23, 2017 4:25 pm
- Forum: Long War 2
- Topic: How to buff/balance Specialist Interference ability?
- Replies: 14
- Views: 22280
Re: How to buff/balance Specialist Interference ability?
I don't think it requires line of sight. I think I've had it where I could use interference on an enemy I couldn't combat protocol. But maybe combat protocol was on cool down or I wanted to save the charge. Hard to be sure. I later restarted the mission so no chance of a save.
- Tue Jun 20, 2017 9:34 pm
- Forum: Long War 2
- Topic: Secondary weapon choice
- Replies: 7
- Views: 13531
Re: Secondary weapon choice
In principle it should be possible for a mod to get all the perks right. I have a vision for such a mod (which in my vision would also allow multi-classing) but no time to finish even one LW2 campaign, let alone develop and test a mod for it.
- Tue Jun 13, 2017 1:50 pm
- Forum: Long War 2
- Topic: Using utilities increase mobility?
- Replies: 9
- Views: 13223
Re: Using utilities increase mobility?
Removing the -1 mobility from special ammo sounds like an easy mod. I've also heard of a special ammo "slot" which is disabled by default but there are mods which enable it.
- Mon Jun 12, 2017 3:38 pm
- Forum: Long War 2
- Topic: weird AI behaviour around drone corpse
- Replies: 4
- Views: 10051
Re: weird AI behaviour around drone corpse
Depending on difficulty level, overwatch may be a valid yellow alert activity. Finding a downed drone probably triggers yellow alert.
- Fri Feb 24, 2017 4:59 pm
- Forum: Long War 2: Bug Reports
- Topic: Red fog issues
- Replies: 2
- Views: 4763
Re: Red fog issues
Functions as designed. Archons and Sectopods are not affected by Red Fog.
- Tue Feb 21, 2017 7:17 pm
- Forum: Long War 2
- Topic: [QoL Suggestion] Not-Faceless-Marker
- Replies: 13
- Views: 19162
Re: [QoL Suggestion] Not-Faceless-Marker
After a rendezvous all faceless are removed from the haven, right? I don't know about any of the other premises.
- Thu Feb 16, 2017 8:22 pm
- Forum: Long War 2
- Topic: Patch 1.2
- Replies: 37
- Views: 54136
Re: Patch 1.2
RIP
- Thu Feb 16, 2017 7:37 pm
- Forum: Long War 2
- Topic: ADVENT's Agenda page on the Ufopaedia wiki
- Replies: 4
- Views: 8679
Re: ADVENT's Agenda page on the Ufopaedia wiki
Exact numbersAlketi wrote:Looks great. Thanks!
Are you also working on a section that highlights the Retaliation mechanic? I've heard having more than 4 Haven personnel plus perhaps other requirements need to be in place for certain retaliations to occur. Would be nice to know the exact numbers.
- Wed Feb 15, 2017 3:41 pm
- Forum: Long War 2: Strategy
- Topic: Pistol Builds?
- Replies: 47
- Views: 56444
Re: Pistol Builds?
Officers get both of these perks, usable only if they have a pistol equipped:trihero wrote:What are those?Officers have a few bonuses that relate to pistols
Commissar: shoot and kill a mind-controlled ally
You'll Need This: hand a basic pistol to an unarmed ally (VIP)
- Mon Feb 13, 2017 3:42 pm
- Forum: Long War 2
- Topic: Questions about game mechanics: Reinforcements
- Replies: 23
- Views: 27713
Re: Questions about game mechanics: Reinforcements
I decided to wait near the extraction point in a overwatch trap to gain some experience I read that experience comes from winning missions, not from kills, in LW2. (On a failed mission kills award experience, but not more than half what success would be.) You can farm for loot drops though, I guess.
- Sat Feb 11, 2017 3:04 pm
- Forum: Long War 2
- Topic: AWC perks related to other classes' weapons
- Replies: 1
- Views: 4250
AWC perks related to other classes' weapons
Can a class that doesn't carry a melee weapon get perks related to melee weapons from the AWC? Can a Sharpshooter get perks that don't work with the sniper rifle (Walk Fire and Cyclic Fire)? How does the Holo Targeting AWC perk work? Is the effect applied by the primary weapon (like in LW1) or does ...
- Sat Feb 11, 2017 3:23 am
- Forum: Long War 2
- Topic: AWC perks related to other classes' secondary weapons
- Replies: 1
- Views: 4859
AWC perks related to other classes' secondary weapons
This page lists all of the AWC perks. Several relate to particular weapons. Since the AWC perks are granted to classes that don't normally get those perks, how do they work? In particular: [*] Walk Fire and Cyclic Fire do not work with the sniper rifle. Can a sharpshooter roll these perks? [*] Cutt...
- Sat Feb 11, 2017 1:21 am
- Forum: Long War 2: Bug Reports
- Topic: Fortify tooltip displays no numbers on Haven Management screen
- Replies: 0
- Views: 3002
Fortify tooltip displays no numbers on Haven Management screen
Screenshot (Imgur)
1.1/Win10
The only other mod I have active is Evac All
Other tooltips I've seen on this screen do display numbers, and the in-mission tooltip for this rebel shows the right numbers too.
1.1/Win10
The only other mod I have active is Evac All
Other tooltips I've seen on this screen do display numbers, and the in-mission tooltip for this rebel shows the right numbers too.