Search found 340 matches

by 8wayz
Mon May 15, 2017 6:21 pm
Forum: Long War 2
Topic: Long War 2 v1.3 is live on Steam
Replies: 25
Views: 38872

Re: Long War 2 v1.3 is live on Steam

@stefan3iii - I can confirm that with no extra mods you do need Modular Weapons to be able to equip weapon mods.

It makes a very minor difference though in the end. ;)
by 8wayz
Mon May 15, 2017 6:12 pm
Forum: Long War 2
Topic: Lothing for the new patch 1.3
Replies: 48
Views: 66026

Re: Lothing for the new patch 1.3

Now I have not watched the Twitch stream, but there are a few points on which you seem to be off the mark TheCiroth : - Only Psionic aliens can resurrect others, most notably Sectoids and Gatekeepers. - That said, if you throw a flashbang on the Sectoid, it will automatically cut any Psionic abiliti...
by 8wayz
Mon May 15, 2017 2:58 pm
Forum: Long War 2
Topic: Lothing for the new patch 1.3
Replies: 48
Views: 66026

Re: Lothing for the new patch 1.3

I am really not sure what you are doing in your campaign. I just finished a Smash and Grab mission with Extremely light alien presence. In 1.2 you would have 2 three-unit pods and 1 two-unit pod. In 1.3 I had 4 two-unit pods. Even when I activated two of them on the second turn I managed to kill the...
by 8wayz
Mon May 15, 2017 12:51 pm
Forum: Long War 2
Topic: Long War 2 v1.3 is live on Steam
Replies: 25
Views: 38872

Re: Long War 2 v1.3 is live on Steam

I am checking perks and abilities for typos and any factual mistakes. In the Expanded Description of Kubikiri it is clearly marked "Requires two actions". However Long Watch, which in 1.2 did require 2 actions, does not feature that line of text. In the Changelog there is nothing regarding...
by 8wayz
Mon May 15, 2017 7:05 am
Forum: Long War 2
Topic: New Player - Quick Question need advice
Replies: 6
Views: 10005

Re: New Player - Quick Question need advice

When you add/modify existing characters in the Characters' pool, the changes are available immediately in your campaigns. If you start a new one, you will see the new soldiers straight off the bat. If you load an existing one, you will have to wait a bit, since there are 3 ways to recruit them: - Vi...
by 8wayz
Mon May 15, 2017 6:06 am
Forum: Long War 2
Topic: Stealth missions in LW 1.3
Replies: 4
Views: 9512

Stealth missions in LW 1.3

I decided to start a new campaign last night to test some Quality of Life mods in preparation for version 1.3. I picked Commander difficulty. The first mission I go on is a Standard Stealth one, where you need to hack a cache. I get a pretty good breakdown of the mission's specifics on the Geoscape ...
by 8wayz
Sun May 14, 2017 12:47 pm
Forum: Long War 2
Topic: Suggestion classes
Replies: 14
Views: 19061

Re: Suggestion classes

Aim will improve at every new rank, depending on the soldier's class. You can check the wiki for the complete progression. For example the Sharpshooter should gain a total of 28 Aim at MSGT.
by 8wayz
Mon May 01, 2017 10:10 pm
Forum: Long War 2
Topic: How to avoid the update?
Replies: 7
Views: 11214

Re: How to avoid the update?

Yep, you can unsubscribe from the Workshop then download the 1.2 version from the Nexus. You just need to find your install folder then unpack the archive. There is another option as well, but you first should ask the Long War team for permission. You can create a new mod in the workshop just for ve...
by 8wayz
Mon May 01, 2017 6:31 am
Forum: Long War 2
Topic: 1.3 Changelog got updated.
Replies: 120
Views: 149286

Re: 1.3 Changelog got updated.

Just wanted to add a couple of quick comments before I go through the whole changelog. Keep in mind that I have also put on hold my Long War 2 campaign, waiting for 1.3 to start a new one adding some cosmetic mods this time. :) First of all, thank you Johnny and the team for making Double Tap multi-...
by 8wayz
Sat Apr 15, 2017 3:32 pm
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 226800

Re: Thoughts on the 1.3 changes

I beg to differ. To be able to use that force projection you will need at least 2 soldiers - a Sniper and a spotter. The spotter either has to remain in Stealth, or be able to take a lot of punishment and hunker down almost every turn. In both cases the Spotter does not contribute with much to the f...
by 8wayz
Sat Apr 15, 2017 11:13 am
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 226800

Re: Thoughts on the 1.3 changes

I think you are misreading - my concern is not that the Sharpshooter has to carry the team, it is that it lacks behind the team even on missions that should allow him/her to shine. Here is a what the other classes can do: - A Gunner can Area Suppress, taking care on average of 4 targets. Not to ment...
by 8wayz
Sat Apr 15, 2017 9:28 am
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 226800

Re: Thoughts on the 1.3 changes

The main point of controversy is that the Sharpshooter lacks in crowd-control or multi-attack perks/items/weapons. I don't find this to be controversial at all. The change to Serial was more than justified; it was ridiculously powerful when used on > 5 enemies. The new drop off is small for the fir...
by 8wayz
Fri Apr 14, 2017 10:39 pm
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 226800

Re: Thoughts on the 1.3 changes

Serial is worth the pick if your soldier has a High Crit Chance or is flanking most of the enemies. In original Xcom 2 I had Serial on a Assault soldier and it worked very, very well thanks to the high crit chance with the shotgun and other perks. Hence why I consider adding a Crit. Chance malus a m...
by 8wayz
Fri Apr 14, 2017 10:02 pm
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 226800

Re: Thoughts on the 1.3 changes

The main point of controversy is that the Sharpshooter lacks in crowd-control or multi-attack perks/items/weapons. After the prepared nerf to Serial and with the omission of Kill Zone, the Sharpshooter remains a liability in open battle. Sure, one kill per turn is great, but on most missions you are...
by 8wayz
Tue Feb 28, 2017 2:33 pm
Forum: Long War 2
Topic: Weapon upgrades
Replies: 31
Views: 38654

Re: Weapon upgrades

@Undershaft The discussion about two mediocre shots vs one good one is squad dependent. For me I have a sniper who can simply take care of one target on the first turn and leave another mid-range one for the Marksman with the stock on the second one. And I will only Steady the weapon on the Marksman...
by 8wayz
Tue Feb 28, 2017 9:06 am
Forum: Long War 2
Topic: Weapon upgrades
Replies: 31
Views: 38654

Re: Weapon upgrades

I will test both later today, once I get a stock again on a Grenadier and Technical.

The main point of Salvo is letting you Steady after firing a grenade. On the second turn I take the shot since there is no need for a second grenade.
by 8wayz
Tue Feb 28, 2017 8:34 am
Forum: Long War 2
Topic: Weapon upgrades
Replies: 31
Views: 38654

Re: Weapon upgrades

I think the main reason for the discrepancy between your calculations and in-game experience is that you are making them in vacuum, not considering that the Stock-wielding soldier is part of a squad. I usually have a Sniper who can take care of 1 High Value target in cover per turn (without any extr...
by 8wayz
Tue Feb 28, 2017 7:47 am
Forum: Long War 2
Topic: Weapon upgrades
Replies: 31
Views: 38654

Re: Weapon upgrades

Take for example Salvo grenade + Stock. As you clear cover it would be better if someone, like a Sniper with Serial or two Rangers, can clear the rest of the pod. On the next turn the Grenadier can again Salvo + Shot someone who is still in cover and the +45/50 additional Aim will negate that high c...
by 8wayz
Tue Feb 28, 2017 7:23 am
Forum: Long War 2
Topic: Weapon upgrades
Replies: 31
Views: 38654

Re: Weapon upgrades

The Stock can be used to some effect on Grenadiers and Technicals, as they have limited supplies of explosives during a mission. I have a Grenadier with Damn Good Ground (AWC) who wields a rifle and am looking for a stock to put on him. Thus, with an Elite Stock, on higher Elevation and with either ...
by 8wayz
Sat Feb 25, 2017 1:54 pm
Forum: Long War 2
Topic: Asia Continent Bonus
Replies: 4
Views: 7804

Re: Asia Continent Bonus

The bonus from a Radio tower applies immediately and it provides +20% bonus to any job done by rebels in that region. It also lowers the Intel cost of contacting nearby regions by 100% from what I can see. Thus it will almost immediately pay for itself, as contacting a new region gives you at least ...
by 8wayz
Sat Feb 25, 2017 6:23 am
Forum: Long War 2
Topic: Enemy AI Shuts Down?
Replies: 11
Views: 16248

Re: Enemy AI Shuts Down?

Here is more information about the bug: AI Freeze Apparently there are two different bugs going on here. Ways to fix it: - Exit the game and start it again. - Remove all your temporary config files from MyDocuments/Games/XCOM2/Config files. New ones will be generated once the game starts next time. ...
by 8wayz
Fri Feb 24, 2017 1:29 pm
Forum: Long War 2
Topic: Liberated regions - advanced mechanics
Replies: 4
Views: 7436

Re: Liberated regions - advanced mechanics

Hey, thank you for the replies ! In that case it seems that hacking MECs might not be a good proposition. Liberating new regions will do a better job. My idea is currently to liberate regions in other to protect a core of well entrenched home regions where I can focus on supplies. With the supplies ...
by 8wayz
Fri Feb 24, 2017 11:45 am
Forum: Long War 2: Strategy
Topic: Haven management strategy
Replies: 32
Views: 55374

Re: Haven management strategy

The Engineering and Basic research just lowers the Scientists/Engineers requirements for projects and items.

In general you are likely to get more than enough Engineers and Scientists, but you for some reason you have just 2-3 from one group of them, the extra research might be worth doing.
by 8wayz
Fri Feb 24, 2017 9:09 am
Forum: Long War 2
Topic: Liberated regions - advanced mechanics
Replies: 4
Views: 7436

Liberated regions - advanced mechanics

I was wondering about how actually liberated regions interact with other non-liberated ones, as well as missions. Here are a couple of questions: - If you liberate all the regions surrounding an already liberated one, will that mean that Advent has no way of launching missions in the center region? ...
by 8wayz
Thu Feb 23, 2017 11:00 pm
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 53546

Re: Low Aim Rookies

If they have good Defence and Dodge, make them Assaults and Suppression Gunners. Those are two classes that get shot at a lot. If one has a good Hack stat, make him/her a Specialist as well. The one with the lowest Defence can become a Grenadier - with 15 Mobility and low Aim, just give him a SMG an...