Search found 340 matches

by 8wayz
Sat Feb 18, 2017 10:54 am
Forum: Long War 2
Topic: No Avatar Project?
Replies: 23
Views: 28704

Re: No Avatar Project?

Once you liberate a region you will have some good income. Also you can sell off some extra PCS and weapon mods. Even corpses if you have plenty of those. The black market is expensive, but always a good source of extra materials. That is why I am suggesting that you keep the cores, as they are diff...
by 8wayz
Sat Feb 18, 2017 10:42 am
Forum: Long War 2
Topic: No Avatar Project?
Replies: 23
Views: 28704

Re: No Avatar Project?

About rendering, it is faster the more scientist/labs you have. I think there is always a 1 day minimum though. Keep your Elerium cores, as some of the late armor and weapons requite quite a few them. Elerium and Alloys can be bought via the black market if need be. For your regions that have fewer ...
by 8wayz
Sat Feb 18, 2017 9:40 am
Forum: Long War 2
Topic: Thoughts on supplies and research progress
Replies: 14
Views: 19081

Re: Thoughts on supplies and research progress

Raising maintenance will just cripple the early game, since it is then and there that you are building your infrastructure. Mid to late game the rooms are in place and you focus on equipment, armor and weapons. Hence why you will need some higher costs in supplies for the higher-end items as your in...
by 8wayz
Sat Feb 18, 2017 7:55 am
Forum: Long War 2
Topic: No Avatar Project?
Replies: 23
Views: 28704

Re: No Avatar Project?

In regions where you want to do missions it is advisable to have at least 12 rebels on Intel + 1 on Recruit. Thus you get better timers and you can do a lot more missions. The rewards from said missions will pay up in supplies, alloys, elerium and others so you should not worry too much putting anyo...
by 8wayz
Sat Feb 18, 2017 7:19 am
Forum: Long War 2
Topic: Advent Foundry: The Reinforcements are ridiculous
Replies: 3
Views: 6763

Re: Advent Foundry: The Reinforcements are ridiculous

These are the Doom reinforcements. They start showing after a set number of turns when you break concealment. A new 8-unit pod will drop each and every turn once they are activated. They show after: Rookie: Never Veteran: 28 turns Commander: 24 turns Legendary: 20 turns So it might be possible that ...
by 8wayz
Sat Feb 18, 2017 7:07 am
Forum: Long War 2
Topic: Thoughts on supplies and research progress
Replies: 14
Views: 19081

Re: Thoughts on supplies and research progress

Well, there is a Supply balance in the game, but it is a bit awkwardly handled. You can make some good supplies from 3 liberated regions for example. If you are greedy, around 200 on average per region/month. Thus at least 600 supplies just from the liberated regions. You then add anything gained fr...
by 8wayz
Thu Feb 16, 2017 6:42 pm
Forum: Long War 2: Bug Reports
Topic: AI freeze after sectopod hacked
Replies: 2
Views: 5522

Re: AI freeze after sectopod hacked

I have the exact same bug, but in different circumstances. Version - Long War 2 1.1 Platform - Windows 10 No additional mods Description: On an HQ Assault mission I move my squad to the other edge of the map to get a better position. After a good 10 to 15 turns I start my turn by launching a Flashba...
by 8wayz
Thu Feb 16, 2017 12:34 pm
Forum: Long War 2
Topic: smg on sharpshooter please
Replies: 12
Views: 19391

Re: smg on sharpshooter please

From what I understand every XCOM soldier needs to hold some primary weapon, as there are no idle animations without one. They could possibly try to reuse the ones from civilians, but they will look weird on soldiers. The main issue is how Squadsight works though. It checks for the perk, not the wea...
by 8wayz
Wed Feb 15, 2017 6:47 am
Forum: Long War 2
Topic: Secure Network Tower - only 5 soldiers in Squad?
Replies: 8
Views: 18467

Re: Secure Network Tower - only 5 soldiers in Squad?

The mission was hardcoded to have a lower max number of soldiers in original XCOM 2 (3 there). Since the regular limit was upgraded to 8 in Long War 2, the current limit for the Network Tower mission is 5. From what I understand Pavonis just used the original mission as a template and added their Lo...
by 8wayz
Tue Feb 14, 2017 8:55 pm
Forum: Long War 2
Topic: [Feedback/Suggestions] Observations at the 50h mark
Replies: 8
Views: 11981

Re: [Feedback/Suggestions] Observations at the 50h mark

The meat grinder situation is really tricky. I currently have a Supply raid mission which has been on hold for a few days because Advent pods actually advance two at a time, covering almost the whole width of the map. That makes for an average of 10 units activated each turn and the map simply is no...
by 8wayz
Tue Feb 14, 2017 10:11 am
Forum: Long War 2
Topic: Hacking
Replies: 34
Views: 45338

Re: Hacking

@ The Boz You do like quoting a single sentence out of context. :) The rewards are not mandatory. An Assault on a Dark VIP mission can certainly make it easier, both for clearing out the guards and then for carrying the VIP (with all the tanky perks). Same goes for hacking mission objectives - your ...
by 8wayz
Tue Feb 14, 2017 7:46 am
Forum: Long War 2
Topic: Questions about game mechanics: Reinforcements
Replies: 23
Views: 27839

Re: Questions about game mechanics: Reinforcements

The Doom reinforcements are turned off on Rookie by default. That said you should also check what mods he is using. Doom reinforcements start coming your way after a set number of turns when you break concealment. If you have achieved your mission objective just get away from there. No need to turn ...
by 8wayz
Tue Feb 14, 2017 7:40 am
Forum: Long War 2: Strategy
Topic: Rebel jobs in liberated regions
Replies: 21
Views: 23650

Re: Rebel jobs in liberated regions

As noted, the Invasion mission is not something you would like to dabble with, mostly because of the reinforcement waves (and the crazy pods you see there). A Supply raid mission is always preferable. You can keep 4 men on Intel and 9 on Supplies. This should still give you a good 50% chance to dete...
by 8wayz
Mon Feb 13, 2017 9:13 pm
Forum: Long War 2
Topic: Questions about game mechanics: Reinforcements
Replies: 23
Views: 27839

Re: Questions about game mechanics: Reinforcements

Oh, I am saying that the HQ, among other missions, should only get Doom reinforcements X (20 for Legendary ) turns after breaking concealment.

Once the Doom reinforcements start dropping though, there are infinite.
by 8wayz
Mon Feb 13, 2017 9:10 pm
Forum: Long War 2: Strategy
Topic: Rebel jobs in liberated regions
Replies: 21
Views: 23650

Re: Rebel jobs in liberated regions

Hi trihero,

Well, that table is hardly finished. Will look at the files and try to update it. :)

From personal experience I ignored a Dataleak mission in my starting region and just hours later an Intel raid started. So all retaliation missions have a precursor to them.
by 8wayz
Mon Feb 13, 2017 8:56 pm
Forum: Long War 2
Topic: Questions about game mechanics: Reinforcements
Replies: 23
Views: 27839

Re: Questions about game mechanics: Reinforcements

Yep, check ReinforcementsCap=-1. You have to switch it to anything above -1 to limit the number of reinforcements.

On the other hand, the HQ should only have Doom reinforcements. I have yet to play a HQ mission, so please correct me if I am wrong.
by 8wayz
Mon Feb 13, 2017 8:49 pm
Forum: Long War 2: Strategy
Topic: Rebel jobs in liberated regions
Replies: 21
Views: 23650

Re: Rebel jobs in liberated regions

Hey trihero, What do you understand by mini-retaliation ? To my knowledge all 5 ( 3 for each job and the 2 variants of Haven attack) retaliation types have а precursor. Doing Supply raids is not bad if you have the proper team set up for them. But going at 0 means special soldiers/ equipment need to...
by 8wayz
Mon Feb 13, 2017 8:06 pm
Forum: Long War 2: Strategy
Topic: Rebel jobs in liberated regions
Replies: 21
Views: 23650

Re: Rebel jobs in liberated regions

All retaliation missions have a precursor mission - if you beat it, the retaliation mission won't be activated at all.

Beating the supply raid will basically render void the coming invasion. And you do want to play the Raid mission instead of the Invasion one. :)
by 8wayz
Mon Feb 13, 2017 7:15 pm
Forum: Long War 2
Topic: Questions about game mechanics: Reinforcements
Replies: 23
Views: 27839

Re: Questions about game mechanics: Reinforcements

Here is the related section from XComLW_Overhaul.ini ; This only works if the continuous reinforcements subsystem is attached to the mission! ; Alert modifier. Value to add to reinforcement bucket per turn by mission alert level. ; This amount is adjusted by ALERT_RANDOM_FACTOR. Alerts higher than p...
by 8wayz
Mon Feb 13, 2017 6:45 pm
Forum: Long War 2
Topic: Hacking
Replies: 34
Views: 45338

Re: Hacking

Well, rewards are not mandatory, there are just a bonus. Like the Dark VIP mission - if you capture him, good on you, but nobody is forcing your hand. Not bringing a Specialist and just bumping everyone else's stat has an obvious downside - you can not hack the Security Towers, which do give you goo...
by 8wayz
Mon Feb 13, 2017 1:55 pm
Forum: Long War 2
Topic: Hacking
Replies: 34
Views: 45338

Re: Hacking

In my humble opinion you are getting greedy. You have one class specialised in Hacking and one with reasonable progression. I have an Assault with 10 hacking and sometimes he can get a good 10 % for the first reward. I consider that more than enough for someone who has no idea of cyberware and secur...
by 8wayz
Mon Feb 13, 2017 10:52 am
Forum: Long War 2
Topic: LW2 needs more "middle class" missions
Replies: 112
Views: 156149

Re: LW2 needs more "middle class" missions

A simple change would be to increase the infiltration penalty for 6+ squads. On the other hand that will just make you try harder to go for tag team stealth missions. What I would like to see is the following : - nerf the design of Stealth missions a bit. Have a patrol pod to stay close to the objec...
by 8wayz
Thu Feb 09, 2017 4:08 pm
Forum: Long War 2
Topic: Sword attack strength
Replies: 28
Views: 35602

Re: Sword attack strength

Now I am considering starting a new campaign with those Mushashi mods and a few more. They look and feel quite good. :)
by 8wayz
Thu Feb 09, 2017 1:23 pm
Forum: Long War 2
Topic: Sword attack strength
Replies: 28
Views: 35602

Re: Sword attack strength

Please note that like firearms in Long War 2, swords also have a very wide damage bracket. Thus why sometimes you may inflict lower damage since the RNG rolls the lowest possible digit.

You will need to run quite a few tests to determine the mean damage point with and without using Fleche.
by 8wayz
Thu Feb 09, 2017 10:02 am
Forum: Long War 2
Topic: Sword attack strength
Replies: 28
Views: 35602

Re: Sword attack strength

Well, the main idea of the ordinary sword is to take out key targets and also to act as a defensive weapon. I had a Tower Assault mission where my Shinobi hid behind a wall, next to a window and reinforcements would literally move next to her, on the other side of the wall. I could kill two enemies ...