Search found 340 matches
- Tue Jan 31, 2017 4:17 pm
- Forum: Long War 2
- Topic: [Suggestion] Introduce S.H.I.V.S
- Replies: 27
- Views: 42577
Re: [Suggestion] Introduce S.H.I.V.S
There are already turrets in-game, there is even a special building to enable be on Avenger defence. :) In missions they will be useless for a couple of reasons: - Timers. - Dropping down the turret means that you will have to pick it somehow afterwards. As 3/4 of the missions you play are not on yo...
- Tue Jan 31, 2017 3:36 pm
- Forum: Long War 2
- Topic: [Suggestion] Introduce S.H.I.V.S
- Replies: 27
- Views: 42577
Re: [Suggestion] Introduce S.H.I.V.S
SHIVs are great in open terrain and in breaching UFOs, since they can block a door if need be. Open terrain means that the enemy has less cover to choose from and is easier to flank. In XCOM 2 a good part of the battles are urban and thus there is a lot of cover, obstacles and what not. A Shiv would...
- Tue Jan 31, 2017 10:00 am
- Forum: Long War 2
- Topic: (Friendly Consideration) Replace [+ Health] on Armors with [+ Armor] and [- Mobility]
- Replies: 21
- Views: 25746
Re: (Friendly Consideration) Replace [+ Health] on Armors with [+ Armor] and [- Mobility]
Well, Pavonis have their own ideas and refurbishing the whole HP/Armor system will be a lot of work on their side. That said, concerning the argument I gave about flanking against armor, once the AI sees that a soldier is out of cover, it will try to swarm it. With armor you can safely shrug off any...
- Tue Jan 31, 2017 9:34 am
- Forum: Long War 2
- Topic: LW2 Soldier classes and skill choices
- Replies: 14
- Views: 30000
Re: LW2 Managing the many soldier classes
This is more for the Strategy forum but I will give it a go. Here are some of the main roles soldiers can fill in and what class can help you excel in each role: Scouts: - Shinobis make great scouts and spotters, whether you go for the Ninja or Kenshi paths, both will give you a very able front-line...
- Mon Jan 30, 2017 7:29 pm
- Forum: Long War 2
- Topic: Steady Weapon cost
- Replies: 11
- Views: 14805
Re: Steady Weapon cost
Caelward - If Steady did not end your turn, you can first steady and then shoot on the same turn with anyone not a Sharpshooter. The ability worked the same way in Long War 1 - 1 action but it finished your turn, to prevent abuse. The difference here is that it gives you both 15 Aim and Crit. Chance...
- Mon Jan 30, 2017 7:20 pm
- Forum: Long War 2
- Topic: Noob ini help
- Replies: 4
- Views: 6916
Re: Noob ini help
Go to LW_Overhaul/Config/XComLW_Overhaul.ini
Open the search window and paste ItemTable. Starts from line 389. Each item that is not a starting one will have Infinite=false,
Set that to true and once you unlock it, you will have infinite amounts.
Open the search window and paste ItemTable. Starts from line 389. Each item that is not a starting one will have Infinite=false,
Set that to true and once you unlock it, you will have infinite amounts.
- Mon Jan 30, 2017 3:14 pm
- Forum: Long War 2
- Topic: AWC Perks, Some doubts
- Replies: 6
- Views: 10839
Re: AWC Perks, Some doubts
It is in the Config folder:
LW_Overhaul/Config/XComLW_AWCPack.ini
You can simply run a search for the file XComLW_AWCPack.ini and you should find it within a couple of seconds.
LW_Overhaul/Config/XComLW_AWCPack.ini
You can simply run a search for the file XComLW_AWCPack.ini and you should find it within a couple of seconds.
- Mon Jan 30, 2017 3:06 pm
- Forum: Long War 2
- Topic: Idea: glass cutter and Mines MON-50 directional explosion
- Replies: 33
- Views: 42940
Re: Idea: glass cutter and Mines MON-50 directional explosion
Oh, if you want arguments, I can give you a couple why mines are not a good idea with the current mod and mission design in Long War 2. :) - Timers. I have already explained why. - Proximity mines. They are not directional, but they are already in the game and can be launched from a couple of tiles ...
- Mon Jan 30, 2017 1:57 pm
- Forum: Long War 2
- Topic: Idea: glass cutter and Mines MON-50 directional explosion
- Replies: 33
- Views: 42940
Re: Idea: glass cutter and Mines MON-50 directional explosion
Laying booby traps might be a classic tactic, but it requires some time and patience to get right. Not to mention that you will need to wait till that patrol comes by again. You simply do not have enough turns to lay mines on timed missions. Players have been reporting that they get large enough map...
- Mon Jan 30, 2017 7:44 am
- Forum: Long War 2
- Topic: (Friendly Consideration) Replace [+ Health] on Armors with [+ Armor] and [- Mobility]
- Replies: 21
- Views: 25746
Re: (Friendly Consideration) Replace [+ Health] on Armors with [+ Armor] and [- Mobility]
@mykelsss Alpha strikes (terminating a pod on the turn it was revealed, not allowing it to act) were the order of the day in original XCOM2. In Long War 2 you now have: - larger pods, sometimes up to 8 units. - AI taking better cover and using Hunker Down. - More defence and dodge on alien and ADVEN...
- Mon Jan 30, 2017 7:42 am
- Forum: Long War 2
- Topic: Idea: glass cutter and Mines MON-50 directional explosion
- Replies: 33
- Views: 42940
Re: Idea: glass cutter and Mines MON-50 directional explosion
All these devices would be great in a game such as Jagged Alliance 2 or Marauder where you do not have timers. In XCOM 2 stealth is determined by a binary switch and it is very hard to enter it again. Thus you have very little time to prepare an ambush and once it has been sprung, you will have to f...
- Sun Jan 29, 2017 11:42 pm
- Forum: Long War 2
- Topic: (Friendly Consideration) Replace [+ Health] on Armors with [+ Armor] and [- Mobility]
- Replies: 21
- Views: 25746
Re: (Friendly Consideration) Replace [+ Health] on Armors with [+ Armor] and [- Mobility]
Well, I am glad you agree that some of the vests can really make armor stacking too strong. :) Please also note that Long War 2 makes good use of Grazing hits and special abilities that do limited damage. So having up to 5 armor (with the Warden suit + Formidable) will negate all grazing hits and sa...
- Sun Jan 29, 2017 10:22 pm
- Forum: Long War 2
- Topic: (Friendly Consideration) Replace [+ Health] on Armors with [+ Armor] and [- Mobility]
- Replies: 21
- Views: 25746
Re: (Friendly Consideration) Replace [+ Health] on Armors with [+ Armor] and [- Mobility]
The Tactical vest provides 4 HP, 1 Armor. By your proposed conversion, it should add 2 armor (3 HP = 1 armor). So War suit (3) + Formidable (1) + Tactical (2) = 6 You are a bit off in your example as well: Proposed Change Assuming the same: 5 Damage - 3 Armor = 2 Damage. He is reduced to 6/8 HP. Tha...
- Sun Jan 29, 2017 9:47 pm
- Forum: Long War 2
- Topic: Crazy timers
- Replies: 13
- Views: 18670
Re: Crazy timers
Hey Goldseeker, Thank you for the save game, will have a go at that mission later. If you are having trouble with the timer ticking while you are still in concealment, there is always the True Concealment mod. It is fully compatible with Long War 2 and will give you plenty of time to reach your obje...
- Sun Jan 29, 2017 7:55 pm
- Forum: Long War 2
- Topic: Is Long War 2 feature complete?
- Replies: 2
- Views: 5626
Re: Is Long War 2 feature complete?
Long War 1 was for 2 years or so in beta, that is why it went all the way to 15 e. The full version is at 1.0.
Most of the changes to Long War 2 will be balance tweaks and bug fixes, with finishing touches here and there. It is not yet feature complete, but do not expect any sweeping changes.
Most of the changes to Long War 2 will be balance tweaks and bug fixes, with finishing touches here and there. It is not yet feature complete, but do not expect any sweeping changes.
- Sun Jan 29, 2017 7:45 pm
- Forum: Long War 2
- Topic: Crazy timers
- Replies: 13
- Views: 18670
Re: Crazy timers
I have yet to encounter a map where the objective was more than 40 tiles away from my soldiers (diagonally). As pointed out, even if you have to go around a building or two, or climb on a roof, it will rarely take you more than 6 turns just to get to the objective without fighting. Can you provide a...
- Sun Jan 29, 2017 7:18 pm
- Forum: Long War 2
- Topic: Crazy timers
- Replies: 13
- Views: 18670
Re: Crazy timers
With average speed of 12 (roughly 12 per turn) tiles on soldiers after adding utility items. you would need a map that is at least 120X120 tiles to get to an objective that it is 10 turns away. For reference, in original XCOM2 most maps were 50x50 tiles. In Long War 2 most maps are close to that siz...
- Sat Jan 28, 2017 10:54 pm
- Forum: Long War 2
- Topic: Drone stun attack duration is too OP
- Replies: 11
- Views: 18031
Re: Drone stun attack duration is too OP
Like Amineri pointed out, to apply the Stun the drone needs to get really next to you. Thus if it applies a 1 turn stun, chances are that it won't survive another turn to continue stunning the soldier. The 2 turn stun is fine, you not only lose the soldier for that duration, but will also have to th...
- Sat Jan 28, 2017 4:14 pm
- Forum: Long War 2
- Topic: Idea: glass cutter and Mines MON-50 directional explosion
- Replies: 33
- Views: 42940
Re: Idea: glass cutter and Mines MON-50 directional explosion
There will be a shaped charge (Кумулятивный эффект) coming in version 1.1 that will be intended for use against walls and cover. Probably not what you want but still in the same vein as the directional mine. I have no idea why or how you would want to use the glass cutter, seeing how all of the stea...
- Sat Jan 28, 2017 11:12 am
- Forum: Long War 2: Strategy
- Topic: Any success with overwatch perks
- Replies: 23
- Views: 29225
Re: Any success with overwatch perks
It is probably dependent on the difficulty ? I am playing on Commander. That said, I do play a highly mobile style, so often aliens relocate because I am flanking them, or thereabouts. Even when I stay on a roof and try to do a Wild-West shoot-out, I always send my Assault and Shinobi to keep them o...
- Sat Jan 28, 2017 11:06 am
- Forum: Long War 2
- Topic: Some maps to Big
- Replies: 5
- Views: 8134
Re: Some maps to Big
Well, in those type of maps, especially if the objective is literally on the far side of the map, I tend to just skip all pods, take the objective and get as fast as possible away from that place. It works really nice with your friendly Covert Ops team (2 Shinobis + 1 Specialist). You might want to ...
- Sat Jan 28, 2017 7:07 am
- Forum: Long War 2: Strategy
- Topic: Any success with overwatch perks
- Replies: 23
- Views: 29225
Re: Any success with overwatch perks
You are indeed playing a different game, aliens do move a lot if you do not neutralise them with Flashbangs, Single Suppression etc. The only time I have seen an adversary hunker down was I first threw a Flashbang grenade, then suppressed him on next turn, as I was taking care of another pod on my f...
- Sat Jan 28, 2017 6:49 am
- Forum: Long War 2
- Topic: Are enemies psychic?
- Replies: 9
- Views: 13224
Re: Are enemies psychic?
As pointed above, this was an issue with original XCOM 2, especially for lancers. They would run from the fog of war, traverse 1/2 to 3/4 of the width of the map and then hit your soldier behind high cover. Since aliens had fewer explosives in the original version, you did not see that behavior as o...
- Fri Jan 27, 2017 3:56 pm
- Forum: Long War 2
- Topic: Crowdsourcing translations #2: Sedate + Sniper help - GOOD TO GO
- Replies: 31
- Views: 39970
Re: Crowdsourcing translations #2: Sedate + Sniper help
Hey kordolius,
How about Endormir/Endormi ? I was thinking it is the best middle-ground, as you are not actually keeping that person on sedatives during the whole mission, like doctors do during a long operation, you are just knocking him off with a good dose.
How about Endormir/Endormi ? I was thinking it is the best middle-ground, as you are not actually keeping that person on sedatives during the whole mission, like doctors do during a long operation, you are just knocking him off with a good dose.
- Fri Jan 27, 2017 2:51 pm
- Forum: Long War 2: Strategy
- Topic: Havens and Lasers
- Replies: 4
- Views: 7665
Re: Havens and Lasers
Yep, you are reading it right. Their weapons will be upgraded in regards to your tech level and their experience level.