Search found 76 matches

by Thrombozyt
Wed Jul 26, 2017 5:50 pm
Forum: Long War 2
Topic: Combatives fix
Replies: 37
Views: 61137

Re: Combatives fix

How about a 25% chance for the Muton to hit, reducing the Muton damage to 3-5/5-7/7-9 (Muton/Centurion/Elite) with chance to stun for 2/3/4 turns or knock unconscious (50% each for a total of 100% of the hits). That way, the Shinobi survives but your still in trouble. All in all I'm still happy, bec...
by Thrombozyt
Wed Jul 26, 2017 11:19 am
Forum: Long War 2
Topic: Balance
Replies: 25
Views: 31001

Re: Balance

Full Override: The way to 'nerf' this would be to adjust the Mec density. The other abilities would then be attractive if there were some missions where Full Override finds nothing significant to hack. Air Drop: Speaking of which, bumping this up to 3 charges would solve the sapper issue. Nanomedki...
by Thrombozyt
Wed Jul 26, 2017 8:24 am
Forum: Long War 2
Topic: Balance
Replies: 25
Views: 31001

Re: Balance

Very good list. I disagree only on very few points, namely: Buff to Predator I'd rather nerf the EXO suit further by giving the EXO suit a -25 dodge modifier and increasing the supply cost by 10. Predator armor is already a significant jump in terms of durability and is in its state a good basic arm...
by Thrombozyt
Tue Jul 25, 2017 7:51 am
Forum: Long War 2
Topic: Can we have (old) Supply Raids back?
Replies: 11
Views: 19756

Re: Can we have (old) Supply Raids back?

In yesterday's session my rebels detected two supply raids with more than 6 days to infiltrate. The key here is to have 13 rebels on intel + radio tower + scientist in multiple regions. For the last 5 game months (currently January) I have consistently completed two supply raids per month with a 4da...
by Thrombozyt
Mon Jul 24, 2017 7:59 pm
Forum: Long War 2
Topic: Can we have (old) Supply Raids back?
Replies: 11
Views: 19756

Re: Can we have (old) Supply Raids back?

If you set it up properly, you can do supply raids with 7-8 men on a regular basis later in the game. It's not that unlikely to detect them at around 5 days infiltration timer, which is 7.5 with a boost which allows you - if you have at least one GTS upgrade - to bring 7-8 men and still reach 100%.
by Thrombozyt
Mon Jul 24, 2017 4:39 pm
Forum: Long War 2
Topic: L/I Victory Campaign Summary
Replies: 8
Views: 14797

Re: L/I Victory Campaign Summary

So we are looking at EXO-Shredders jamming 20% of the time expending their use for nothing? ;)

Maybe each EXO suit could be more costly in terms of infiltration the the previous one....
by Thrombozyt
Mon Jul 24, 2017 4:11 pm
Forum: Long War 2
Topic: Insanity - What disability applies?
Replies: 2
Views: 6239

Insanity - What disability applies?

It seems to me, that once insanity lands, it's quite random what effect will be triggered. Is there a table for the odds of panic/MC out there?
by Thrombozyt
Sat Jul 22, 2017 6:19 am
Forum: Long War 2
Topic: Combatives fix
Replies: 37
Views: 61137

Re: Combatives fix

Lightning Reflexes in LW1 was -90% to hit for the first overwatch shot and it's still incredibly good. Vanilla EU/EW Lightning Reflexes was -100%. This isn't correct. LW1 Lightning Reflexes multiplied the chance to hit with 10% (resulting in a 90% reduction). The LW2 version subtracts 100% from the...
by Thrombozyt
Fri Jul 21, 2017 6:49 pm
Forum: Long War 2: Strategy
Topic: Filling out the Barracks in v1.4
Replies: 11
Views: 18042

Re: Filling out the Barracks in v1.4

Combat Protocol is superior to Revival early game is the vast majority of situations. The most common problem early is the endless stun drones can inflict. You have the choice to either take the stun and cleanse with Revival or to simply pop the drone with combat protocol. Seeing as the latter opti...
by Thrombozyt
Thu Jul 20, 2017 12:30 pm
Forum: Long War 2
Topic: [suggestion] Name change for LongWar into RNGWar
Replies: 8
Views: 13560

Re: [suggestion] Name change for LongWar into RNGWar

I think it's his way to tell the board admins to be renamed to AsinineXwhiner...
by Thrombozyt
Thu Jul 20, 2017 12:28 pm
Forum: Long War 2
Topic: Combatives fix
Replies: 37
Views: 61137

Re: Combatives fix

In my opinion, it's also not that much of a hard counter for Mutons - putting it next to a Muton requires it not being shot to death by his friends. So it's a situation I have to set up to be effective, and I consider that enough balance - if I manage to outmanoeuvre the enemy squad, then I deserve...
by Thrombozyt
Thu Jul 20, 2017 9:11 am
Forum: Long War 2: Strategy
Topic: Filling out the Barracks in v1.4
Replies: 11
Views: 18042

Re: Filling out the Barracks in v1.4

Combat Protocol is superior to Revival early game is the vast majority of situations. The most common problem early is the endless stun drones can inflict. You have the choice to either take the stun and cleanse with Revival or to simply pop the drone with combat protocol. Seeing as the latter optio...
by Thrombozyt
Wed Jul 19, 2017 1:58 pm
Forum: Long War 2
Topic: A Tale of two players
Replies: 38
Views: 55638

Re: A Tale of two players

I'd rather see the 75% at 100% with either the cost massively increased (grenade is a consumable like combat drugs) OR the 75% at 100% with no explosion damage (basically a pause button) OR a dark event spawning 25% of biological enemies with hazmat, that I can scan for before launching the grenade...
by Thrombozyt
Wed Jul 19, 2017 12:20 pm
Forum: Long War 2
Topic: A Tale of two players
Replies: 38
Views: 55638

Re: A Tale of two players

While I can see your point about them still being powerful statistically, I don't see why the CC part was targeted in such an inconsistent manner when clearly the damage part would have been easier to manage. Inconsistent? Seriously? It's not enough for the things to do more damage than a point-bla...
by Thrombozyt
Wed Jul 19, 2017 9:31 am
Forum: Long War 2
Topic: Let's talk Gunner
Replies: 43
Views: 56455

Re: Let's talk Gunner

I would be cool if their steady weapon action could be modified to work until they move representing the use of a bi/tri-pod. It would give stocks a use besides snipers.
by Thrombozyt
Wed Jul 19, 2017 9:24 am
Forum: Long War 2
Topic: A Tale of two players
Replies: 38
Views: 55638

Re: A Tale of two players

But there is a way to control the percentages for incendiaries, just fire two incendiaries, and the chance becomes 94%. Or three for 98.5%. Or combine it with any number of other random things in the game that may kill or control your target. Pretty much. Incendiaries do a ridiculous amount of dama...
by Thrombozyt
Tue Jul 18, 2017 4:17 pm
Forum: Long War 2
Topic: A Tale of two players
Replies: 38
Views: 55638

Re: A Tale of two players

Sure, but that's a core part of xcom, you're not supposed to finish a campaign without deaths. There are strategy games with no RNG, and they're fun, but they also feel like more of a puzzle game. Xcom is about dealing with risk and inevitable loss, the RNG is a big part of what makes it interestin...
by Thrombozyt
Mon Jul 17, 2017 9:13 pm
Forum: Long War 2: Strategy
Topic: What's your views on ammo use?
Replies: 40
Views: 66987

Re: What's your views on ammo use?

So why wouldn't you put shredder on the rangers that shoot 3 times with rapid fire shredding potentially 3 times to set up the sniper for the 1 shot?
by Thrombozyt
Mon Jul 17, 2017 8:55 pm
Forum: Long War 2
Topic: A Tale of two players
Replies: 38
Views: 55638

Re: A Tale of two players

It's of course a rare constructed scenario - although, with 250k subscribers and campaigns that take 100+ missions to complete, how rare will it actually be? Still quite rare. As the chances of Player A's good result will also happen more often. The percentages will remain the same. That I would li...
by Thrombozyt
Mon Jul 17, 2017 8:52 pm
Forum: Long War 2
Topic: A Tale of two players
Replies: 38
Views: 55638

Re: A Tale of two players

There are degrees to balancing with a random chance. I absolutely hate the fact that it's now 50/50 that troop columns reduce strength. After all, that's the main reason of doing troop columns - to reduce strength/alert. I also don't know the reason why - there hasn't been a problem with that. I dis...
by Thrombozyt
Mon Jul 17, 2017 12:43 pm
Forum: Long War 2: Strategy
Topic: v1.4 Officer Skills and Tricky Tradeoffs
Replies: 15
Views: 30961

Re: v1.4 Officer Skills and Tricky Tradeoffs

I can see a high aim shooter working as a TBF officer with LBE. On 'training missions' you will need a baby sitter anyhow and combining the officer with the baby sitter makes sense. Most prominent problem is that I don't want to invest a month of training into a high value combat soldier. That said,...
by Thrombozyt
Tue Jul 11, 2017 1:58 pm
Forum: Long War 2
Topic: Why are most buildings unique?
Replies: 4
Views: 8038

Re: Why are most buildings unique?

As opposed to now, where the only buildings you can build multiple of (power relay and coms) are sure fire pitfalls, because you don't need more than one of each to complete the game.
by Thrombozyt
Tue Jul 11, 2017 12:09 pm
Forum: Long War 2
Topic: Why are most buildings unique?
Replies: 4
Views: 8038

Re: Why are most buildings unique?

It also matters in the C/I which I'm currently playing. Note that I didn't say it eliminates all strategy - just much of it. Imagine that you could build a second lab! Such a tech advantage, but which other options to cut for it? And how long to keep it until you raze it to build the shadow chamber?...
by Thrombozyt
Tue Jul 11, 2017 9:32 am
Forum: Long War 2
Topic: Why are most buildings unique?
Replies: 4
Views: 8038

Why are most buildings unique?

Is there a reason why we cannot build more than one laboratory? I could also envision building more than one PsiLab when going for a psi heavy strategy. Or maybe a second GTS to allow the training of more rookies? This is strange as it basically eliminates much of the strategy behind the base manage...
by Thrombozyt
Fri Jul 07, 2017 10:12 am
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 690786

Re: Please rethink this!

Why bring will into this? It's not like you can influence will aside from red fog which will also influence offense. Try Insanity on a trooper to see the success rate, then flashbang and see that the trooper has the exact same chances. On the flip side the flashbang disables combatives anyhow. Makin...