Shredded ...LordYanaek wrote:OK, Shredder Cannon was already beyond broken, what does that make itNibelung44 wrote: Added bonus... EXO armor... Did you know that killing with a needle grenadier with the shredder cannon preserves loot
Search found 33 matches
- Wed Mar 22, 2017 12:11 pm
- Forum: Long War 2
- Topic: I love my loot grenadier!
- Replies: 26
- Views: 39167
Re: I love my loot grenadier!
- Sun Mar 19, 2017 10:05 am
- Forum: Long War 2
- Topic: [Feedback] 1.2 Perk Tree: Tier balance (Wall of Text Warning)
- Replies: 45
- Views: 54664
Re: [Feedback] 1.2 Perk Tree: Tier balance (Wall of Text Warning)
(IIRC wounds are based on lowest HP value, so getting healed up then shot again effectively reduces the timer) and keeping soldiers alive. Is that the case? So if you get hit for say 4 and healed, then hit for 3 damage, your recovery time is identical to having been hit once for 4 damage? I hope it...
- Mon Mar 13, 2017 9:07 am
- Forum: Long War 2
- Topic: So 0%/low% supply raids are getting nerfed....
- Replies: 29
- Views: 46502
Re: So 0%/low% supply raids are getting nerfed....
Better would be to swap the infiltration vale so that a low infiltration gives an easy mission (you strike before the enemy has had time to bring supplies in) while a long means it's hard. This really seems like the best way to deal with 0% infiltration issues - simply remove the primary reason for...
- Thu Mar 09, 2017 5:00 pm
- Forum: Long War 2
- Topic: Soldier stunned infinitely after broken mind control
- Replies: 2
- Views: 6918
Re: Soldier stunned infinitely after broken mind control
I had exactly the same sequence of events when playing vanilla. Evac all was how I avoided losing my soldier (as the last poster suggested). Just move him and any other into evac, use the other to evac all. If your in 1.2 you may be able to sedate him with a med pack - i was in vanilla so couldn't t...
- Thu Mar 09, 2017 1:06 pm
- Forum: Long War 2
- Topic: Can we predict when we will lose control of a bot?
- Replies: 2
- Views: 5864
Re: Can we predict when we will lose control of a bot?
Ah, great answer. Thanks.
- Thu Mar 09, 2017 9:51 am
- Forum: Long War 2
- Topic: Can we predict when we will lose control of a bot?
- Replies: 2
- Views: 5864
Can we predict when we will lose control of a bot?
If we take control of an enemy bot, it would be great to reliably know or estimate when we will lose control. How does it work?
- Wed Mar 08, 2017 11:42 am
- Forum: Long War 2
- Topic: List of what do you want to see so much
- Replies: 46
- Views: 61214
Re: List of what do you want to see so much
I think that the ability to carry off a dead enemy as a soldier evacs (like the mod, but without the harness) would be a great addition, it adds an incentive to engage in combat rather than pure stealth missions.
- Wed Mar 08, 2017 5:27 am
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Re: Early missions with short timers, a failing strategy
So does this bug arise for any rookie on any mission with any higher rank? (i.e. match rookies xp to higher soldier, all be it one level up per mission given) or does it only arise under some conditions, say failing a mission?
It's a pretty big bug ☺
It's a pretty big bug ☺
- Tue Mar 07, 2017 7:15 am
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Re: Early missions with short timers, a failing strategy
Nice work Chrisb.
I see it is resolved for 1.3.
(So i must have only ever taken squadies as my higher rank troops as I never noticed them gain more than a level.)
I see it is resolved for 1.3.
(So i must have only ever taken squadies as my higher rank troops as I never noticed them gain more than a level.)
- Mon Mar 06, 2017 5:13 pm
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Re: Early missions with short timers, a failing strategy
Well, after some testing l have figured out what is happening in my game. I would like some other player(s) to see if these results can be replicated. In summary (counter intuitively) rookies level up from non-contact failed missions ONLY when accompanied by one or more experienced soldiers. Results...
- Mon Mar 06, 2017 6:07 am
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Re: Early missions with short timers, a failing strategy
Ok Chrisb, I'll try do that this afternoon after work. I didn't check logs, just what happened after the mission. As I was playing ironman my testing options were limited, but I'm now on honestman as I often have 'help' from the kids which leads to misclicks and causes me stress! I am not going to s...
- Mon Mar 06, 2017 4:12 am
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Re: Early missions with short timers, a failing strategy
What difficulty level are you playing on? ... (Sorry I missed that question earlier). I have done this on veteran and commander levels, not the hardest level legendary (which I have not played yet). Having tried a few different versions what I find is that a larger team (say 6 or 7) won't level up ...
- Sun Mar 05, 2017 9:36 am
- Forum: Long War 2
- Topic: PSA on Haywire and Trojan
- Replies: 5
- Views: 9037
Re: PSA on Haywire and Trojan
Just to clarify for me, do you need to be in visual range when you first do the hack or at the time the hack ends (and Trojan takes effect)?
Thanks.
Thanks.
- Sun Mar 05, 2017 3:57 am
- Forum: Long War 2: Strategy
- Topic: Manipulate the black market.
- Replies: 7
- Views: 14190
Re: Manipulate the black market.
Thanks for the mod, it does indeed just remove the clicks to do it manually.LeaderEnemyBoss wrote:Creator of that mod here.
...
I would suggest making the "very interested" multiplier lower in higher difficulties (down from 2 to say 1.5).
Yes, I think lowering the multiplier would be a good thing.
- Sun Mar 05, 2017 3:46 am
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Re: Early missions with short timers, a failing strategy
Only when combined with commanders choice does it seem dodgy, as the choice is not random.Devon_v wrote:
I would argue that there's no exploit here. You can promote rookies for free in the GTS and actually pick a good/needed class for them. Doing this just rolls the dice.
- Fri Mar 03, 2017 4:10 am
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Re: Early missions with short timers, a failing strategy
With respect, it doesn't seem that way - just before I posted I did a mission where I didn't fire a shot and 5 rookies got squadie levels from the plane ride. Although it has only been one time I have been absolutly sure i have not killed anything, but for sure I didn't make any kills on that missio...
- Thu Mar 02, 2017 7:22 pm
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Re: Early missions with short timers, a failing strategy
I didn't even know you get XP if you fail the mission. That seems like an easy oversight to rectify. You do get xp, and it's a game design not an oversight. I read it in the very early days when I started playing LW2. Obviously you get more for success in a mission, but currently the game is balanc...
- Thu Mar 02, 2017 7:15 pm
- Forum: Long War 2: Strategy
- Topic: Manipulate the black market.
- Replies: 7
- Views: 14190
Re: Manipulate the black market.
Actually that mod looks pretty good. Thanks for the link.
- Thu Mar 02, 2017 6:58 pm
- Forum: Long War 2: Strategy
- Topic: Early missions with short timers, a failing strategy
- Replies: 36
- Views: 43513
Early missions with short timers, a failing strategy
So a few times very early in the campaign I have found missions with a day or less of time to infiltrate. Rather than ignore them I sent in a team with a gang of rookies and a couple of squadies. The plan is not to try succeed but just move to a safe point and pop the evac flair and gtfo. All the ro...
- Thu Mar 02, 2017 6:40 pm
- Forum: Long War 2: Strategy
- Topic: Manipulate the black market.
- Replies: 7
- Views: 14190
Re: Manipulate the black market.
Thanks for the reply. I don't fancy a mod if it basically fiddles the economy to make the game too easy. maybe if it just did what i could do manually but saved me a few pain-in-the-butt clicks. I was just wondering if there was a standard way of getting an early boost from say the first troop or su...
- Thu Mar 02, 2017 5:52 am
- Forum: Long War 2: Strategy
- Topic: Manipulate the black market.
- Replies: 7
- Views: 14190
Manipulate the black market.
I was wondering just how much we can influence what they want to buy at premium price, and how exactly we could do it. Say when we have a pile of corpses after a raid. They only want things we have, (I think), so equipping all weapon mods and combat Sims could reduce the options and increase probabi...
- Tue Feb 28, 2017 10:21 am
- Forum: Long War 2: Strategy
- Topic: Viewing AWC skills before training in 1.2
- Replies: 5
- Views: 9559
Re: Viewing AWC skills before training in 1.2
Ah, of course.
Thanks.
Thanks.
- Tue Feb 28, 2017 9:59 am
- Forum: Long War 2: Strategy
- Topic: Viewing AWC skills before training in 1.2
- Replies: 5
- Views: 9559
Viewing AWC skills before training in 1.2
Before the update to 1.2 I had the AWC skills visible - just let me see the second and higher tiers and decide who to train, so I was less subject to RNG. Now after the update I don't see them anymore. I'm probably missing something obvious, I don't remember what I did to make them visible. I think ...
- Wed Feb 22, 2017 3:47 am
- Forum: Long War 2: Strategy
- Topic: Overwatch-specific builds
- Replies: 29
- Views: 79252
Re: Overwatch-specific builds
And btw killzone is a little bit better than I thought since you can create some nice conceal ambushes with it. However, it does require both actions to activate so you better set up really nicely. Killzone sharpshooter is a pod deleter(for up to 6 targets with elite extended mag). Really quite inc...
- Mon Feb 20, 2017 5:52 am
- Forum: Long War 2: Strategy
- Topic: Ranger builds
- Replies: 49
- Views: 70066
Re: Ranger builds
If you do a regular shot first, you can then walk fire. Ah, I see. It finishes the turn if done first. Thanks. That makes it altogether more desirable. Planning ahead, on the non-over watch build who later gets rapid fire, how do rapid fire and walk shot work together? Normally I have used normal s...