Psionic Hit Rate (for both aliens and XCOM) = Psi Power + 50 - Enemy Will
So, your soldier had a 30% chance of being affected.
Search found 198 matches
- Wed Feb 22, 2017 8:52 am
- Forum: Long War 2: Strategy
- Topic: Enemy psi attacks?
- Replies: 2
- Views: 5245
- Sat Feb 18, 2017 12:52 am
- Forum: Long War 2: Strategy
- Topic: alien mecs/micro missiles/viper poison - intended design?
- Replies: 3
- Views: 6040
Re: alien mecs/micro missiles/viper poison - intended design?
Funky targeting on these abilities is a known issue which I believe will be fixed in 1.2.
- Fri Feb 17, 2017 11:13 pm
- Forum: Long War 2
- Topic: No Avatar Project?
- Replies: 23
- Views: 28690
Re: No Avatar Project?
Like Manifest says, you need to liberate a region to view the progress, but an important thing to note is that even though you can't see it yet, the clock is still ticking - you sound like you're pretty far into the game, so I'd strongly recommend focusing on securing a region for yourself, or you c...
- Thu Feb 16, 2017 5:24 am
- Forum: Long War 2: Strategy
- Topic: Definition of soldier Attributes
- Replies: 4
- Views: 8448
Re: Definition of soldier Attributes
Will doesn't actually influence Psi Power - XCOM 2 has its own 'Psi Offence' stat, which is hidden on soldiers who you don't train to be Psi Operatives. You are correct in identifying Dodge and Defence, and yes, positive is better. Defence represents a direct reduction in enemy hit chance (So an ene...
- Tue Feb 14, 2017 6:37 pm
- Forum: Long War 2
- Topic: Display Dice Rolls?
- Replies: 1
- Views: 3984
Re: Display Dice Rolls?
You're looking for http://steamcommunity.com/sharedfiles/filedetails/?id=624799134&searchtext= , which has this functionality, but you'll need to edit the config a bit - in the config file XComAimRoll.ini in the mod directory, change +ENABLE_EU_AIM_ROLLS=TRUE to false, and then +SHOW_CHANCES=fal...
- Tue Feb 14, 2017 6:23 pm
- Forum: Long War 2: Bug Reports
- Topic: Soldiers don't use covers and become easy targets
- Replies: 15
- Views: 22567
Re: Soldiers don't use covers and become easy targets
Are you sure that they are actually not benefiting from cover? Because shot accuracy doesn't have anything to do with whether a unit is crouching or not, that's just an animation that they play. If the rebel is not 'really' in cover (as far as the game is concerned), they would have a yellow shield ...
- Mon Feb 13, 2017 5:33 pm
- Forum: Modding Long War 2
- Topic: Dark Event Application Lists
- Replies: 0
- Views: 2651
Dark Event Application Lists
I'm looking at the Dark Event lists in XComGameCore right now, and I'm a little bit confused by how they are structured - for instance, Deadshot: DeadShotApplicationChance=50 DeadShotApplicationRules=eAR_CustomList +DeadShotApplicationArray="NajaM1" +DeadShotApplicationArray="NajaM2&q...
- Sun Feb 12, 2017 6:32 pm
- Forum: Long War 2
- Topic: Question about pod mechanics.
- Replies: 36
- Views: 38428
Re: Question about pod mechanics.
Undamaged Yellow Alert enemies can: StandardShot, Overwatch, SniperStandardFire, SniperRifleOverwatch, LightEmUp, HunkerDown, Suppression, Suppression_LW, AreaSuppression, Mindspin, WarCry, MarkTarget, EnergyShield, EnergyShieldMk3, BlazingPinionsStage1, DevastatingPunch, ChryssalidSlash, Teleport,...
- Fri Feb 10, 2017 3:20 pm
- Forum: Long War 2
- Topic: Hacking
- Replies: 34
- Views: 45297
Re: Hacking
Well... aim is what Sharpshooters do. It is not exactly the same, in that aim is a general soldier ability that some classes happen to be better at, rather than something that is (and always has) been pretty much a Specialist exclusive, but 'shoot stuff better than classes that don't shoot stuff goo...
- Fri Feb 10, 2017 2:39 pm
- Forum: Long War 2
- Topic: Hacking
- Replies: 34
- Views: 45297
Re: Hacking
The same reason Specialists don't shoot twice per turn, use Area Suppression, or fire rockets. Hacking is their 'thing' - you bring them on a mission in part to use that feature of the class, in the same way as you bring any other class to use their special features.
- Thu Feb 09, 2017 8:44 pm
- Forum: Long War 2: Bug Reports
- Topic: Fleche
- Replies: 5
- Views: 7254
Re: Fleche
Fleche gives bonus damage based on the distance moved as part of the attack, I believe +1 every 4 tiles by default. Yes and OP is saying that movement that is not part of the attack is causing strange behaviour. If you move towards the target and then fleche, you should not be doing more damage tha...
- Thu Feb 09, 2017 5:09 pm
- Forum: Long War 2: Bug Reports
- Topic: Shadowfall pistol and Centermass perk
- Replies: 12
- Views: 16600
Re: Shadowfall pistol and Centermass perk
johnnylump said something like "Not. Gonna. Happen." about renaming center mass once. Must be an insider. Similar with "materiel". Materiel is an actual word (which is distinct from Material). Not changing the perk name is calling attention to an absurd UI bug that Firaxis never...
- Thu Feb 09, 2017 5:05 pm
- Forum: Long War 2: Bug Reports
- Topic: Fleche
- Replies: 5
- Views: 7254
Re: Fleche
Fleche gives bonus damage based on the distance moved as part of the attack, I believe +1 every 4 tiles by default.
- Mon Feb 06, 2017 5:34 am
- Forum: Long War 2
- Topic: Calculation of "to Hit"-Model
- Replies: 3
- Views: 5475
Re: Calculation of "to Hit"-Model
Whoops, that was a mistake on my part - that is correct.TMaekler wrote: I thought Graze brings it to 55 Hit / 20 Graze / 25 Miss (the 10 Graze go + and - 10 around the 65).
And yes, dodge is applied separately after critical chance.
- Sat Feb 04, 2017 8:33 pm
- Forum: Long War 2
- Topic: Calculation of "to Hit"-Model
- Replies: 3
- Views: 5475
Re: Calculation of "to Hit"-Model
Defence applies to the initial hit chance, bringing it to 65% or 45 Hit / 20 Graze / 35 Miss. Dodge then applies last in the same way that Critical Chance does, just in reverse - so it goes: Crit applies: 23% Crit, 32% Hit, 10% Graze, 35% Miss -> Dodge applies: 20% Crit, 30% Hit, 13% Graze, 37% Miss...
- Fri Jan 27, 2017 7:48 pm
- Forum: Long War 2
- Topic: XP Formula?
- Replies: 5
- Views: 8335
Re: XP Formula?
After a successful mission, soldiers receive an amount of xp for completing the mission = [the number of enemies on the mission (not counting reinforcements)] / [the number of soldiers on the mission (minimum 3)] * [a per class multiplier, default 5.7]. So, a 4 soldier mission with 12 enemies earns...
- Fri Jan 27, 2017 7:15 pm
- Forum: Long War 2
- Topic: XP Formula?
- Replies: 5
- Views: 8335
Re: XP Formula?
I'm pretty sure the xp system does count kill experience from reinforcements, it just doesn't include them in the per mission experience that all soldiers receive. Regardless of whether that is true or not, this explanation I gave on reddit is otherwise accurate to my understanding: After a successf...
- Thu Jan 26, 2017 8:51 pm
- Forum: Long War 2: Strategy
- Topic: Movement optimization
- Replies: 12
- Views: 16952
Re: Movement optimization
Mobility is equal to the distance a soldier can move in a single action expressed in metres, with a single tile in the game being 1.5 metres to a side. So a soldier with 12 Mobility (15 Base - 3 Utility Items) can move 12 metres, or 12 / 1.5 = 8 tiles. A character can move up to twice their mobility...
- Thu Jan 26, 2017 8:39 pm
- Forum: Long War 2: Bug Reports
- Topic: Lost Towers, ADVENT Trooper
- Replies: 7
- Views: 11063
Re: Lost Towers, ADVENT Trooper
Shen has her own special versions of Combat Protocol and Capacitor Discharge which function on a cooldown - if you can use it turn after turn without stopping then that's a bug, but it is otherwise intentional that she can keep using them all mission. (It worked that way in vanilla too)
- Thu Jan 26, 2017 2:57 pm
- Forum: Long War 2: Strategy
- Topic: Haven advisors
- Replies: 15
- Views: 25568
Re: Haven advisors
I like assaults or technical advisers. Technical rocket is amazing for wasting one of the pods from concealment, and then you can torch the faceless. But this would prevent you from recovering a large part of the loot and corpses no? With most missions now being "extraction" type with no ...
- Thu Jan 26, 2017 2:50 pm
- Forum: Long War 2
- Topic: Feature Request: "Remove all upgrades from unequipped weapons"
- Replies: 18
- Views: 29433
Re: Feature Request: "Remove all upgrades from unequipped weapons"
How do you remove the upgrades? I have several nicely equipped rifles laying around and a laser equipped squad When you go to the 'upgrade weapon' screen where you attach them, you can either click the 'x' that appears in the corner of a particular upgrade when you mouse over it, or hit 'strip weap...
- Wed Jan 25, 2017 4:13 pm
- Forum: Long War 2: Bug Reports
- Topic: Bladestorm seems to have crazy range at times
- Replies: 4
- Views: 7314
Re: Bladestorm seems to have crazy range at times
I don't know that I've seen it in vanilla before, but the AI takes actions (visually) out of order all the time in my experience with LW2 so far.Arcalane wrote: I vaguely recall seeing something similar on rare occasions in vanilla, but I may be misremembering.
- Tue Jan 24, 2017 10:47 pm
- Forum: Long War 2
- Topic: What mod is this?
- Replies: 1
- Views: 4130
Re: What mod is this?
This is being added in the next LW2 update - the person who that image is from is from must be one of the testers.
- Tue Jan 24, 2017 2:19 pm
- Forum: Long War 2
- Topic: UPDATE: Long War 2 Patch 1.1 is now available
- Replies: 219
- Views: 308973
Re: Pending Changelist for 1.1 (NOT RELEASED)
- Fixed bug preventing tactical DEs (Alien navigator-type upgrades) from occurring. This will cause a meaningful increase in difficulty. I don't understand this. Can someone explain? Dark Events that give enemies new abilities are not applying correctly. Now if an event passes that gives them a new...
- Tue Jan 24, 2017 1:17 pm
- Forum: Long War 2
- Topic: UPDATE: Long War 2 Patch 1.1 is now available
- Replies: 219
- Views: 308973
Re: Pending Changelist for 1.1 (NOT RELEASED)
Will the mission be further tweaked to account for appearing later, or is this purely to delay SPARKs a bit? The mission is pretty straightforward to do the moment it appears as is, more tech and experience will make it more so.- Lost Towers POI won't appear to FL 8;