Search found 103 matches

by darkerevent
Thu May 11, 2017 9:51 pm
Forum: Modding Long War 2
Topic: Minimum Infiltration tweaking?
Replies: 2
Views: 2306

Minimum Infiltration tweaking?

Hey all,

Does anyone know if there's a way to ini edit missions to add/adjust a minimum infiltration percentage to their launch requirements?

I'm curious whether or not it's convenient for an end-user to add a minimum infiltration percentage to a particular mission type (e.g. supply raids).
by darkerevent
Mon May 01, 2017 4:08 pm
Forum: Long War 2
Topic: Flashbang mk2 and mk3 are needed
Replies: 9
Views: 6081

Re: Flashbang mk2 and mk3 are needed

Psi Grenades from LW1 (essentially a super flashbang available only to psi users) would be an interesting option to see at some point imo.

A Codex-inspired utility grenade which has the effect of depleting the ammo of targets in a large area could also be interesting.
by darkerevent
Tue Apr 25, 2017 2:09 am
Forum: Long War 2
Topic: Holotargeter animation should be shorter
Replies: 8
Views: 5425

Re: Holotargeter animation should be shorter

I agree, as someone who makes extensive use of holotargeting.

It's not urgent, and the holotarget speed-up mod works, but it'd be nice to see the basic animation get shortened enough not to require such a massive speedup for it to feel natural.
by darkerevent
Sun Apr 23, 2017 8:01 am
Forum: Long War 2
Topic: Suggestions for Battlescanner Utility
Replies: 7
Views: 5066

Re: Suggestions for Battlescanner Utility

I would support the notion of having a free entry-level battle scanner available from the start. I definitely miss LW1 style Battlescanner availability (and that darned useful Motion Tracker, too).
by darkerevent
Fri Apr 21, 2017 4:12 pm
Forum: Long War 2
Topic: Movies to watch while playing Long War
Replies: 10
Views: 6370

Re: Movies to watch while playing Long War

Edge of Tomorrow comes to mind.
by darkerevent
Fri Apr 21, 2017 2:40 am
Forum: Long War 2
Topic: Stuck in Alien Nest 2 Mission
Replies: 4
Views: 3503

Re: Stuck in Alien Nest 2 Mission

I can't remember the exact procedure people have posted before, but I seem to remember something about there being a console command that allows for force-quitting a mission. That might be something to look into if no one replies with a more specific suggestion.
by darkerevent
Wed Apr 19, 2017 5:27 pm
Forum: Long War 2
Topic: Advice
Replies: 96
Views: 44490

Re: Advice

I completely agree.. i am totally missing something to do with unlocking liberation chains... [Small gameplay spoilers below -- personally, I think knowing this information tends to ease people's frustration.] The first mission of a region's liberation chain will always be a "Find a Lead" Guerilla ...
by darkerevent
Wed Apr 19, 2017 4:24 pm
Forum: Long War 2
Topic: So, Xwynns has finished his 1.2 campaign...
Replies: 7
Views: 5657

Re: So, Xwynns has finished his 1.2 campaign...

Double-poisoned, flashbanged, and on fire.

That's how I think of the rookies in this situation.

Those poor, poor rookies. D:
by darkerevent
Wed Apr 19, 2017 8:19 am
Forum: Long War 2
Topic: guerrilla ops in 1.3
Replies: 9
Views: 5782

Re: guerrilla ops in 1.3

Tip : Don't forget your OW PCS! It's painful to run to a good flank with your shotgun overwatcher and loose the shot to a lone drone coming out of the FoW :shock: Indeed, I feel your pain. I did some experimenting with shotgun EV near the end of my 1.2 campaign and noticed that issue right away. An...
by darkerevent
Wed Apr 19, 2017 8:16 am
Forum: Long War 2
Topic: Advice
Replies: 96
Views: 44490

Re: Advice

I wouldn't restart before 1.3 is out anyway so it should give you some time to see if you can improve your situation or if it's really a downward spiral. Agreed. It sounds like v1.3 will be coming out soonish, so its launch would be an ideal time for a campaign restart if you're going to need to do...
by darkerevent
Wed Apr 19, 2017 8:11 am
Forum: Long War 2
Topic: guerrilla ops in 1.3
Replies: 9
Views: 5782

Re: guerrilla ops in 1.3

I expect fights will be more dynamic with less prolonged entrenched fights. Alpha strike and quickly dispatching enemies will be more important so i don't think shotguns and swords will be less useful. Scouting will be important of course to avoid pulling more pods than you can fight. Agreed. My ex...
by darkerevent
Wed Apr 19, 2017 6:04 am
Forum: Long War 2
Topic: locked on and hyper reactive
Replies: 4
Views: 3674

Re: locked on and hyper reactive

hhhmmmm, i could have sworn the guy missed, but maybe he only grazed if this doesn't seem to be the case in other players' games so, to be clear HRP and Locked-On *DO* stack, right? provided the soldier misses the first shot and fires at the same target the second shot, the cumulative plus should b...
by darkerevent
Wed Apr 19, 2017 5:21 am
Forum: Long War 2
Topic: locked on and hyper reactive
Replies: 4
Views: 3674

Re: locked on and hyper reactive

I've only used HRP on one character, but I can't imagine any reason why they wouldn't stack correctly. Remember, HRP gives +10 aim to your next shot (at any target) after you miss a shot for any reason, while Locked On only grants its bonus if you shoot at the same target repeatedly (regardless of w...
by darkerevent
Wed Apr 19, 2017 12:52 am
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)

Just because they have that perk doesn't mean anyone ever intended them to close-and-personal scouts. You can use them that way, and it's damn convenient mechanics-wise when you don't have someone else concealed to do it, but it's a side effect of the ability, not the original intended purpose. The...
by darkerevent
Tue Apr 18, 2017 6:18 pm
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)

We obviously have different ideas of the officer's position. I sure don't want my officer doing some scouting away from the squad, i want him/her with the squad to actually provide bonuses. The sharpshooter have the advantage of being able to operate at the back of the squad and hopefully not being...
by darkerevent
Tue Apr 18, 2017 4:44 pm
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)

Did any of you actually try to use that sniper rifle? Yes, of course, and it works okay enough as a gun when I want it to. But I almost never want it to. That's not why the character exists in my squad. I don't want my holo sharpshooter officer to shoot, except in very rare edge cases. I want her t...
by darkerevent
Tue Apr 18, 2017 12:49 am
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)

It is actually possible to trigger DfA twice with Command giving you the second AP for the second shot, so this would be a slight nerf to sniper rifles, while still leaving the proposed rifle sharpshooters with a light 'em up that only works on kills from elevation. The very slight nerf to the Comm...
by darkerevent
Mon Apr 17, 2017 10:00 pm
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)

Actually, I don't need even SMG, just empty slot will be better than this useless sniper rifle on holobot SS. Maybe pistol as primary weapon? It will be nice gunslinger themed build. Pistol as primary doesn't let you use the AWC pistol perks with the primary gun, due to how the weapon slots are lin...
by darkerevent
Mon Apr 17, 2017 9:41 pm
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)

A stealth spotter with high mobility, smaller detection range AND the ability to meaningfully impact the battle without losing concealment would be a much, much greater boon to the team than a stealth shinobi as it can still do the same job (you don't need all the stealth abilities to be a good bat...
by darkerevent
Mon Apr 17, 2017 9:07 pm
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 72228

Re: Thoughts on the 1.3 changes

Some abilities are already tied to weapon type, like Slugshot for Assaults, probably this not a big deal. Anyway, most use of this will be SMG, and you don't want to shoot SMG from this far away. This. In the testing I've done with having the holo character actually shoot from time to time, the abi...
by darkerevent
Mon Apr 17, 2017 8:58 pm
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)

It is probably rather easy for devs to make DFA interact better with SMGs, but then I think that'd give them far too much that they can do while on stealth. Basically they would be much better stealth soldiers than shinobi, because they bring far more utility to go along with their recon. Myself if...
by darkerevent
Mon Apr 17, 2017 4:06 pm
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)

Death from Above returns one action point when you get a kill from elevation, which normally prevents the Sharpshooter from firing more than once per turn (because the sniper rifle requires 2 AP), but does not prevent them from shooting again if they trigger the ability with a normal weapon. This m...
by darkerevent
Mon Apr 17, 2017 3:01 pm
Forum: Long War 2
Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Replies: 34
Views: 16769

Suggestion: Allow Sharpshooters to equip rifles (SMGs)

I've been experimenting with an ini tweak that lets Sharpshooters equip the Rifle weapontype, thus also allowing them to equip SMGs. I did this because I regularly make use of Holotarget built sharpshooters with Phantom that I seldom (if ever) want to fire shots, and it seemed odd that there was no ...
by darkerevent
Mon Apr 17, 2017 2:49 pm
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 72228

Re: Thoughts on the 1.3 changes

* I can't level up my holobot Sharpshooter's, since I can't take them as "passengers" to stealth hacking missions. This issue is part of why I am going to add the ability to equip rifles (and therefore SMGs) to Sharpshooters in my copy of 1.3, if the devs don't make it baseline. That way they can b...
by darkerevent
Sun Apr 16, 2017 5:17 am
Forum: Long War 2
Topic: Why is Killzone 2 AP?
Replies: 7
Views: 5625

Re: Why is Killzone 2 AP?

I've never been super impressed with KZ except on breaking concealment, and there are lots of other things in the game which can work well for that. Of course, I tended to run with two overwatch-built characters in all of my combat squads and would put them on OW before breaking conceal with a rocke...