Search found 72 matches

by Steelflame
Sat Sep 30, 2017 8:03 am
Forum: Long War 2
Topic: Reapers in Long War
Replies: 17
Views: 30563

Re: Reapers in Long War

Psionics would be adjusted to only exist in the Templar faction, with them having the current Psionic class, and the Templar class. And the capability of having default access to multiple shots per turn would be a part of the skirmishers, with the Skirmisher being an up front low range high mobilit...
by Steelflame
Sat Sep 30, 2017 7:59 am
Forum: Long War 2
Topic: Perks that are amazing if they were on a different class
Replies: 27
Views: 35138

Re: Perks that are amazing if they were on a different class

I suppose one of my favorite ones to find is finding Kubikori on Shinobis. Instant combo with Shadow Strike+Conceal builds, and would by itself decide if I built a Shinobi for stealth if I saw it in the AWC.
by Steelflame
Sat Sep 30, 2017 7:55 am
Forum: Long War 2
Topic: How important is mobility?
Replies: 29
Views: 54452

Re: How important is mobility?

The importance of Mobility heavily depends on the class, although more is always better, its just a difference of crucial to function vs nice to have. Snipers can have almost no mobility and function, so long as you are only using them on map setups that don't depend on them moving. Close Combat ass...
by Steelflame
Tue Sep 26, 2017 4:44 am
Forum: Long War 2
Topic: Reapers in Long War
Replies: 17
Views: 30563

Re: Reapers in Long War

War of the Chosens Ability system fixes this, by letting you spend ability points for the important abilities that you missed It adds in it's own issues though, because you end up with soldiers that are a) identical and b) extremely overpowered As for Shinobis, yeah I get that a lot of people like ...
by Steelflame
Tue Sep 19, 2017 3:30 am
Forum: Long War 2
Topic: More precise, = "aimed", overwatch
Replies: 13
Views: 20596

Re: More precise, = "aimed", overwatch

I'd much rather see a feature where we cold set the minimum required aim for an Overwatch shot to be taken. That way, your guys wouldn't take 2% shots against a distant ayy but might wait for a 45% shot when the alien in front of them moves You can via the Fire control PCS's you can build in the Av...
by Steelflame
Fri Sep 15, 2017 10:35 pm
Forum: Long War 2
Topic: HP Dodge & Defense
Replies: 13
Views: 20655

Re: HP Dodge & Defense

Defensive stats are fairly important, especially with how they interact with the AI. Health is great for dealing with unavoidable damage, such as explosives. High armor, health, and Blast Padding is great bait for enemy explosives. High dodge with low defense is good for a soldier meant to be on the...
by Steelflame
Thu Sep 14, 2017 6:17 am
Forum: Long War 2
Topic: The AWC in LWotC - a proposal
Replies: 16
Views: 29357

Re: The AWC in LWotC - a proposal

We're not saying that every player will use the same builds, but the same player will always use the same build. I have observed this fact with other games, there's a reason Four Job Fiesta is as popular as it is, too, stripping the freedom out of the player and forcing them to build under constrai...
by Steelflame
Wed Sep 13, 2017 3:01 pm
Forum: Long War 2
Topic: Advent weapon tables
Replies: 1
Views: 4309

Re: Advent weapon tables

Dig through the .ini files in the config. You should be able to find them, and IIRC they should just copy vanilla weapon aim tables.
by Steelflame
Wed Sep 13, 2017 12:42 am
Forum: Long War 2
Topic: Recovery
Replies: 3
Views: 6682

Re: Recovery

Agree with Steel - Long War encourages you to build a deep roster of soldiers, not just level up one full squad worth. As long as you do that, you can recover from most losses. It might take some time, mind you - setbacks is setbacks - but you should be able to keep going. In my last play-through I...
by Steelflame
Tue Sep 12, 2017 5:04 pm
Forum: Long War 2
Topic: Recovery
Replies: 3
Views: 6682

Re: Recovery

You can afford a squad wipe assuming you don't fall for the vanilla problem of "level only 1, maybe 2, squads up" I'll frequently have 3-4 active squads of A team quality people. If I were to lose one such squad, I'd split the remaining 3 squads up into 4 squads, and give them all a B team...
by Steelflame
Sun Sep 10, 2017 5:58 am
Forum: Long War 2
Topic: Dissolving the hero classes into LW2: A proposal
Replies: 34
Views: 52117

Re: Dissolving the hero classes into LW2: A proposal

I'm not a fan of removing the faction classes either, and infact wanted to go all in on faction classes, as such that there wasn't just the 3 faction classes, but infact 6 faction classes (Shinobi moved to Reapers, Ranger to Skirmishers, and Psionics to Templars), as well as reworking the Technical ...
by Steelflame
Wed Sep 06, 2017 2:11 am
Forum: Long War 2: Bug Reports
Topic: LW2 Causing Headquarters (HQ / Home Base) to Disappear or Disable Itself
Replies: 2
Views: 6493

Re: LW2 Causing Headquarters (HQ / Home Base) to Disappear or Disable Itself

The resistance HQ was removed from the game for LW2. Sorry for the confusion. I was helping him on the reddit for xcom, he actually does have some weird bug going on. https://www.reddit.com/r/Xcom/comments/6ybp9j/lw2_headquarters_hq_disappearsunavailable/ Those screenshots are showing his havens ha...
by Steelflame
Tue Sep 05, 2017 4:34 pm
Forum: Modding Long War 2
Topic: Is there a way to remove the poison spit from najas and sidewinders?
Replies: 4
Views: 7401

Re: Is there a way to remove the poison spit from najas and sidewinders?

It looks like the sidewinder shares the same tree with the viper so I don't think there's anyway to remove the sidewinder's ability without removing it for the viper too No, it had a seperate tree when I went in it. Its very far near the bottom, as the vanilla trees are at the top and modded trees ...
by Steelflame
Tue Sep 05, 2017 11:05 am
Forum: Long War 2
Topic: How would you want the Skirmisher adapted for LW2?
Replies: 18
Views: 25465

Re: How would you want the Skirmisher adapted for LW2?

I don't think they should, or if they do, it is as a temporary bonus, sort of like Xcom's own version of a monthly Dark event. Or, change the main weapon Breakthrough researches to amplify what is unique about that weapon type, so laser weapons would gain even more bonus aim, coil would pierce 2 arm...
by Steelflame
Tue Sep 05, 2017 10:49 am
Forum: Long War 2: Strategy
Topic: Liberated regions and intel
Replies: 5
Views: 14763

Re: Liberated regions and intel

A bit misleading, I think you wanted to say faceless Rendezvous detection is based on the rank of the soldier Liaison, is that correct? What does the actual difficulty of the Mission depend on? Advent STR in the Region? That is what I meant. As far as mission difficulty, it just scales on standard ...
by Steelflame
Tue Sep 05, 2017 10:40 am
Forum: Long War 2
Topic: Future of shinobi?
Replies: 42
Views: 50263

Re: Future of shinobi?

It places a constraint on your build order. Some campaigns might delay proving grounds, some might rush it for a Spark but still ignore skulljacks. I don't think a soldier perk should place that constraint. No problem if the perk incidentally buffs skulljacks if you happen to have it unlocked, but ...
by Steelflame
Tue Sep 05, 2017 10:30 am
Forum: Long War 2
Topic: How would you want the Skirmisher adapted for LW2?
Replies: 18
Views: 25465

Re: How would you want the Skirmisher adapted for LW2?

I don't know if its absolutely nessesary for there to be laser and coil versions. Using the new Breakthrough research, you could make it so that you could apply a single guaranteed breakthrough for the ballistic and magnetic forms that buffs their base damages up to the laser/coil tiers as a small s...
by Steelflame
Tue Sep 05, 2017 9:49 am
Forum: Long War 2: Strategy
Topic: Psionics - which skills to pick in what order?
Replies: 6
Views: 30696

Re: Psionics - which skills to pick in what order?

I first try to decide what type of Psion I want. Low Psi offense psions get more damage focused perks, like Void Rift, Schism, Soul Steal, and Null Lance, while high Psi offense ones go the Domination route, as well as try for Void rift as well (Schism not really needed in this case, but a nice bonu...
by Steelflame
Tue Sep 05, 2017 9:44 am
Forum: Long War 2: Strategy
Topic: Liberated regions and intel
Replies: 5
Views: 14763

Re: Liberated regions and intel

Intel - One core reason is to detect an invasion by Advent. You can see it coming from a mile away though, as Invasions require Advent to build up at least 8 strength in a neighboring region. You still build up the intel resource (At a much higher rate, at that) as well, especially if you staff a sc...
by Steelflame
Tue Sep 05, 2017 9:11 am
Forum: Long War 2: Strategy
Topic: Building Tall?
Replies: 23
Views: 34039

Re: Building Tall?

Wait so you actually delay the Avatar Project by raising vigilance by being a pain in the d*ck? Yep. Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Ale...
by Steelflame
Tue Sep 05, 2017 7:33 am
Forum: Long War 2: Strategy
Topic: Building Tall?
Replies: 23
Views: 34039

Re: Building Tall?

So if I understand that correctly, the reason why you don't spread out earlier and contact other regions is because that will set you behind the 4 Intel you get from the avenger scanning? And since that will set you behind in the Liberation schedule, you actually lose more resources by getting a Re...
by Steelflame
Tue Sep 05, 2017 7:22 am
Forum: Long War 2: Strategy
Topic: Building Tall?
Replies: 23
Views: 34039

Re: Building Tall?

So you put your personnel on Intel until you got at least 8, freed personnel from Mission then goes into recruit and supplies you get solely from missions? Pretty close. I'll probably grab a second region once I've got 2-3 missions currently actively timing down the clock because of the regional ac...
by Steelflame
Tue Sep 05, 2017 1:12 am
Forum: Modding Long War 2
Topic: Is there a way to remove the poison spit from najas and sidewinders?
Replies: 4
Views: 7401

Re: Is there a way to remove the poison spit from najas and sidewinders?

If you are willing to dig through the xcomAI.ini, you can disable the AI tree that tells them to use poison spit.

It takes a bit of editing so you'll spend at least a few minutes doing it, but you can disable it if you really dislike them using the poison.
by Steelflame
Mon Sep 04, 2017 11:31 pm
Forum: Long War 2: Strategy
Topic: Building Tall?
Replies: 23
Views: 34039

Re: Building Tall?

A part of it is it makes it hard to get those early missions that are so crucial to get going. If you end up missing an early scientist or Engi it can put you massively behind. I personally have my own strategy of completely ignoring the supplies haven operation until my first Liberation, using the ...
by Steelflame
Mon Sep 04, 2017 11:13 pm
Forum: Long War 2
Topic: Future of shinobi?
Replies: 42
Views: 50263

Re: Future of shinobi?

While I can get behind "leave OW builds to actual gun experts", I disagree that skulljack has to be an essential part of the specialist's kit. Specifically, I dislike perks which say "this does nothing until you unlock something midgame" - every perk should have some use with st...