Yes, he was great composer. Sadly, he died couple years ago, so DOS2 soundtrack made by someone else.ClodRaker wrote: Despite my love for the talents of Jeremy Soule and Nobuo Uematsu, Kirill Pokrovsky may be my favorite composer for fantasy-themed game tracks.
Search found 21 matches
- Wed Oct 18, 2017 2:05 pm
- Forum: Long War 2
- Topic: XCOM 2 expansion + Long War 2: (11/7/17 UPDATE: See announcement thread)
- Replies: 260
- Views: 1157675
Re: XCOM 2 expansion + Long War 2: Nothing to announce
- Fri Sep 22, 2017 9:04 am
- Forum: Long War 2: Strategy
- Topic: Psionics - which skills to pick in what order?
- Replies: 6
- Views: 31452
Re: Psionics - which skills to pick in what order?
Why everyone so positive about stasis? It have some uses but overall nothing special. You can't even put it on your soldier initially.
- Fri Sep 22, 2017 8:48 am
- Forum: Long War 2: Strategy
- Topic: Make redscreen rounds work
- Replies: 12
- Views: 23937
Re: Make bluescreen rounds work
I found them completely useless because of reasons you've mentioned. For better hacking I have Bluescreen Bombs on every grenadier and a Skulljack on every specialist. It's usually enough.Phaseless wrote:Oops, mixed them up.
- Fri Sep 22, 2017 8:31 am
- Forum: Long War 2: Strategy
- Topic: LW2 1.5 Specialist Builds
- Replies: 47
- Views: 71508
Re: LW 1.5 Specialist Builds
Specialist React/Medic Sentinel - Field Surgeon / Interference - Medical Protocol - Ever Vigilant - Cool Under Pressure - Full Override - Restoration I have one remark for you to think around about this build. In my opinion any OW-built soldier without Covering Fire feels not complete and very unre...
- Fri Sep 22, 2017 8:00 am
- Forum: Long War 2: Strategy
- Topic: Make redscreen rounds work
- Replies: 12
- Views: 23937
Re: Make bluescreen rounds work
Maybe you mean Redscreen Rounds? Because Bluescreen Rounds just increase damage to robotic enemies.Phaseless wrote:1) Since you want a safe hit for a safe hack, you should give them to a soldier with good aim. That
- Thu Sep 21, 2017 12:01 pm
- Forum: Long War 2: Strategy
- Topic: LW 1.5 Grenadier builds
- Replies: 113
- Views: 382315
Re: LW 1.5 Grenadier builds
Sapper without Combat Engineer ?! I think for cover destruction it's best to respec for RD instead of Sapper and CE instead of FK as CE is twice as powerfull as Sapper in terms of inv. dmg. from what I've heard. But it's just a theory. Thing is, Sapper is available from LCpl, so you can destroy cov...
- Thu Sep 21, 2017 11:46 am
- Forum: Long War 2: Strategy
- Topic: LW2 1.5 Specialist Builds
- Replies: 47
- Views: 71508
Re: LW 1.5 Specialist Builds
First of all, I'd like to say, that specialists are great officers. I don't train other classes for officers in my current campaign and happy with that decision. What you should keep in mind though, is that officer speci just won't have enough actions for something beyond aids, hacks, commands and o...
- Thu Sep 21, 2017 10:30 am
- Forum: Long War 2: Strategy
- Topic: LW 1.5 Grenadier builds
- Replies: 113
- Views: 382315
Re: LW 1.5 Grenadier builds
I'm in a mid-late game and mostly use 2 builds so far, both became more or less the same in the end. Sapper: Sapper - Heavy Ordinance - Bluescreen Bombs - HEAT Warheads - Sting Grenades - Volatile Mix - Full Kit. Usually goes with Fire and Flash in utility slot and Plasma in grenade slot. Sometimes ...
- Thu Sep 21, 2017 9:49 am
- Forum: Long War 2: Bug Reports
- Topic: Burning not working?
- Replies: 4
- Views: 7062
Re: Burning not working?
Yes, though I'm not shure if they can fleche while burning. Maybe you will be restricted to a blue move and slash attack.Phaseless wrote: Oh, ok. Didn't know that. Well that sux.
I'll let my shinobi know that it's ok if they're on fire.
- Thu Sep 21, 2017 8:42 am
- Forum: Long War 2: Bug Reports
- Topic: Burning not working?
- Replies: 4
- Views: 7062
Re: Burning not working?
As far as I know, burning does not prevent melee attacks, only ranged ones, so it's not a bug.
- Mon Sep 18, 2017 11:21 am
- Forum: Modding Long War 2
- Topic: More awc training stations
- Replies: 2
- Views: 6371
Re: More awc training stations
Thank you for a reply! :) Think I'll just allow instantaneous training from armory and will not use soldiers for corresponding amount of time after I train them like that. Or may be play as it is, it's a game about hard choices after all! :) P.S. Could you please also answer about Killzone mechanics...
- Fri Sep 15, 2017 11:56 am
- Forum: Long War 2
- Topic: 1.5 playthrough questions and observations
- Replies: 37
- Views: 63158
Re: 1.5 playthrough questions and observations
I should point out that the vip rescue missions where you start with an evac already placed are an exception to the rule and the reinforcements starts ticking the moment the map starts, hence why you can see the green reinforcements warning. So yes you still have just 12 turns, despite the lies of ...
- Fri Sep 15, 2017 9:12 am
- Forum: Long War 2
- Topic: 1.5 playthrough questions and observations
- Replies: 37
- Views: 63158
Re: 1.5 playthrough questions and observations
I don't really see a way to get anywhere near the goal undetected. Not with hunter drones everywhere, with massive detection radius, and a DE up that apparently makes us even more detectable. But even without the DE, those drones cover every approach on many maps i have encountered. Sometimes you c...
- Fri Sep 15, 2017 6:40 am
- Forum: Long War 2
- Topic: 1.5 playthrough questions and observations
- Replies: 37
- Views: 63158
Re: 1.5 playthrough questions and observations
Gotta say, timers are alright in LW2. Most unforgiving IMO are those vip rescue timers where you see 24 turns remaining but doom reinforcements start dropping at about 12, 14 turns remaining. One every two rounds. That is hell, especially when you first find out about this. The moment when doom rei...
- Wed Sep 13, 2017 12:40 pm
- Forum: Modding Long War 2
- Topic: More awc training stations
- Replies: 2
- Views: 6371
More awc training stations
Is there a way to increase the number of awc training stations via some ini changes? Or, maybe allow to build multiple awc?
Learning times are high enough, so there's no hope to learn even the most well-rolled perks on soldiers I want, having only two training stations.
Learning times are high enough, so there's no hope to learn even the most well-rolled perks on soldiers I want, having only two training stations.
- Wed Sep 13, 2017 12:28 pm
- Forum: Modding Long War 2
- Topic: Killzone and Squadsight
- Replies: 2
- Views: 25965
Killzone and Squadsight
Killzone description says it utilizes squadsight, even if soldier does not have Long Watch ability. But apparently it does not work beyond range of vision, if soldier have no squadsight, wich is the case for Gunners and Specialists. Is it a bug or a feature? If it's a planned feature, is there a way...
- Tue Sep 05, 2017 9:32 am
- Forum: Long War 2: Strategy
- Topic: Liberated regions and intel
- Replies: 5
- Views: 15216
Liberated regions and intel
Is there any reason to keep some people on Intel activity in liberated regions? Any missions available there?
Also, I know for shure that there are some Faceless left in my liberated region. Can I drive them out with soldier liaison without any personel put on Intel job?
Also, I know for shure that there are some Faceless left in my liberated region. Can I drive them out with soldier liaison without any personel put on Intel job?
- Tue Aug 29, 2017 6:51 pm
- Forum: Long War 2: Bug Reports
- Topic: Smash & Grab with negative time remaining
- Replies: 30
- Views: 46291
Re: Smash & Grab with negative time remaining
List of mods in attachment.
Sorry for initial post not in English, don't know how this happened.
Sorry for initial post not in English, don't know how this happened.
- Tue Aug 29, 2017 11:42 am
- Forum: Long War 2
- Topic: How much vigilance spikes up from doing Network Tower?
- Replies: 7
- Views: 12302
Re: How much vigilance spikes up from doing Network Tower?
Liberation missions don't actually generate additional vigilance in the way people imagine they do. They generate the standard vigilance any mission does, though, and having to do 4 missions in a region (to get done with the tower/get a free tower in the region from the mission being run) is notice...
- Tue Aug 29, 2017 10:16 am
- Forum: Long War 2: Bug Reports
- Topic: Smash & Grab with negative time remaining
- Replies: 30
- Views: 46291
Re: Smash & Grab with negative time remaining
Mission description on infiltration preview screen says something about missing content.
Were there any changes in missions ini between 1.4 and 1.5 about Smash&Grab?
Were there any changes in missions ini between 1.4 and 1.5 about Smash&Grab?
- Mon Aug 28, 2017 2:57 pm
- Forum: Long War 2: Bug Reports
- Topic: Smash & Grab with negative time remaining
- Replies: 30
- Views: 46291
Re: Smash & Grab with negative time remaining
Same issue.
You can actually go on this mission - it starts immediately and can be finished, but it does not vanishes from the list after that, so I assume it can be played on and on.
Have save, but cant attach it as it is too large.
You can actually go on this mission - it starts immediately and can be finished, but it does not vanishes from the list after that, so I assume it can be played on and on.
Have save, but cant attach it as it is too large.