Search found 193 matches

by Goumindong
Tue Feb 28, 2017 6:18 pm
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 19915

Re: Low Aim Rookies

I don't think anything that specifically buffs OW aim occurs before the 70% penalty. Can you confirm or deny this? As far as I know, the 70% (60% for dashing) penalty occurs after ALL penalties. If this was the case, wouldn't this also imply that Hair Triggers apply after the penalty? At CPL Lockdo...
by Goumindong
Mon Feb 27, 2017 11:02 pm
Forum: Long War 2: Strategy
Topic: Graze Band Strategy?
Replies: 16
Views: 8553

Re: Graze Band Strategy?

Wait, how does Graze get better the lower to hit is? It's +-10, regardless of aim. An alien with 30 to hit grazes on a 40. A rookie with 65 to hit grazes on a 75. I do agree though that with a massive graze band armor stacking is the thing to do. Because you start to cut into the 0% bound. You lose...
by Goumindong
Mon Feb 27, 2017 9:19 pm
Forum: Long War 2: Strategy
Topic: Graze Band Strategy?
Replies: 16
Views: 8553

Re: Graze Band Strategy?

Wait, how does Graze get better the lower to hit is? It's +-10, regardless of aim. An alien with 30 to hit grazes on a 40. A rookie with 65 to hit grazes on a 75. I do agree though that with a massive graze band armor stacking is the thing to do. Because you start to cut into the 0% bound. You lose...
by Goumindong
Mon Feb 27, 2017 8:26 pm
Forum: Long War 2: Strategy
Topic: Graze Band Strategy?
Replies: 16
Views: 8553

Re: Graze Band Strategy?

Interesting discussion, how would you factor in armor? If everything is a graze, then armor helps reduce damage more, and could xcom make more use of this than the aliens (i.e. stack armor items/perks, and take care to shred the enemy quickly). You could. But you're still going to be taking more ch...
by Goumindong
Mon Feb 27, 2017 7:54 pm
Forum: Long War 2: Strategy
Topic: Graze Band Strategy?
Replies: 16
Views: 8553

Re: Graze Band Strategy?

Definitely going to respectfully disagree. I'd say the graze band benefits XCOM quite a bit more than the aliens. If playing even halfway properly, you should always be the one getting the first rounds of hits, often reducing enemy pod numbers drastically. I'm not sure where you're coming up with "...
by Goumindong
Mon Feb 27, 2017 12:21 pm
Forum: Long War 2: Strategy
Topic: Graze Band Strategy?
Replies: 16
Views: 8553

Re: Graze Band Strategy?

A higher graze band does not benefit xcom. Imagine the extreme; a 100% graze band. Every hit always grazes unless it's a crit or a dodge. Aliens have better HP, more numbers (make more shots on average) and require no downtime. They make use of fewer abilities which modify to-hit. A larger graze ban...
by Goumindong
Mon Feb 27, 2017 3:54 am
Forum: Long War 2: Strategy
Topic: Graze Band Strategy?
Replies: 16
Views: 8553

Re: Graze Band Strategy?

Mechanically the graze band tends to benefit aliens. This is because: *the graze band has a larger effect the lower your aim is: aliens tend to have lower aim *the graze band has a larger effect the more often you shoot: aliens tend to shoot more often *wounds are an aspect of the game that enforces...
by Goumindong
Sun Feb 26, 2017 9:06 pm
Forum: Long War 2
Topic: [Suggestion] Show Secondary Weapons on Squad Selection
Replies: 1
Views: 1729

Re: [Suggestion] Show Secondary Weapons on Squad Selection

Its a UI thing that almost certainly will not be fixed. Its simply too much work to deal with.
by Goumindong
Sun Feb 26, 2017 8:21 pm
Forum: Long War 2: Bug Reports
Topic: Graze Issue
Replies: 10
Views: 5853

Re: Graze Issue

Maybe. Maybe not. Some enemies have dodge (which will effect graze but not effect to hit). Otherwise the "graze band" takes off on the top and bottom (i think in the newest patch there are some bounding fixes around 100% so that you should not graze 100% shots anymore) of the to-hit distribution So ...
by Goumindong
Sun Feb 26, 2017 9:39 am
Forum: Long War 2
Topic: Shredder perk/ammo
Replies: 11
Views: 6807

Re: Shredder perk/ammo

After. Shredding is not really worth it as very few enemies have enough armor and HP to make them more than 2-3 shot kills.
by Goumindong
Sat Feb 25, 2017 11:19 pm
Forum: Long War 2
Topic: L/I post-gampaign report + some feedback
Replies: 11
Views: 6376

Re: L/I post-gampaign report + some feedback

Cool, how did you use them to good effect? When thrown by a conceal shinobi supported by officer specialist, you can almost always open safe hack path a blue move from evac. They also completely trivialize Blacksite and Forge when used by shinobi squad featuring officer. You can also use them on a ...
by Goumindong
Sat Feb 25, 2017 3:36 am
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 19915

Re: Low Aim Rookies

If you're filling your squads with low-aim soldiers and not going to any effort to buff it then yeah, you're going to think rangers are terrible. On the other hand, if you pick a high-aim soldier, give them all the aim buffs you can and go the overwatch Ranger build, then once he hits Gunnery Serge...
by Goumindong
Fri Feb 24, 2017 8:08 pm
Forum: Long War 2: Strategy
Topic: SPARKS worth it?
Replies: 31
Views: 17638

Re: SPARKS worth it?

\ 1. Combat Awareness 2. Bulwark 3. Cool Under Pressure 4. Intimidate 5. Holo-Targeting 6. Hunter Protocol 7. Sacrifice \ Why Intimidate over Guardian? Wouldn't you want to use it with cool under pressure? Or does Intimidate proc enough for it to be worth it? Because your spark will be shot at a lo...
by Goumindong
Fri Feb 24, 2017 11:31 am
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 19915

Re: Low Aim Rookies

Aim is vital and Rookies starting out with an average of 65 is barely passable. The problem there are almost always more enemy than friendlies, so your soldiers from the start have to deliver much more damage that gets sent at them. Get wounded, then there's red fog and the risk of another injury c...
by Goumindong
Fri Feb 24, 2017 7:43 am
Forum: Long War 2
Topic: [Suggestion for 1.3] Adjustments to the Psi Ops
Replies: 28
Views: 14150

Re: [Suggestion for 1.3] Adjustments to the Psi Ops

The damage really is pretty low. Definitely too low.* I mean hail of bullets is doing 4-6/6-11/10-16 at comparable tiers. And gunners get a lot of other really amazing abilities (that also scale super hard)

*exception being maybe null lance.
by Goumindong
Fri Feb 24, 2017 7:22 am
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 19915

Re: Low Aim Rookies

Wait what? I think it's arguably the most important stat in the game, by and large... there is only one class that truly doesn't rely on aim (grenadiers) and two that don't heavily rely on aim (technicals, assaults). I can see the argument that stealth shinobis don't need aim, but Swordmasters defi...
by Goumindong
Fri Feb 24, 2017 6:27 am
Forum: Long War 2
Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
Replies: 116
Views: 48377

Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse

Here is an option Make supply raids scale in reverse. Give them massive timers. When you get them initially you can send an everyone on your team at zero %... And face an extremely light mission with few rewards. No supplies/elerium/alloys, just corpses. But the longer you infiltrate the more suppli...
by Goumindong
Fri Feb 24, 2017 1:28 am
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 19915

Re: Low Aim Rookies

Even assuming you're right I'd still dissent this- I'd probably say Defense/Mobility/Will/Dodge/Hit point/Aim/Hack/PSI. By default the graze band is 20%, so if you have dodge 10 you're literally avoiding 2% of shots... also I think Will isn't as important because Revival Protocol is a thing. gettin...
by Goumindong
Thu Feb 23, 2017 10:44 am
Forum: Long War 2
Topic: Are Flashbangs overpowered
Replies: 72
Views: 32864

Re: Are Flashbangs overpowered

They really aren't though. Just kill the rocketeer/grenadier. Or stand at the edge of the smoke so you're not clumped. Literally I have never been attacked with an advent rocket in probably 10+ 0% supply raids. I have flashed them sometimes... But that doesn't make the flashbang better than smoke or...
by Goumindong
Thu Feb 23, 2017 9:06 am
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 19915

Re: Low Aim Rookies

Yeah, but what do you do when you have 5 guys in that aim bracket? Out of 20 soldiers you don't need 6 assaults (counting Gatecrasher) >.< Aim is quite possibly the least important stat in the game except on sharpshooters. Almost no one else is going to be primarily interested in shooting. (ok also...
by Goumindong
Thu Feb 23, 2017 8:54 am
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 19915

Re: Low Aim Rookies

At LCPL grazing fire turns 50% of misses into grazes. With a 70 aim gunner this would provide an effective 12.5 aim on reaction shots (25% hits at half value). I am not certain but I think that grazes still apply special ammo. So if you've got poison or dragon rounds this is super effective. At CPL ...
by Goumindong
Thu Feb 23, 2017 8:36 am
Forum: Long War 2
Topic: Are Flashbangs overpowered
Replies: 72
Views: 32864

Re: Are Flashbangs overpowered

Short answer: no Medium answer: they're not even the best free support grenade. Longer answer: Flashbangs provide -25 aim and shut off abilities of a limited number of enemy troops. It also breaks active overwatch (if the unit was not disoriented before). That can be really valuable, especially agai...
by Goumindong
Thu Feb 23, 2017 4:10 am
Forum: Long War 2: Strategy
Topic: Low Aim Rookies
Replies: 37
Views: 19915

Re: Low Aim Rookies

They can also be assaults and gunners. Assaults get so much +aim from being close that the initial stat doesn't matter much*. Gunners can get a lot of +aim in the overwatch tree and grazing fire negates a lot of the need to have high aim as well. *additionally the stun gun line provides a 20-30 aim ...
by Goumindong
Thu Feb 23, 2017 4:05 am
Forum: Long War 2
Topic: Psi Ops still suck?
Replies: 208
Views: 102782

Re: Psi Ops still suck?

If you're training level appropriate skills then tank time shouldn't be much of an issue(you can bring them on missions when still training after all). The 1.2 fix to create more dependencies should help this
by Goumindong
Wed Feb 22, 2017 9:53 pm
Forum: Long War 2: Strategy
Topic: Well-rounded flamerish Technical build
Replies: 29
Views: 13817

Re: Well-rounded flamerish Technical build

Yea i suppose that works if you want to micromanage your advisors.