Search found 72 matches
- Mon Sep 04, 2017 8:28 pm
- Forum: Long War 2
- Topic: Future of shinobi?
- Replies: 42
- Views: 51375
Re: Future of shinobi?
I was actually avoiding merging classes, and instead shifted the class specialties to be more distinct. I figured with us actually getting a flamethrower gun, the Grenadier could have one of the core complaints (Being a rookie 2.0) could be easily fixed by granting them a unique primary weapon, the ...
- Mon Sep 04, 2017 7:11 pm
- Forum: Long War 2
- Topic: How would you want the Skirmisher adapted for LW2?
- Replies: 18
- Views: 26187
Re: How would you want the Skirmisher adapted for LW2?
I actually made a post in the other big thread, future of Shinobi, and what I talked about is having resistance factions not provide one class, but 2, with each class being two sides of the same coin, of a feature that the Xcom classes are not good at. For the Reapers, Shinboi become a true melee sp...
- Mon Sep 04, 2017 6:45 pm
- Forum: Long War 2
- Topic: Future of shinobi?
- Replies: 42
- Views: 51375
Re: Future of shinobi?
Here is how I see it. There is too much overlap between 12 classes as is, just way too much, other than having different types of Sparks. I'd say that we could actually roll the Technical into it's own Spark class designed as an aggressive positioning heavy weapons platform, while the current one wo...
- Mon Sep 04, 2017 6:46 am
- Forum: Long War 2
- Topic: My Long War of the Chosen ideas
- Replies: 30
- Views: 54018
Re: My Long War of the Chosen ideas
I'd say that infiltration makes more sense on certain missions than others (why does infiltration time modify Troop movements, UFO Landings, or Supply Raids mob counts? The point is you are killing them to remove/prevent strength, why should a high infiltration to kill only 7-8 troops take the same ...
- Mon Sep 04, 2017 4:33 am
- Forum: Long War 2
- Topic: Reaper and Muton Combatives
- Replies: 4
- Views: 8424
Re: Reaper and Muton Combatives
Thanks Steelflame and TrainInVain Can I test I have understood correctly - You are saying Reaper just sets (for first attack only) the base chance to hit to 100%, then all subsequent dice rolls (crit/dodge etc) proceed as per normal. Have I got that right? Previously I thought that guaranteed hits ...
- Sun Sep 03, 2017 11:53 am
- Forum: Long War 2
- Topic: Reaper and Muton Combatives
- Replies: 4
- Views: 8424
Re: Reaper and Muton Combatives
The attack can't miss. Doesn't bypass dodge. Mutons have about a 50% chance for combatives dodge to be enough to block a melee attack. You CAN attack them. Its just risky. Just a tip, the way Combatives works is that when you would get hit, if the attack would either miss or graze, you will instead ...
- Sun Sep 03, 2017 7:46 am
- Forum: Long War 2
- Topic: Officer leadership: does every successful mission count?
- Replies: 1
- Views: 3727
Re: Officer leadership: does every successful mission count?
It is based on serving under, not with, so it wouldn't count. And all it is is a 2 mission loss, as it only takes 2 missions to max out the Trial By Fire benefit. The trade is worth it if you want to rapidly level up some squaddies to form a B or C team, or to patch up your A team a bit in the mid g...
- Sun Sep 03, 2017 6:57 am
- Forum: Long War 2
- Topic: Grenadiers suck.
- Replies: 58
- Views: 79952
Re: Grenadiers suck.
Not sure why you consider field medic a bad pick... Field Medic is the +2 medkit charges perk (more valuable if you have Medical Protocol to turn them into ranged heals, but mediocre otherwise), which competes with Ever Vigilant and Airdrop. You're thinking of Field Surgeon. Oh yea, I can agree wit...
- Sun Sep 03, 2017 5:49 am
- Forum: Long War 2: Bug Reports
- Topic: Crash on mission completion
- Replies: 9
- Views: 31090
Re: Crash on mission completion
Thanks for the update and that's good to know. People really shouldn't be updating their existing mods to WotC and breaking vanilla though... Trust me, I hate it too. Seems like absolutely terrible modder ediquite to do so, breaking save files in action by making them DLC dependent. And yet tons of...
- Sun Sep 03, 2017 4:30 am
- Forum: Long War 2
- Topic: Grenadiers suck.
- Replies: 58
- Views: 79952
Re: Grenadiers suck.
Not sure why you consider field medic a bad pick. Its effectively plus one extra ablative armor for your entire squad. The other two perks aren't all that great either (Interference is nice... but my LR assault can just break all the OW anyway, or I can Combat protocol, or Hail of Bullets, or run a ...
- Sun Sep 03, 2017 4:19 am
- Forum: Long War 2
- Topic: LW2 v1.5 is Live
- Replies: 36
- Views: 57574
Re: LW2 v1.5 is Live
They just put out an update like 30 minutes ago that fixed the smash and grab bug is why.
- Sat Sep 02, 2017 6:53 pm
- Forum: Long War 2
- Topic: My Long War of the Chosen ideas
- Replies: 30
- Views: 54018
Re: My Long War of the Chosen ideas
What I think AP would be good for is integrating into the current AWC we have in LW2. You could have it as a required resource to pick up the abilities in the AWC (or used like intel to speed up the picking up of an ability perhaps) and potentially use it to reroll every single AWC ability there is ...
- Fri Sep 01, 2017 2:24 am
- Forum: Long War 2: Strategy
- Topic: Psionics - I was doing it all wrong.
- Replies: 24
- Views: 81048
Re: Psionics - I was doing it all wrong.
Alright, tried out PSI soldiers a bit and was astonished by the mileage you get from a fresh-out-of-the-tube soldier. I was slapping a couple freshies on my teams in September, and in contrast to every other squaddie, they started pulling their weight instantly, just with their basic abilities. So ...
- Wed Aug 30, 2017 3:22 am
- Forum: Long War 2: Strategy
- Topic: Assault class - how to effectively used them?
- Replies: 50
- Views: 90765
Re: Assault class - how to effectively used them?
Regarding non-arc assaults: lightning reflexes clears overwatches for the whole group, in contrast to the shinobis shadowstep which only protects the soldier. This is a very important use case in missions where you need to move and don't have the resources to flashbang everything. And it only costs...
- Tue Aug 29, 2017 6:09 pm
- Forum: Long War 2: Bug Reports
- Topic: Smash & Grab with negative time remaining
- Replies: 30
- Views: 45421
Re: Smash & Grab with negative time remaining
I can say that I can confirm that SnGs are no longer showing up for me, and I'm getting more of the other types in their place. I've instead been seeing tons of troop columns, which lets me grab corpses, which is nice in the late game when you are actively trying to get those overly rare late game c...
- Tue Aug 29, 2017 6:06 pm
- Forum: Long War 2
- Topic: Ammo-consumption perks
- Replies: 1
- Views: 3995
Re: Ammo-consumption perks
Well, in patch 1.5, which just dropped 2 days ago, they just got a drop on the ammo cost anyway. - Reduce ammo costs of HoB, Demolition, SatFire to 4. So they already have looked at it. And I def don't think they should be so low as to be easily usable by any class with no restriction just because t...
- Tue Aug 29, 2017 1:35 am
- Forum: Long War 2
- Topic: LW2 v1.5 is Live
- Replies: 36
- Views: 57574
Re: LW2 v1.5 is Live
Can I download it into an existing 1.4 game? I'm very close to the end of my current game and would like to see how the 1.5 changes affect the endgame. Thanks for making LW2 such a fun mod. I've really enjoyed it! It would be harder to not download it. It is an auto-update on Steam to get it, and i...
- Mon Aug 28, 2017 8:07 pm
- Forum: Long War 2
- Topic: LW2 v1.5 is Live
- Replies: 36
- Views: 57574
Re: LW2 v1.5 is Live
Regardless I'll probably revert the fire grenade/bomb change to my version of it. I instead dropped the base damage of the grenade to not be the same as Plasma at a far earlier point in the game, to have the same damage spread as a rocket (2-7 instead of the 4-9). Especially with the fact that I don...
- Mon Aug 28, 2017 3:23 pm
- Forum: Long War 2: Bug Reports
- Topic: Proving Grounds Issue - Shredstorm Cannons
- Replies: 1
- Views: 4359
Re: Proving Grounds Issue - Shredstorm Cannons
1.5 came out and it changed the research requirements of Shredstorm Cannon.
You just didn't realize it because it auto-updated.
You just didn't realize it because it auto-updated.
- Mon Aug 28, 2017 3:07 am
- Forum: Long War 2
- Topic: [suggestions] side arms, main arms and enemy ideas
- Replies: 18
- Views: 27680
Re: [suggestions] side arms, main arms and enemy ideas
More mission variants would be nice for sure. However, I'm definitelynot sold on needing more weapons. Seriously, other than range penalties, any possible stat difference is fairly well covered by the different weapon mod configurations and perk choices. Adding more base weapons would cause so much...
- Mon Aug 28, 2017 2:55 am
- Forum: Long War 2
- Topic: Your Favorite Custom Class?
- Replies: 2
- Views: 7772
Re: Your Favorite Custom Class?
For a single class mod, the Operator is pretty solid class with varied function, from a stealthy assassin who can sustain concealment even after shooting his weapon (Assuming he killed the target, anyway, and its a 5 turn CD on the skill in the mid game before you unlock the passive variant of it at...
- Thu Aug 24, 2017 5:08 pm
- Forum: Long War 2: Bug Reports
- Topic: Bugged Officer skill in .ini?
- Replies: 1
- Views: 4275
Bugged Officer skill in .ini?
I was looking around the .ini files, and noticed the Officer skill Fall Back that is listed at rank 0. Notably about it, it had a messed up format, which had the skill disabled. Just a copy-paste of said format... +OfficerAbilityTree[2]=(Rank=0, AbilityName="Intervention") +OfficerAbilityT...
- Tue Aug 22, 2017 8:07 pm
- Forum: Long War 2: Bug Reports
- Topic: Full Override on Julian (Shen's Last Gift).
- Replies: 0
- Views: 4745
Full Override on Julian (Shen's Last Gift).
Turns out in the boss fight on the roof of Shen's Last Gift mission, while normal hacks can't take control of Julian (The second option is replaced with hack all active mec units, not take over Julian), if you have the Full Override skill, it CAN take over Julian. It also doesn't end the mission if ...
- Tue Aug 22, 2017 6:18 pm
- Forum: Long War 2: Bug Reports
- Topic: [not sure if bug] fire control PCS vs lightning reflexes
- Replies: 1
- Views: 4048
Re: [not sure if bug] fire control PCS vs lightning reflexes
I assume its because of the same reason why your own guys with Lightning Reflexes will trigger Overwatch shots that normally Advent wouldn't take, in that the defense bonus isn't applied until after the shot is fired. EDIT : Actually, the devs have code that makes a target fire an OW shot at targets...
- Thu Aug 17, 2017 10:49 am
- Forum: Long War 2
- Topic: Kubikiri. Good or way too good?
- Replies: 37
- Views: 56573
Re: Kubikiri. Good or way too good?
Yea, stripping the enemy of targets they can effectively shoot creates a pretty solid case for you. A shinobi with super high dodge and high armor that is hunkered, or a Technical or Assault with Fortify and hunkering can pretty much tank a ton of enemies, because the enemies will be to scared to mo...