Search found 433 matches
- Sun May 21, 2017 1:15 pm
- Forum: Long War 2
- Topic: DLC Support
- Replies: 14
- Views: 24039
Re: DLC Support
So wait, what's the point of uninstalling the Alien Hunters DLC when I can just disable it in the New Game menu? #uninformed In the New Game Menu, you can only turn off the Mission associated with the DLC. All other features of the DLC are still there. So for Alien Hunters you'll get the POI for th...
- Sun May 21, 2017 7:06 am
- Forum: Long War 2
- Topic: Aliens hitting me frequently through full cover
- Replies: 110
- Views: 162408
Re: Aliens hitting me frequently through full cover
No Dark events were in play, this was near the beginning of the game, 3rd mission. I suppose this could have been caused by Roulette somehow, I will continue to play the campaign, without Roulette, and see if I observe similar behavior. It sounds like mixing Reliable Damage and Damage Roulette is l...
- Sun May 21, 2017 6:38 am
- Forum: Long War 2
- Topic: DLC Support
- Replies: 14
- Views: 24039
Re: DLC Support
You can uninstall any DLC in your Steam library. Just go to the entry for XCOM2, find the DLC list and click the tickbox to unselect the DLC. It will uninstall and you can start a new campaign without the DLC at all. Obviously, it's a bad idea to do that in the middle of a campaign.
- Sun May 21, 2017 3:17 am
- Forum: Resolved Bug Reports
- Topic: Game crashes after equipping any weapon mod [OS X]
- Replies: 2
- Views: 18344
- Sun May 21, 2017 2:58 am
- Forum: Long War 2
- Topic: Some thoughts about 1.3 applied to a saved campaign
- Replies: 2
- Views: 4605
Re: Some thoughts about 1.3 applied to a saved campaign
Second: There seems to be a bug for the reinforcements warning for missions in which my troopers start concealed. I have a green reinforcements warning at the start of the mission that does not go away. This is not a bug. In 1.3, many missions have a fixed schedule for reinforcements that begins at...
- Sun May 21, 2017 2:28 am
- Forum: Long War 2
- Topic: Aliens hitting me frequently through full cover
- Replies: 110
- Views: 162408
Re: Aliens hitting me frequently through full cover
I witnessed a disoriented Advent Trooper hit for 3 damage against full cover. Now, to do the math, full cover offers 45 defense, which combined with the -25 from being disoriented means the trooper is shooting with at 70% penalty. So, there should be no way for him to do any damage at all, let alon...
- Sun May 21, 2017 1:38 am
- Forum: Long War 2
- Topic: Shotgun weapon range applying incorrectly...?
- Replies: 18
- Views: 22962
Re: Shotgun weapon range applying incorrectly...?
Looks like they are applying a failsafe bugfix for this issue in 1.4, so all is good. Added modifier for [0] indices on weapon range table to catch weird cases when distance to target returns zero. Until then, you can probably apply the same fix in your own config files. The range modifiers for any ...
- Sat May 20, 2017 10:17 am
- Forum: Long War 2
- Topic: A few 1.3 perk tree balance comments
- Replies: 15
- Views: 23425
Re: A few 1.3 perk tree balance comments
Independant Tracking is actually pretty good on big missions for a full holotargetter. The idea being you scout out a pod, hit them with all with the holotargetter and then pull them into your overwatch trap on the next turn with a squadsight shot.
- Sat May 20, 2017 5:04 am
- Forum: Long War 2
- Topic: Quick Study Exclusivity
- Replies: 1
- Views: 3948
Re: Quick Study Exclusivity
It shouldn't be possible. When the game is adding randomised abilities to the AWC, it checks to see if it's an ability your class can train normally. If it is (like Quick Study is for Psi Operatives), it won't add it. The game also checks to see if you have an ability already added to the AWC before...
- Sat May 20, 2017 4:50 am
- Forum: Long War 2
- Topic: Shotgun weapon range applying incorrectly...?
- Replies: 18
- Views: 22962
Re: Shotgun weapon range applying incorrectly...?
I haven't been able to reproduce this easily in my game. Normally if you stand in the tile an alien would step out into, they stop stepping out (and so do you).
I wonder if its a problem with certain positions on certain maps/plots?
I wonder if its a problem with certain positions on certain maps/plots?
- Sat May 20, 2017 3:56 am
- Forum: Long War 2
- Topic: A couple beginner 1.3 questions
- Replies: 10
- Views: 14484
Re: A couple beginner 1.3 questions
You didn't ask about underinfiltrating, so I didn't mention it, but the numbers for underinfiltrating are different. And yes, at Rookie you have 0% chance of reflex actions normally. For underinfiltrating, it's 0 at rookie, +0.1% at Veteran, +0.5% at Commander and +1% at Legend. All per 1% underinfi...
- Sat May 20, 2017 2:47 am
- Forum: Long War 2
- Topic: What do you all use Aggression for on the Assault tree?
- Replies: 6
- Views: 10339
Re: What do you all use Aggression for on the Assault tree?
The AOE heavy "raider" build doesn't take Close and Personal. The arc thrower heavy "stun gunner" build take Close and Personal or Killer Instinct. There are probably loads of other hybrid builds you could play with that don't really need those abilities. For instance, a tanky as...
- Sat May 20, 2017 2:13 am
- Forum: Long War 2
- Topic: A couple beginner 1.3 questions
- Replies: 10
- Views: 14484
Re: A couple beginner 1.3 questions
There is some misinformation in Tuhalu's post The absolute minimum number of enemies that will spawn into a mission is 8 in LW2. You can get a minimum of 6 on a rendezvous mission. I'm curious to know how infiltration affects yellow reflex chances past 100% infiltration. It is asserted in one of th...
- Fri May 19, 2017 11:33 pm
- Forum: Long War 2: Bug Reports
- Topic: Inconsistent Enemy Activity Display
- Replies: 3
- Views: 6448
Re: Inconsistent Enemy Activity Display
No Turrets either? They don't count towards expected enemy numbers either, but you didn't mention their lack.
- Fri May 19, 2017 11:26 pm
- Forum: Long War 2
- Topic: 1.3 - What to buy first
- Replies: 3
- Views: 5795
Re: 1.3 - What to buy first
I'm a GTS first fan, but it was by no means a universally agreed thing in 1.2. Many players argued for AWC first, especially on higher difficulties where GTS times are higher and wounds are more likely. Randomness has a massive affect on any scientist or engineer purchasing strat. With luck you migh...
- Fri May 19, 2017 11:20 pm
- Forum: Long War 2
- Topic: Is wet work worth it now?
- Replies: 22
- Views: 32426
Re: Is wet work worth it now?
They probably shouldn't give mission xp. It's definitely a bit of 5 minute tedium to collect your RNF XP at the end of each mission. Might have to house rule this, but first I'm going to push it to find out how broken it is :) . I'm like 80% sure it's possible to have a squad later in the game that...
- Fri May 19, 2017 11:07 pm
- Forum: Long War 2
- Topic: A couple beginner 1.3 questions
- Replies: 10
- Views: 14484
Re: A couple beginner 1.3 questions
There is some misinformation about infiltration in this thread. As you reach 125%, 150% and 200% infiltration, you get reduced detection radius on enemies, making it easier to stealth. At 150% and 200% you get -1 and -2 rounds on throwing an Evac Flare. At 125%, 150% and 200% you get reduced number ...
- Fri May 19, 2017 10:38 pm
- Forum: Long War 2
- Topic: Undocumented 1.3 Changes?
- Replies: 15
- Views: 21903
Re: Undocumented 1.3 Changes?
* You no long start with 3 rookies in the recruit pool. * Also, I suspect the recruit haven job is less likely to make new recruits. Hard to tell for sure, would like someone to confirm/deny if the numbers there have changed. 1st point depends on difficulty. You still get 5 recruits in the pool on ...
- Fri May 19, 2017 8:36 am
- Forum: Long War 2
- Topic: [INI] CovertnessValue & CovertnessWeight
- Replies: 9
- Views: 11772
Re: [INI] CovertnessValue & CovertnessWeight
So my hunch *was* correct :) Anyway, any idea what this item is?... +EquipmentCovertness=(Itemname="FreeKillUpgrade_Sup", CovertnessValue=0f, CovertnessWeight=0.75f) That's a Superior Suppressor. The Vanilla XCOM2 version gave a percentage chance to instantly kill whatever you were shooti...
- Fri May 19, 2017 6:50 am
- Forum: Long War 2: Bug Reports
- Topic: Possible errors calculating close-proximity aim bonuses
- Replies: 3
- Views: 6009
Re: Possible errors calculating close-proximity aim bonuses
That sounds suspiciously like the Sectoid is being calculated as in the same tile as your Assault in the first image. The range bonuses for Shotguns are as follows (up to 6 tiles anyway): SHORT_CONVENTIONAL_RANGE[0] = 0 SHORT_CONVENTIONAL_RANGE[1] = 60 SHORT_CONVENTIONAL_RANGE[2] = 45 SHORT_CONVENTI...
- Thu May 18, 2017 11:43 pm
- Forum: Long War 2
- Topic: Corpse Distribution?
- Replies: 20
- Views: 29678
Re: Corpse Distribution?
Force Level actually doesn't go up faster with higher difficulty at all. They are always 15 days apart. The only difference is that the first Force Level increase is 9 days earlier on Legend than on Rookie. As far as reinforcements go, the speed of reinforcements was actually reduced for Legend from...
- Thu May 18, 2017 11:09 pm
- Forum: Long War 2
- Topic: [INI] CovertnessValue & CovertnessWeight
- Replies: 9
- Views: 11772
Re: [INI] CovertnessValue & CovertnessWeight
The Chameleon Suit: Like an empty item slot it has 0 CovertnessValue, but instead of 0.2 weight it has 0.75 weight. This will cause a reduction in hours above what you get for an empty slot. Hang on, I just processed this. I had figured that 0*.2 and 0*.75 ended up being the same thing, because I t...
- Thu May 18, 2017 10:32 pm
- Forum: Long War 2
- Topic: [INI] CovertnessValue & CovertnessWeight
- Replies: 9
- Views: 11772
Re: [INI] CovertnessValue & CovertnessWeight
Some take aways: Fiddling with you soldiers' gear doesn't make much of a difference for larger squads unless you fiddle with everyone's gear. The lowest modifier you can get without perks is -17 hours (no items, SMG weapon, non-Gunner, non-Grenadier, elite suppressor). You'll only get this number i...
- Thu May 18, 2017 2:47 pm
- Forum: Long War 2
- Topic: how do you use Concussion Rocket?
- Replies: 25
- Views: 37676
Re: how do you use Concussion Rocket?
I seem to recall reading that 1.3 made it reliably destroy cover. If that's true then there's some creative ways to use a concussion rocket. If false, well it'd be funny to use it as a really long-range smoke grenade. Either way, I assume it makes as much noise as a regular rocket - if so then it's...
- Thu May 18, 2017 6:33 am
- Forum: Long War 2
- Topic: Your favorite things about 1.3
- Replies: 21
- Views: 28106
Re: Your favorite things about 1.3
I am appreciating the accuracy increases at close range for Shotguns, SMGs and Rifles. It's a huge difference early game when you can move aggressively close and get that much closer to 100% accuracy. Even low accuracy soldiers aren't so bad if you have the speed to let you get close.