You can use the GTS...ebonyknight wrote:Maybe I am missing something, but when you initially promote them, their "role" is randomized, right? How are you "making" them into a grenadier, shinobi or whatever?
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- Thu Feb 23, 2017 4:32 pm
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52111
Re: Low Aim Rookies
- Thu Feb 23, 2017 4:27 pm
- Forum: Long War 2
- Topic: [Suggestion for 1.3] Adjustments to the Psi Ops
- Replies: 28
- Views: 38300
Re: [Suggestion for 1.3] Adjustments to the Psi Ops
What? It is the best. Stasis Shield is the one that lets you Stasis your own guys, not the basic Stasis power. Which is kind of amazing if you want to charge someone into an unsafe position, but you want them to survive the inevitable return fire on the alien turn. I would agree with you if this wa...
- Thu Feb 23, 2017 1:15 pm
- Forum: Long War 2
- Topic: [Suggestion for 1.3] Adjustments to the Psi Ops
- Replies: 28
- Views: 38300
Re: [Suggestion for 1.3] Adjustments to the Psi Ops
Stasis Shield is the one that lets you Stasis your own guys, not the basic Stasis power.Stroggus wrote:What? It is the best.Saph7 wrote: Terrible powers: Stasis Shield.[/b]
- Thu Feb 23, 2017 2:44 am
- Forum: Long War 2: Strategy
- Topic: Specialist builds
- Replies: 19
- Views: 27520
Re: Specialist builds
For me, Threat Assessment is the autopick. I have mentioned on another thread that it combos supremely well with overwatch spec'd Rangers.
- Wed Feb 22, 2017 10:59 pm
- Forum: Long War 2: Strategy
- Topic: Officer abilities
- Replies: 19
- Views: 22463
Re: Officer abilities
I never knew Incoming! was a free action. I have to try it out sometime. I just never took it coz I thought it took a real action and I prefer more proactive ways of shutting down MECs.
- Wed Feb 22, 2017 10:48 pm
- Forum: Long War 2
- Topic: Best single class team
- Replies: 18
- Views: 28714
Re: Best single class team
I'm just not sure all Sharpshooters would survive to get good. They do get really good, but you have to deal with that awkward phase before Phantom where your Snappers are just crappy Rangers and your DFAs can't ignore cover yet. I think you'd need to rush the AWC and pray for good pistol perks. Co...
- Wed Feb 22, 2017 4:26 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 130316
Re: LW2 needs more "middle class" missions
I don't like the idea of re-concealable squad at all. It will shift all combat extremely into "kill a pod in 1 turn" mentality. In fact, the less re-conceal abilites are there in the game, the better. AI isn't equipped with anything at all to deal with concealment, and currently it's just...
- Wed Feb 22, 2017 4:24 pm
- Forum: Long War 2: Strategy
- Topic: Well-rounded flamerish Technical build
- Replies: 29
- Views: 34889
Re: Well-rounded flamerish Technical build
Yes, everyone knows that. I still don't understand the comment But that seems like it'd be very dependent on your Tech getting good pistol skills early in his career. I want a quick bang for my buck. Soldier time and tube time is valuable and I consider things like Return Fire to be a waste of time.
- Wed Feb 22, 2017 4:14 pm
- Forum: Long War 2: Strategy
- Topic: Officer abilities
- Replies: 19
- Views: 22463
Re: Officer abilities
3) Fall Back vs Jammer . I'd argue for Fall Back here. Always nice to know that you can partially remedy a reckless yellow move or end-of-the-turn-pod-reveal (which you should have avoided in the first place, of course, but few people are perfect) without wasting a Command point. Also, it's a free ...
- Wed Feb 22, 2017 3:56 pm
- Forum: Long War 2
- Topic: Are Flashbangs overpowered
- Replies: 72
- Views: 90190
Re: Are Flashbangs overpowered
Does any viable control option exist outside of Stings? It's becoming rather apparent that past the early game in LW2, everything must be killed or controlled every turn of combat. Area suppression is small and getting nerfed. OW defense and smokes does jack against sneks, rocketeers or MECs. Other ...
- Wed Feb 22, 2017 1:46 pm
- Forum: Long War 2: Strategy
- Topic: Overwatch-specific builds
- Replies: 29
- Views: 73260
Re: Overwatch-specific builds
I too have used KZ a couple of times and it's been vision range only. Either the tooltip is wrong or something else is screwy. I don't have the game with me right now but I remember in Vanilla, KZ gives you LongWatch, not Squadsight (since all Sharps get SS anyways). Did the LW2 devs changed KZ to m...
- Wed Feb 22, 2017 1:32 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 130316
Re: LW2 needs more "middle class" missions
Let's go with the higher numbers and say I can kill a pod of 4 in 3 turns on average On average would suggest that it sometimes might take 4 or 5 turns. I feel like 3 turns is the absolute max unless your guys are dying, so the average should be lower. Taking 3 turns probably means your squad is so...
- Wed Feb 22, 2017 1:07 pm
- Forum: Long War 2: Strategy
- Topic: Well-rounded flamerish Technical build
- Replies: 29
- Views: 34889
Re: Well-rounded flamerish Technical build
A pistol Tech seems like an interesting build. But that seems like it'd be very dependent on your Tech getting good pistol skills early in his career. Why? You can always learn all of the pistol moves eventually. IMO technicals suffer the least from tube time since they're already good to go with f...
- Wed Feb 22, 2017 3:22 am
- Forum: Long War 2: Strategy
- Topic: Well-rounded flamerish Technical build
- Replies: 29
- Views: 34889
Re: Well-rounded flamerish Technical build
A pistol Tech seems like an interesting build. But that seems like it'd be very dependent on your Tech getting good pistol skills early in his career.
- Tue Feb 21, 2017 11:51 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 130316
Re: LW2 needs more "middle class" missions
I think there's a fundamental math question here no one has brought up yet. On average, how long does it take for your squad of 4-6 to delete an enemy pod of 3-4? On Vanilla, I can do it in 1 or 2 turns. In LW2, I find it takes on average 2-3 turns. Let's go with the higher numbers and say I can kil...
- Tue Feb 21, 2017 10:19 pm
- Forum: Long War 2
- Topic: [General Feedback] Thoughts after first full playthrough
- Replies: 13
- Views: 19224
Re: [General Feedback] Thoughts after first full playthrough
I find a Gunner with shredder and chain shot shreds so much better than any grenade, especially since you get Acid grenades so late.
- Tue Feb 21, 2017 8:11 pm
- Forum: Long War 2
- Topic: Best single class team
- Replies: 18
- Views: 28714
Re: Best single class team
Not much love for Sharps I see. A team of squaddie Sharps is miserable, no doubt, but this is the only class that can both Phantom/Conceal scout and shoot well.
- Tue Feb 21, 2017 7:24 pm
- Forum: Long War 2: Strategy
- Topic: Overwatch-specific builds
- Replies: 29
- Views: 73260
Re: Overwatch-specific builds
OW builds are generally inflexible and provide you with not a whole lot to do on your turn. It's good practice to do as much as possible on your turn and leave ADVENT with as little to do as possible on their turn. It keeps soldiers alive. I find overwatch builds combos extremely well with Threat A...
- Tue Feb 21, 2017 7:04 pm
- Forum: Long War 2
- Topic: Are Flashbangs overpowered
- Replies: 72
- Views: 90190
Re: Are Flashbangs overpowered
Flashbangs are powerful coz the aliens are powerful and flashbangs are pretty much the only early game way to turn off alien abilities. Sneks will tongue-grab kill a soldier from full cover if uncontrolled. Stun lancers will race across the map to take out one of your guys if uncontrolled. Advent Ro...
- Tue Feb 21, 2017 6:06 pm
- Forum: Long War 2: Strategy
- Topic: Overwatch-specific builds
- Replies: 29
- Views: 73260
Re: Overwatch-specific builds
OW builds are generally inflexible and provide you with not a whole lot to do on your turn. It's good practice to do as much as possible on your turn and leave ADVENT with as little to do as possible on their turn. It keeps soldiers alive. I find overwatch builds combos extremely well with Threat A...
- Tue Feb 21, 2017 12:03 am
- Forum: Long War 2
- Topic: [General Feedback] Thoughts after first full playthrough
- Replies: 13
- Views: 19224
Re: [General Feedback] Thoughts after first full playthrough
But it doesn't seem like being poisoned shuts down dangerous non-shooting abilities that flashbang does. Not affecting Sneks also makes it worse. Most of the time, if I want a debuffing grenade, flashbangs are better, if I want a damage grenade, plasma or fire is better. Gas just sort of half-ass bo...
- Mon Feb 20, 2017 3:45 pm
- Forum: Long War 2
- Topic: [General Feedback] Strategic layer and class balance
- Replies: 71
- Views: 84596
Re: [General Feedback] Strategic layer and class balance
It would be different though if roust gave a complete new ability and not compete with flamer fuel, and was improved just a bit. TBH, I thought Roust had it's own charge, like the Concussion rocket. Explains why I ran out of flames faster than expected.... Anyway, Roust isn't really meant to do dam...
- Mon Feb 20, 2017 6:20 am
- Forum: Long War 2: Strategy
- Topic: Ranger builds
- Replies: 49
- Views: 68786
Re: Ranger builds
1a) I agree center mass is a newbie trap, later on especially on higher difficulties mobs go way past your ability to one shot them and critical hits become very powerful. 1b) bring'em on, it goes well with with aggression. Ranger typically has room to wear good armors anyways (unlike grenadiers, f...
- Sun Feb 19, 2017 5:56 pm
- Forum: Long War 2
- Topic: Gatekeeper's Re-animation bomb thing
- Replies: 4
- Views: 7213
Re: Gatekeeper's Re-animation bomb thing
It works the same way that the Sectoid Commander's Mass Reanimation does, it'll target any bodies it can see as long as it is on yellow alert. Due to the way most combats go you are usually standing on a pile of dead bodies, though, since you're advancing forward through the area you cleared, so it...
- Sun Feb 19, 2017 4:48 pm
- Forum: Long War 2
- Topic: Gatekeeper's Re-animation bomb thing
- Replies: 4
- Views: 7213
Gatekeeper's Re-animation bomb thing
The Gatekeeper's re-animation bomb seems very bullshit to me. It can do it constantly on Yellow Alert without its pod activating and can literally shoot it thru walls without LOS to its target.