Search found 301 matches
- Tue Jul 18, 2017 6:05 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 59548
Re: A Tale of two players
Sure, but that's a core part of xcom, you're not supposed to finish a campaign without deaths. There are strategy games with no RNG, and they're fun, but they also feel like more of a puzzle game. Xcom is about dealing with risk and inevitable loss, the RNG is a big part of what makes it interestin...
- Mon Jul 17, 2017 6:47 pm
- Forum: Long War 2
- Topic: Painful Skill Tree Changes
- Replies: 34
- Views: 57957
Re: Painful Skill Tree Changes
Think it's a middle ground. Less robot hordes, but more than 1.2. They are also adding some more chances to get some of the rarer alien corpses like Archons, Andromedons, etc. I think there's a chance of an alien pod on mid-late game troop columns that contains some of the rarer blokes. Hard to kee...
- Sat Jul 15, 2017 10:15 am
- Forum: Long War 2: Strategy
- Topic: v1.4 Soldier Skills
- Replies: 10
- Views: 16992
Re: v1.4 Soldier Skills
Personally, on my dragon technicals I do like to take roust, neat finisher, useful for a pinch burnand also combos especially well with your overwatch troops, that I am exits fond of.
- Tue Jul 11, 2017 1:54 pm
- Forum: Long War 2
- Topic: Why are most buildings unique?
- Replies: 4
- Views: 8269
Re: Why are most buildings unique?
The thing is, with buildings not being unique, how many of those myriad choices are wrong ? How many of those are viable irons and how many are pitfalls? Also, it's probably a lot more work to balance certain things such as access to psi and AWC (that's balanced on the assumption of only two chambers)
- Mon Jul 10, 2017 2:00 pm
- Forum: Long War 2: Strategy
- Topic: Running intel on high-vigilance regions viable?
- Replies: 12
- Views: 18109
Re: Running intel on high-vigilance regions viable?
2) Create a "nature preserve" for low level ADVENT missions. The region is basically stuck at 3. Sure, a UFO might occasionally land directly on the region and give it a legion or two, but those will quickly be knocked back out by the Troop Column mission. [...] I can get Troop Columns in...
- Mon Jul 10, 2017 11:47 am
- Forum: Long War 2
- Topic: Arc Pulser Seems Week on Assaults
- Replies: 12
- Views: 18170
Re: Arc Pulser Seems Week on Assaults
Nope, chain lightning doesn't works with arc pulser, I've tried but that was in 1.1Icarus wrote:Once you get to the perk that lets you shoot everyone in sight, Arc Pulser means more targets. And depending on your respec options, respeccing may take too long to be viable.
- Thu Jul 06, 2017 6:14 pm
- Forum: Long War 2
- Topic: Specialist Medic is useless
- Replies: 18
- Views: 28309
Re: Specialist Medic is useless
Steve-O: Shields for everyone was a PI invention, yes, in order to replace the 'armor health' that X1 had.
- Sun Jul 02, 2017 4:49 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 805770
Re: Please rethink this!
Incendiaries were never designed to be a cheap item that a rookie can use to shut down a Muton Elite with perfect reliability [....] The ability to reliabily shut down a super powerful enemy with a consumable was never intended to exist in the first place. If that's the case, why is combatives stil...
- Mon Jun 26, 2017 9:45 am
- Forum: Long War 2
- Topic: Hidden Armer on Objects
- Replies: 4
- Views: 7312
Re: Hidden Armer on Objects
I do believe PI has acknowledged it as a bug, you're not supposed to graze on those targets but due to the way the graze band was implemented it is possible.
- Tue Jun 20, 2017 7:45 pm
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64795
Re: On the oddities and failures of Kill Zone/Covering Fire
Hrm, looking over this discussion reminds me of something very, very similar discussed early on in the release of XCOM2. My memory tells me that the issue was that you will only trigger Reaction Fire (Overwatch, Bladestorm, CCS, etc) on an unit entering a tile, not leaving. Either that or that the i...
- Sat Jun 03, 2017 2:19 pm
- Forum: Long War 2
- Topic: Redscreen Rounds and Fan Fire
- Replies: 6
- Views: 12319
Re: Redscreen Rounds and Fan Fire
They should stack, yes, but I would still be careful with Fan Fire, I am not confident this ability would apply a status effect thrice.Manifest wrote:It didn't used to. But in the 1.3 bugfixes section there's a line that now says they do. So they were intended to stack and should stack now.
- Sun May 28, 2017 10:50 pm
- Forum: Long War 2
- Topic: Burning duration, bug?
- Replies: 6
- Views: 11291
Re: Burning duration, bug?
It's worth mentioning that you can still put a burn effect on an enemy standing in water. Its only removed if they move into a water tile. If they run out of the water in their panic, the burn is not removed :D High likelihood that if they are standing on a water tile then they are going to move in...
- Tue May 23, 2017 4:30 pm
- Forum: Long War 2
- Topic: Switching secondaries around
- Replies: 11
- Views: 16331
Re: Switching secondaries around
For what's worth, the main reason the Gunner has the combat knife is because they... Really don't need a secondary weapon much if at all. So the combat knife is a sorta filler weapon there just Just In Case.
- Sun May 21, 2017 4:43 pm
- Forum: Long War 2
- Topic: I miss hard timers
- Replies: 17
- Views: 25718
Re: I miss hard timers
I must be the odd one but I liked the system of hard timers much better than what we have in 1.3 now. Sure having increasingly more plentiful and powerful reinforcements is sorta more realistic than an immediate mission failure, but the timer becomes completely obsolete in many missions. Why show m...
- Sat May 20, 2017 8:24 am
- Forum: Long War 2
- Topic: A few 1.3 perk tree balance comments
- Replies: 15
- Views: 23809
Re: A few 1.3 perk tree balance comments
On the note of Boosted Cores... Let me add that the only place where I see Boosted Cores as useful is DoT grenades wherein you're getting +3 damage. +1 damage with your explosive grenades is not actually that useful since that is not what you are using them for, explosive grenades are for clearing c...
- Sat May 20, 2017 2:08 am
- Forum: Long War 2
- Topic: Shotgun weapon range applying incorrectly...?
- Replies: 18
- Views: 23169
Re: Shotgun weapon range applying incorrectly...?
Hrm... Just to be certain that your .ini didn't get screwed up for some reason: Find the XComGameData_WeaponData.ini file in the LW2 inis, in that file find the following line at around like 392: SHORT_MAGNETIC_RANGE[1] = 60 It should have other lines with stuff like [0] and [2], those are the aim b...
- Sat May 20, 2017 2:03 am
- Forum: Long War 2
- Topic: Aliens hitting me frequently through full cover
- Replies: 110
- Views: 165467
Re: Aliens hitting me frequently through full cover
An it's fine that things like that happen "once in a while" like as in just about never and if it does happen to you once you can be pretty sure that it is likely never going to happen again. That is exactly why vanilla had the mechanic that adjusted the Actual Hit Chances based on number...
- Thu May 18, 2017 9:46 pm
- Forum: Long War 2
- Topic: Your least favorite things about 1.3 ?
- Replies: 26
- Views: 37178
Re: Your least favorite things about 1.3 ?
I was convinced my mod showing me the aim stats was buggy. If you are using Perfect Information it is buggy, and often inaccurate. It has not been updated for Long War 2. I don't know how often it has been inaccurate but from what I can tell it has been accurate for all of the shots I have seen mys...
- Wed May 17, 2017 11:10 am
- Forum: Long War 2
- Topic: 1.3 Too many turns, too easy!!
- Replies: 20
- Views: 26198
Re: 1.3 Too many turns, too easy!!
1.3 effectively turns off the hard timers, which nobody liked, and has replaced them with a soft timer. It may say that you have 20 turns, but somewhere around 8-10 turns you start getting escalating reinforcements every turn. Yeah, they replaced the hard timer... With a hard timer you can't see. Y...
- Wed May 17, 2017 12:48 am
- Forum: Long War 2
- Topic: LW2 - Grenadier - balance and ammo
- Replies: 23
- Views: 31588
Re: LW2 - Grenadier - balance and ammo
But... Grenadiers do have 2 ammo intrinsic to their primary role, as you've asked. Admittedly not a Squaddie rank, but they do (unless you choose not to, then it's 1). The grenade slot comes from Squaddie rank and at the first rank you gain you choose whether you want two damage or support grenades,...
- Wed May 17, 2017 12:44 am
- Forum: Long War 2
- Topic: 1.3 Too many turns, too easy!!
- Replies: 20
- Views: 26198
Re: 1.3 Too many turns, too easy!!
1.3 effectively turns off the hard timers, which nobody liked, and has replaced them with a soft timer. It may say that you have 20 turns, but somewhere around 8-10 turns you start getting escalating reinforcements every turn. Yeah, they replaced the hard timer... With a hard timer you can't see. Y...
- Tue May 16, 2017 9:11 pm
- Forum: Long War 2
- Topic: Quick question about Ever vigilant
- Replies: 3
- Views: 6282
Re: Quick question about Ever vigilant
Thanks! Now I wonder about Hunter Protocol. What will happen when you dash your SPARK right to an unactivated pod?.. I mean, do units visible via squadsight (from a concealed shinobi for example) considered as "revealed"? Hunter Protocol actually works only on pod activation. It grants fr...
- Tue May 16, 2017 10:28 am
- Forum: Long War 2
- Topic: Proposal: Phase out graze for higher-accuracy shots
- Replies: 20
- Views: 36255
Re: Proposal: Phase out graze for higher-accuracy shots
But intuitively, a 20% longshot is much more likely to barely hit a target than a well-aimed 80% attempt is. I just want to comment on this part. Intuitively, a 20% longshot is not in fact more likely to barely hit a target than a well-aimed 80% attempt is. Actually, intuitively what would happen i...
- Tue May 16, 2017 3:39 am
- Forum: Long War 2
- Topic: Question on Infiltration and Reflex Action chances
- Replies: 6
- Views: 11357
Re: Question on Infiltration and Reflex Action chances
To add one thing:
If an enemy in yellow alert is hit by overwatch fire when activated, they can no longer take yellow alert actions, but instead can only take green alert actions.
If an enemy in yellow alert is hit by overwatch fire when activated, they can no longer take yellow alert actions, but instead can only take green alert actions.
- Mon May 15, 2017 6:33 am
- Forum: Long War 2
- Topic: Suggestion classes
- Replies: 14
- Views: 18753
Re: Suggestion classes
Meh, the only "problems" I have with the classes are: -sharpshooters can only equip sniper rifles. If they could use SMGs they would be a great holo-target + officer combo. -shinobi ... I would have prefered a different name. Oh noes - what a game breaker. :D I kinda agree with gunners an...