Search found 623 matches

by Jacke
Sat Feb 04, 2017 7:31 pm
Forum: Long War 2: Strategy
Topic: Any success with overwatch perks
Replies: 23
Views: 29016

Re: Any success with overwatch perks

Ok after having used rangers a lot with rapid reaction now, I'm convinced they are one of the best builds in the late game. ... Grazing Fire/Cool Under Pressure/Ever Vigilant/Rapid Reaction are must haves in the build, and I personally use Covering Fire/Locked On/Combat Fitness in the other slots a...
by Jacke
Sat Feb 04, 2017 6:49 pm
Forum: Long War 2
Topic: Enemy Reinforments by Void Rift
Replies: 4
Views: 7494

Re: Enemy Reinforments by Void Rift

That's just the psi gate FX when an alien-led pod reinforces, instead of an all-ADVENT pod. It's not really related to void rift as a gameplay element. Which also looks fantastic, scared the crap out of me the first time it happened, very well done. Same here. It was a whole lot WTF--ouch! Fortunat...
by Jacke
Sat Feb 04, 2017 6:45 pm
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 62305

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

There's also soldiers with Shredder in their AWC skills. In many ways it does come down to making squads in the Avenger to ensure there's all the tools needed, whether it's to crack pods or destroy cover. Iron Curtain is powerful early on, but completely outclassed once you get saturation fire. I wi...
by Jacke
Sat Feb 04, 2017 6:30 pm
Forum: Long War 2: Strategy
Topic: Using skills to force enemy movement
Replies: 2
Views: 5401

Using skills to force enemy movement

Gunner's Flush and Technical's Roust force the enemy to move. The Gunner has to hit but the Technical has limited shots. Flush can be available as an AWC skill. An alternative to destroying cover. But how tactically good are theses attacks? What has been your experience with them? They'd be nice to ...
by Jacke
Sat Feb 04, 2017 6:28 pm
Forum: Long War 2: Strategy
Topic: Technical Builds?
Replies: 8
Views: 12821

Re: Technical Builds?

Thanks for the info! As for range on the flamer, it's been stated the range is meant to be the listed seven, but it only goes to six at the moment. Search the forums and you will find the thread, basically make the range 8 in the ini file for the various gauntlets. I saw the same thread. It's the on...
by Jacke
Sat Feb 04, 2017 6:09 pm
Forum: Long War 2: Strategy
Topic: Picking Soldier Classes for Rookies Not Created Equally
Replies: 12
Views: 17963

Picking Soldier Classes for Rookies Not Created Equally

I've seen some advice on which Rookies to guide into which classes via the GTS, but it's limited. I'd like to hear more about it, including refining or correcting what I've already heard. So far: Assaults can have lower aim as getting close with a shotgun makes up for it Shinobis need better mobilit...
by Jacke
Sat Feb 04, 2017 4:22 pm
Forum: Long War 2: Strategy
Topic: Technical Builds?
Replies: 8
Views: 12821

Re: Technical Builds?

After reading the same topic on Grenadier skill choices, I too thought of the Technical, the other good pod cracker. The final perk is especially troublesome and was what inspired the creation of this thread as I've finally minted my first Master Sergeant Technical and I feel like I can't afford to ...
by Jacke
Sat Feb 04, 2017 12:28 pm
Forum: Long War 2
Topic: Enemy Reinforments by Void Rift
Replies: 4
Views: 7494

Enemy Reinforments by Void Rift

I was on a "Recover Item from ADVENT Vehicle" mission and had just killed off the last enemy. Or so I'd thought. Forgot about reinforcements and almost lost it all at the end. But what was really different is that they dropped in by void rift almost right on top of me. A Sectoid, Drone, an...
by Jacke
Fri Feb 03, 2017 3:07 pm
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 62305

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

With a few missions under my belt, I've been consistently going for Rapid Deployment on my Grenadiers. TBH. Access to long range flashbangs/smoke is consistently more valuable then questionable cover destruction. It seems the rest of my squad just has better luck with regular grenades and since the...
by Jacke
Fri Feb 03, 2017 2:55 am
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 62305

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

Bluescreen Bomb lets flash grenades disorient mechs, and also reduces mech hacking resistance by 25 points (it makes a pretty massive difference). Sting Grenades gives flashbangs a 50% chance to stun units affected (Codex is resistant to stun and is stunned for 1 turn less, i.e. zero turns so don't...
by Jacke
Thu Feb 02, 2017 8:58 pm
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 62305

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

In my game I'd just gotten my first LCpl Grenadier and was mulling over the Sapper versus Needle Grenades decision yet again, as well as Grenadier skill choices to come. Lots of them are tough. And then I saw this topic. :) Base environment damage is now 9, Sapper adds 3 and Combat Engineer adds 8. ...
by Jacke
Thu Feb 02, 2017 7:29 pm
Forum: Long War 2
Topic: Why does rendering (resource extracting) reside in the research branch and not the engineering branch?
Replies: 13
Views: 19285

Re: Why does rendering (resource extracting) reside in the research branch and not the engineering branch?

Be honest people.. is there any worthy advantages to losing precious Research points (one day +/- here, another there) to obtain very small amounts of resources? When the BlackMarket can give you a hefty bunch of Supplies.... To me, this wicked set of new " Rendering " features simply clu...
by Jacke
Thu Feb 02, 2017 11:45 am
Forum: Long War 2
Topic: How to disable Not Created Equally before Gatecrasher
Replies: 9
Views: 15699

Re: How to disable Not Created Equally before Gatecrasher

it appears a fully upgraded Laboratory (with 3 upgrades @50 supplies each, needs 2 more power) will now draw 9 power. If they're the same as in stock XCOM 2, the upgraded Psi Lab draws 10 and the upgraded Shadow Chamber draws 9. A Power Relay on a Power Coil gets 7 extra power, but another room on ...
by Jacke
Thu Feb 02, 2017 10:48 am
Forum: Long War 2
Topic: LW2 Soldier classes and skill choices
Replies: 14
Views: 29823

Re: LW2 Soldier classes and skill choices

On your Assault builds, I don't understand Chain Lightning unless you pick up the accuracy for the stun gun. I looked at Street Sweeper and though it might have the same cone-aiming issues I've see with Technical's pre-Incinerator flamethrower. And Lethal just giving +2 damage for a top-rank skill ...
by Jacke
Thu Feb 02, 2017 5:52 am
Forum: Long War 2
Topic: How to disable Not Created Equally before Gatecrasher
Replies: 9
Views: 15699

Re: How to disable Not Created Equally before Gatecrasher

Yeah. AWC is staffed by a Scientist in Long War 2. Kinda makes more sense, if ya ask me. Also good for early game, where scientists are less critical than engineers. The Psi Lab in LW2 is now also staffed with a Scientist rather than an Engineer too. The Engineer staffed rooms are now the Workshop ...
by Jacke
Wed Feb 01, 2017 3:13 pm
Forum: Long War 2
Topic: LW2 Soldier classes and skill choices
Replies: 14
Views: 29823

Re: LW2 Soldier classes and skill choices

Thanks for the feedback, trihero. I've updated some of my builds above and described below. Haven advisers - to me, Technical. [Rarely other soldier classes.] I think you're spot on about mostly using Technicals as advisors. On your Assault builds, I don't understand Chain Lightning unless you pick ...
by Jacke
Wed Feb 01, 2017 11:31 am
Forum: Long War 2
Topic: LW2 Soldier classes and skill choices
Replies: 14
Views: 29823

Re: LW2 Soldier classes and skill choices

Wow! This is all really helpful. Thought of two more questions: which soldier classes and skill choices for Officers and Haven Advisors ? BTW, from trihero's comments about Gunner skills, I'm thinking the swapping around of some skills with LW2 v1.1 has made some of the trade-offs very different. I ...
by Jacke
Wed Feb 01, 2017 1:02 am
Forum: Long War 2
Topic: LW2 Soldier classes and skill choices
Replies: 14
Views: 29823

Re: LW2 Soldier classes and skill choices

You shouldn't limit yourself to the same set of skills, on the contrary. .... You either colour-code your soldiers - medics in red/white for example, put an abbreviation in their nickname (MD) or use other methods to recognize which soldier is what build. I've used colour-coding before and I'm usin...
by Jacke
Tue Jan 31, 2017 8:55 pm
Forum: Long War 2
Topic: LW2 Soldier classes and skill choices
Replies: 14
Views: 29823

Re: LW2 Managing the many soldier classes

Here are some of the main roles soldiers can fill in and what class can help you excel in each role: Thanks for posting that. There is something that I mentioned in my original post but I feel didn't emphasis: the problem of having so many variant soldier classes and variant skill sets and the need...
by Jacke
Tue Jan 31, 2017 5:46 pm
Forum: Long War 2
Topic: How to disable Not Created Equally before Gatecrasher
Replies: 9
Views: 15699

Re: How to disable Not Created Equally before Gatecrasher

Ah. That's good to know. Does that mean we can start Gatecrasher, turn off NCE before it rolls stats, then get into the geoscape so can can save before rolling up stats? Cause that would save a hell of a lot of time. Apparently so. I played with it a bit when starting my LW2 campaign, but ultimatel...
by Jacke
Tue Jan 31, 2017 8:22 am
Forum: Long War 2
Topic: LW2 Soldier classes and skill choices
Replies: 14
Views: 29823

LW2 Soldier classes and skill choices

I'm really excited about Long War 2. I'd played XCOM EU and XCOM 2 (that up to Legendary), as well as hearing about Long War 1, but had never played it. Looking at Long War 2, it is really a much better way of gaming an insurgency against an occupying alien force. But some things about the game are ...
by Jacke
Mon Jan 30, 2017 7:19 am
Forum: Long War 2
Topic: Why I don't like Timers (and a suggestion)
Replies: 14
Views: 20818

Re: Why I don't like Timers (and a suggestion)

In the beginning I was about to increase timers to something like 99 values, as I don't like them but then I have found http://www.nexusmods.com/xcom2/mods/57/? this one mode which has changed my mind and now I think that timers are okay. :O Because, for real, why do Advents should hurry to do... w...
by Jacke
Sat Jan 28, 2017 2:58 pm
Forum: Long War 2
Topic: no advent officer autopsy?
Replies: 29
Views: 53461

Re: no advent officer autopsy?

Fredno wrote: I can recycle everything, but only autopsy soldier and sectoid :(
There is a bug somewhere :'(
You have to autopsy an ADVENT soldier before you can autopsy an ADVENT officer.