More explosives typically does the trick in life.rakoon79 wrote:Apparently more thrown grenades did the trick.
So, 1 Sapper Launch nade + 7 Thrown nade to bring down 2 tiles-worth of jail wall.
ADD : Rocket was used to break enemy forces
Search found 197 matches
- Sat Jan 21, 2017 7:20 am
- Forum: Long War 2
- Topic: Can the back wall of jail be blasted open?
- Replies: 10
- Views: 14596
Re: Can the back wall of jail be blasted open?
- Fri Jan 20, 2017 9:40 pm
- Forum: Long War 2
- Topic: Long War 2 Resources (including mod compatibilities)
- Replies: 24
- Views: 38063
Re: Long War 2 Resources (including mod compatibilities)
We have 10 brackets, running at 10% increments. There is some overlap and RNG, but it's not extreme. Oh that is awesome news, I can de-activate that mod now. Danke :> Now if only I could find a hair colour mod that didn't bog the game down in character customization! Haha, but that is a first world...
- Fri Jan 20, 2017 6:53 pm
- Forum: Long War 2
- Topic: Long War 2 Resources (including mod compatibilities)
- Replies: 24
- Views: 38063
Re: Long War 2 Resources (including mod compatibilities)
If a soldier only has 4 health and takes a 3 HP injury, they're gonna have a lot longer time that someone with 12 health that loses 3 HP. It's a percentage thing, but there's a lot more brackets in lw2 than there is in vanilla. Oh there are more brackets? And nah they were both specialists with sam...
- Fri Jan 20, 2017 5:43 pm
- Forum: Long War 2
- Topic: Long War 2 Resources (including mod compatibilities)
- Replies: 24
- Views: 38063
Re: Long War 2 Resources (including mod compatibilities)
The Injuries spiral can effectively be "tamed" by using a specific Mod by krj12; Make Heals Persist. Which options can also be configured as need be. (( http://steamcommunity.com/sharedfiles/filedetails/?id=690713958 )) ** Compatible & tested for LW2, btw. --- and of course.. bringing...
- Fri Jan 20, 2017 4:02 pm
- Forum: Long War 2
- Topic: Long War 2 Resources (including mod compatibilities)
- Replies: 24
- Views: 38063
Re: Long War 2 Resources (including mod compatibilities)
Judging by the comments and values defined in XComLW_Overhaul.ini , a soldier has a 90% chance to go into bleedout if they're reduced to exactly 0hp. For every (effective) negative hitpoint they're reduced to, the chance drops by 20%; -1 = 70%, -2 = 50%, and so on. If a soldier is massively overkil...
- Fri Jan 20, 2017 7:28 am
- Forum: Long War 2
- Topic: Two general design suggestions - proactive strategy and pacing
- Replies: 4
- Views: 8272
Re: Two general design suggestions - proactive strategy and pacing
I just hope aliens cap out somewhere above our soldiers instead of consistently getting better forever :x that was my main gripe with LW1, it wasn't long enough for me! D: Huh? The aliens do cap out. As do the UFOs. I think in some previous versions, the UFOs kept getting better forever, but not an...
- Fri Jan 20, 2017 7:04 am
- Forum: Long War 2
- Topic: Long War 2 Resources (including mod compatibilities)
- Replies: 24
- Views: 38063
Re: Long War 2 Resources (including mod compatibilities)
A couple questions if I may! BleedoutMod - How is LW2's mechanic similar exactly? I didn't see it in the change log for the game anywhere or features that it changed? Do these mods work?? http://www.nexusmods.com/xcom2/mods/131/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fmoddes...
- Sat Jan 14, 2017 8:17 am
- Forum: Long War 2
- Topic: Two general design suggestions - proactive strategy and pacing
- Replies: 4
- Views: 8272
Re: Two general design suggestions - proactive strategy and pacing
I just hope aliens cap out somewhere above our soldiers instead of consistently getting better forever that was my main gripe with LW1, it wasn't long enough for me! D:
- Fri Jan 13, 2017 1:44 am
- Forum: Long War 2
- Topic: Long War 2 feature announce: Coil weapons
- Replies: 63
- Views: 93122
Re: Long War 2 feature announce: Coil weapons
Cool, I like side-grades in XCOM over clear progression.deaconivory wrote:Yes.Valaska wrote:My biggest question, will coil guns be viable end-game? As viable as Plasma that is? One of the issues I have with Vanilla XCOM is that only Beam is viable in end game.
- Fri Jan 13, 2017 1:42 am
- Forum: Long War 2
- Topic: LW2 feature announce: The Technical solder class
- Replies: 48
- Views: 63652
Re: LW2 feature announce: The Technical solder class
Erm... I'm sorry but do you want someone to remodel or at least re-texture that green potato lump on his wrist that has random things strapped to it... I'd gladly remodel it for you because it looks... Bad. Really, really, really bad. That was what my modeling technique was like when I was making my...
- Wed Jan 11, 2017 12:20 am
- Forum: Long War 2
- Topic: Long War 2 is fantastic news
- Replies: 22
- Views: 30102
Re: Long War 2 is fantastic news
A mod that adds no actual content other than beards or cosmetic.Badman_bacon777 wrote:So what's a beard mod?nick_abbott wrote:I was just out feeding my dogs and realized that I had missed the sarcasm boat! I had to walk thru 3 feet of snow while wearing my slippers to feed my dogs and I at least remembered to put some socks on!
- Wed Jan 11, 2017 12:19 am
- Forum: Long War 2
- Topic: Long War 2 feature announce: Coil weapons
- Replies: 63
- Views: 93122
Re: Long War 2 feature announce: Coil weapons
My biggest question, will coil guns be viable end-game? As viable as Plasma that is? One of the issues I have with Vanilla XCOM is that only Beam is viable in end game.
- Fri Feb 19, 2016 3:10 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: SMG Mod - Useful?
- Replies: 9
- Views: 18464
Re: SMG Mod - Useful?
The SMG's are right up my valley. As previous poster already mentioned, they are awesome for psi/specialists, because the mobility bonus they offer makes supporting the squad less of an issue, while allowing to maintain a strong overwatch presence via repater/scope/(extended mags if continent bonus...
- Thu Feb 18, 2016 12:15 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: SMG Mod - Useful?
- Replies: 9
- Views: 18464
SMG Mod - Useful?
I've really been trying to like the SMG, seeing as the conventional SMG you guys made is without a doubt one of the COOLEST looking guns I've ever seen in a game, seriously it looks awesome... But the mobility doesn't make up for the fact its; 1. Less Damage 2. Less Magazine Space 3. Less Accuracy o...
- Thu Feb 18, 2016 12:03 am
- Forum: General Discussion
- Topic: [Request] Scientist utility
- Replies: 4
- Views: 9004
Re: [Request] Scientist utility
We need more alien interrogations too. Putting an alien (who could know the Avenger's codes) into the Avenger could be risky. Don't misunderstand me, I love interrogation but the reason of why not allow aliens in the Avenger is very logical. That's why I propose the "study enemy equipment"...
- Thu Feb 18, 2016 12:01 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: The future of LWS on XCOM2
- Replies: 6
- Views: 14213
Re: The future of LWS on XCOM2
Are you planning on the possibility of maybe announcing something...?johnnylump wrote:Thanks ...
Best I can say is when/if we have something to announce, we'll announce it.
- Wed Feb 17, 2016 11:59 pm
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: Leader Pack - Ranks
- Replies: 2
- Views: 7198
Re: Leader Pack - Ranks
We investigated this while making the mod. It would take some re-writing of game code, which is a lot easier than it used to be. For the leader pack, it was beyond our scope (which was to make pure addons), but with class-swapping it isn't prohibitively difficult. Hrmmm... Would it be do-able to si...
- Mon Feb 08, 2016 3:45 am
- Forum: General Discussion
- Topic: My first death was to a Muton Centurion.
- Replies: 2
- Views: 7007
Re: My first death was to a Muton Centurion.
It wasn't my first death but I did lose a corporal to one, they in the early game seemed to drop with 2 vipers each time and vipers are just the most vicious damn thing in this game outside of sectopods or gatekeepers... Annoyed at mutons in general they make my ranger a lot less effective for staby...
- Mon Feb 08, 2016 3:43 am
- Forum: General Discussion
- Topic: [Request] Punishing Reenforcements
- Replies: 3
- Views: 7945
Re: [Request] Punishing Reenforcements
They can drop with shield bearer/lancer, heavy mec, and an officer, typically they are elite as well, or advanced. This means that a reinforcement drop is actually surprisingly effective, so long as you do not properly react to it! It's not really an issue that we can wipe them out on landing, as si...
- Wed Feb 03, 2016 12:43 am
- Forum: General Discussion
- Topic: Lookin' For Some Modders!
- Replies: 10
- Views: 18176
Re: Looking For Some Modders!
For gender quality wouldn't you also need female versions of all the aliens?
- Tue Feb 02, 2016 6:58 am
- Forum: General Discussion
- Topic: Rank Names?
- Replies: 1
- Views: 5979
Rank Names?
Hey I noticed the amazing news awhile back but we just got the details on the mods! Will the XCOM Leader Mod effectively rename enlisted ranks, so as we do not have entire 6 packs of Colonels on the field? I mean as much as I love SG1... Throwing Colonels around was silly and I loved the Long War mo...
- Tue Feb 02, 2016 6:20 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: LWS announces partnership with Firaxis and 2K Games for release-day XCOM 2 mods
- Replies: 29
- Views: 43000
Re: LWS announces partnership with Firaxis and 2K Games for release-day XCOM 2 mods
There isn't an alien "pool" that works mechanically like the character pool does, but you can make your own aliens and have them fight in campaigns -- when our mod is distributed, it will show what's necessary to make that happen. So... Theoretically... We could edit the "Snek" ...