Search found 111 matches
- Tue Nov 21, 2017 9:45 pm
- Forum: Long War 2
- Topic: Confused by Vigilance Mechanics
- Replies: 12
- Views: 16296
Re: Confused by Vigilance Mechanics
Bear in mind vigilance is only one factor in determining how much Str a region wants. Additional weights modify the overall desired Strength. A region surrounded by liberated regions is going to want 2x connections extra legions on top of vigilance. More if GP site and/or Facility and/or radio towe...
- Tue Nov 21, 2017 9:22 pm
- Forum: Long War 2
- Topic: Confused by Vigilance Mechanics
- Replies: 12
- Views: 16296
Re: Confused by Vigilance Mechanics
Another reason I have held off on liberating a province is that it is Siberia (New Arctic), and will soon be isolated by my liberation of East and West Asia. Since the current Advent strength is only 3 it will become a juicy honey pot to attract UFOs. They will want to reinforce it because of the h...
- Fri Nov 17, 2017 9:57 pm
- Forum: Long War 2
- Topic: Confused by Vigilance Mechanics
- Replies: 12
- Views: 16296
Re: Confused by Vigilance Mechanics
Your theory is correct.
- Fri Nov 17, 2017 3:53 pm
- Forum: Long War 2: Bug Reports
- Topic: Liberation 3 immediately detected after respawn
- Replies: 4
- Views: 8408
Liberation 3 immediately detected after respawn
I have a problem with Lib3 detection. After I detect it for the first time in a region and let the mission expire it spawns again within one day (as expected) but the activity doesn't reset like it should and the mission is immediately detected, giving me more than 8 days until expiration.
- Wed Nov 15, 2017 5:09 pm
- Forum: Long War 2: Strategy
- Topic: Building Tall?
- Replies: 23
- Views: 36477
Re: Building Tall?
I have the impression that the launch site of full retals depends on vigilance, because ADVENT has launched full retals against me on Strenght 3-4 regions where I was active doing missions when I had an abandoned Strenght 7 region somewhere full of rebels working Supply. The way the game decides us...
- Mon Nov 13, 2017 5:16 pm
- Forum: Long War 2
- Topic: Two Invasions in less than 10 days - bug or intended
- Replies: 7
- Views: 13546
Re: Two Invasions in less than 10 days - bug or intended
LW 1.5, Legend, 5 liberated regions. Could anyone explain if it is a global cooldown or a regional one? If it’s a regional cooldown – should I expect invasions every 8-10 days (the time for the precursor raid) until the end of this campaign? Invasion cooldown is regional. They also don't have a glo...
- Mon Nov 13, 2017 4:58 pm
- Forum: Long War 2
- Topic: MEC pods and enemy count in early UFOs and Troop Columns
- Replies: 10
- Views: 14729
Re: MEC pods and enemy count in early UFOs and Troop Columns
Interesting. I had my first UFO ever about a month ago and was vaguely disappointed because the command pod was a MEC pod, which felt sort of lame for a UFO encounter...cause you know, aliens. At any rate I think it was a force level 6 and the command pod was 6 MECs iirc. Two super heavy's, two arc...
- Mon Nov 06, 2017 3:22 pm
- Forum: Long War 2
- Topic: Psi as Tank in 8-man squads
- Replies: 13
- Views: 17052
Re: Psi as Tank in 8-man squads
Insanity is not a very reliable way to tank. You probably don't have stellar to hit chances. Unless you roll MC you are only mezzing one enemy. If you do roll MC you have a high chance to activate more stuff. As I understand it, the effect of insanity is linked to relative will, i.e. the higher the...
- Mon Nov 06, 2017 2:35 pm
- Forum: Long War 2
- Topic: Psi as Tank in 8-man squads
- Replies: 13
- Views: 17052
Re: Psi as Tank in 8-man squads
Insanity is not a very reliable way to tank. You probably don't have stellar to hit chances. Unless you roll MC you are only mezzing one enemy. If you do roll MC you have a high chance to activate more stuff. As I understand it, the effect of insanity is linked to relative will, i.e. the higher the...
- Sun Nov 05, 2017 8:53 pm
- Forum: Long War 2
- Topic: How ADVENT moves Strength: the Reinforce Activity explained
- Replies: 11
- Views: 20079
Re: How ADVENT moves Strength: the Reinforce Activity explained
Hmm, suppose there's a hot region with extreme DS. It's connected to 2 regions which have high Str but low DS. Does that mean one neighbour will initiate a Reinforce activity and the second neighbour will wait a day before initiating its own Reinforce? Conversely, if a region (with lots of surplus ...
- Sun Nov 05, 2017 5:09 pm
- Forum: Long War 2
- Topic: How ADVENT moves Strength: the Reinforce Activity explained
- Replies: 11
- Views: 20079
Re: How ADVENT moves Strength: the Reinforce Activity explained
Requesting clarification on "source of invasion". As I recall, an invasion requires a Str 8+ region next to a region that has been liberated for >21d. Provided those conditions are met, is "source of invasion" always true from there onwards or is it only when the "destroy r...
- Sun Nov 05, 2017 2:30 pm
- Forum: Long War 2
- Topic: How ADVENT moves Strength: the Reinforce Activity explained
- Replies: 11
- Views: 20079
How ADVENT moves Strength: the Reinforce Activity explained
In my last campaign I was very intrigued by the fact that my starting region, with Vigilance in the high 20s stopped being Reinforced after a while. I searched on the Internet to see an explanation of how ADVENT moves Strength but didn't find any good one and decided to check the code and then write...
- Fri Nov 03, 2017 6:40 pm
- Forum: Long War 2
- Topic: MEC pods and enemy count in early UFOs and Troop Columns
- Replies: 10
- Views: 14729
MEC pods and enemy count in early UFOs and Troop Columns
In my last campaign I found a couple of UFOs with much less enemies than should be possible for the regional Strength and tried to understand why this happened. Checking the UFO schedules I noticed that all UFOs, no matter the Strength, have one 8-man command pod, but unlike the Supply Raid command ...
- Tue Oct 31, 2017 3:58 pm
- Forum: Long War 2
- Topic: Scientist in demand
- Replies: 32
- Views: 42724
Re: Scientist in demand
You will never get a scientist reward on a mission that spawns from a day one activity because Rescue/Extract rewards when you don't have an engineer will always be engineers. For a similar reason any Rescue/Extract that spawns from an activity that starts after you get your first engineer but befor...
- Wed Oct 25, 2017 1:55 pm
- Forum: Long War 2
- Topic: Boosted infiltration from Moderate to Heavy
- Replies: 10
- Views: 14002
Re: Boosted infiltration from Moderate to Heavy
The broken schedule is called Guerilla_Revealed_D6_3_LW. To prevent this you need to open XComMissions.ini, search for the schedule and rename PrePlacedEncounters[6] and PrePlacedEncounters[7] to PrePlacedEncounters[4] and PrePlacedEncounters[5].
- Mon Oct 16, 2017 6:33 pm
- Forum: Long War 2
- Topic: First death, incredibly soured.
- Replies: 68
- Views: 97743
Re: First death, incredibly soured.
The main thing about area suppression is ammo and situational awareness. The AI will often run through the Suppression if there isn't at least another Overwatch soldier guarding the vicinity. To anyone interested in the actual numbers non-flanked enemies have 25% chance to run Suppression and 50% t...
- Mon Oct 09, 2017 11:23 pm
- Forum: Long War 2
- Topic: Rebel job switching
- Replies: 18
- Views: 28003
Re: Rebel job switching
This is nice info. But it seems that most of guides suggest one day before (to have more intel ). And what I'm saying is that they are probably wrong. Both activity generation and job updates are things that happen once per day, probably around the same time. If this is correct then switching from ...
- Mon Oct 09, 2017 5:12 pm
- Forum: Long War 2
- Topic: Rebel job switching
- Replies: 18
- Views: 28003
Re: Rebel job switching
One important think to remember is that activities are also generated once per day and I'm pretty sure this happens at the same time as the job update. This means that going from Recruit to Intel one day before launching a mission instead of doing it right after doesn't actually help you detect the ...
- Fri Oct 06, 2017 12:24 pm
- Forum: Long War 2: Strategy
- Topic: Recognizing facility lead missions
- Replies: 12
- Views: 52898
Re: Recognizing facility lead missions
I get slightly worse results (might be because i considered a duration of 10 days rather than 10d12h which would be the average duration) but i still consider tossing a coin to detect a mission with 4 days left "optimistic" so i agree with Psieye here. I prefer to look at 80% (or better y...
- Fri Oct 06, 2017 1:29 am
- Forum: Long War 2: Strategy
- Topic: Recognizing facility lead missions
- Replies: 12
- Views: 52898
Re: Recognizing facility lead missions
The easier way to narrow it down is by how little time you have to infiltrate. It's also why a lot of players never find facility leads: because they shy away from these low-timer missions. They start showing around June and we're talking "4 days to infiltrate is optimistic" for a large (...
- Wed Sep 27, 2017 6:21 am
- Forum: Long War 2
- Topic: Some strange things
- Replies: 9
- Views: 14980
Re: Some strange things
1. Minimum Strength is 3, but remember that modifiers from the activity that generated the mission and from infiltration apply here. Chance to have Faceless is 50%. Number of Faceless is 1 at STR 3 (always hidden) and 2 at 4-5 (both hidden if the VIP is inside a building, only one hidden if the VIP ...
- Tue Sep 26, 2017 11:02 am
- Forum: Long War 2
- Topic: Crit against 50+ dodge shinoby?
- Replies: 13
- Views: 20298
Re: Crit against 50+ dodge shinoby?
Lets take a heavy turret (70 aim 10 base crit) and shinoby (2 def, 50 dodge) staying in the open (+40 crit to the turret) wearing nano-vest (-25 to crit chance). As far as I understand base turret chance is following 29 crit 39 hit 10 graze 22 miss Then 50 dodge change this into following: 15 crit ...
- Tue Sep 26, 2017 10:21 am
- Forum: Long War 2
- Topic: Crit against 50+ dodge shinoby?
- Replies: 13
- Views: 20298
Re: Crit against 50+ dodge shinoby?
Lets take a heavy turret (70 aim 10 base crit) and shinoby (2 def, 50 dodge) staying in the open (+40 crit to the turret) wearing nano-vest (-25 to crit chance). As far as I understand base turret chance is following 29 crit 39 hit 10 graze 22 miss Then 50 dodge change this into following: 15 crit ...
- Tue Sep 26, 2017 10:00 am
- Forum: Long War 2
- Topic: Crit against 50+ dodge shinoby?
- Replies: 13
- Views: 20298
Re: Crit against 50+ dodge shinoby?
In LW2 there is a single roll but the hit/crit/graze/miss chances are calculated in a way that gives you exactly the same result you would get by using three independent rolls. Dodge doesn't reduce crit directly, it gives you a chance to downgrade crits to hits, hit to grazes and grazes to misses. T...
- Tue Sep 26, 2017 9:18 am
- Forum: Long War 2
- Topic: Crit against 50+ dodge shinoby?
- Replies: 13
- Views: 20298
Re: Crit against 50+ dodge shinoby?
Looks like you don't understand how it really works. Let's say the Turret had 70 hit, 15 crit and you had 50 dodge. Using the graze band 70 hit becomes 60% hit and 20% graze. 15% crit chance turns this into 9% crit, 54% hit, 17% graze and then 50% dodge turns this into 5% crit, 31% hit, 36% graze.