Search found 301 matches

by JulianSkies
Thu Aug 03, 2017 3:43 am
Forum: Long War 2
Topic: User Interface Design
Replies: 26
Views: 43567

Re: User Interface Design

Maybe a colored border for the different upgrade icons. Green, Blue, Purple for basic, advanced, superior (although not sure if blue and purple would be different enough) Green, yellow, red? Green->Blue->Purple as an upgrade path is a time-honored MMO tradition and uses some form of pre-existing kn...
by JulianSkies
Wed Aug 02, 2017 10:46 pm
Forum: Long War 2: Bug Reports
Topic: [1.4] Double Tap has no Squadsight penalty
Replies: 5
Views: 8393

Re: [1.4] Double Tap has no Squadsight penalty

THERE WE GO, found my twelve-forsaken issue: I use EU Aim Rolls for it's Perfect Information functionality, however, you really do need to fine-tune all the dang configs of the thing to enable just that. Particularly, despite there being a function that disables the hit roll modifier, there is one t...
by JulianSkies
Wed Aug 02, 2017 5:00 pm
Forum: Long War 2
Topic: User Interface Design
Replies: 26
Views: 43567

Re: User Interface Design

For the mods, I replaced "RoboJumpers Squad Select" by "LW2: ShowMeTheSkills Evolved". For sure RJSS has a lot more features but SMTSE has some keys advantages: - It shows the attributes and that point destroy the RJSS nice design choice to allow do anything directly from Squad ...
by JulianSkies
Wed Aug 02, 2017 11:32 am
Forum: Long War 2: Bug Reports
Topic: [1.4] Double Tap has no Squadsight penalty
Replies: 5
Views: 8393

Re: [1.4] Double Tap has no Squadsight penalty

LW2 disables the specific squadsight penalty in vanilla (SQUADSIGHT_DISTANCE_MOD=0, SQUADSIGHT_CRIT_MOD=0; xcomgamecore.ini), so if you were seeing a squad sight penalty before your game was acting up then and isn't now :) The range penalty remains, and as mentioned DFA will offset it. Extremely go...
by JulianSkies
Wed Aug 02, 2017 3:34 am
Forum: Long War 2: Bug Reports
Topic: [1.4] Double Tap has no Squadsight penalty
Replies: 5
Views: 8393

Re: [1.4] Double Tap has no Squadsight penalty

You're a pretty experienced player, so I hesitate to even say this, but -- If your sniper has Death From Above, they shouldn't be getting squadsight penalties on any shot, right? Incorrect. Death From Above grants a positive bonus to your shots, rather than simply not apply a negative. Furthermore ...
by JulianSkies
Tue Aug 01, 2017 12:49 pm
Forum: Long War 2: Strategy
Topic: Black site mission question 1.4
Replies: 4
Views: 8772

Re: Black site mission question 1.4

The evac is fixed to the spawn point, so you have to go aaaaall the way to the vial and then aaaaaall the way back. Also I think RNF start dropping as soon as you grab the vial, regardless of the RNF timer, but you get plenty of turns to kill everything before you grab the vial, if you aren't OW le...
by JulianSkies
Tue Aug 01, 2017 10:15 am
Forum: Long War 2
Topic: SPARKs Feedback
Replies: 16
Views: 23627

Re: SPARKs Feedback

1Warmonger, some of the stuff you mention sound like features of the Metal Over Flesh mod (Close Combat Specialist, heavy weapon with two ammo). You sure that isn't the case?
by JulianSkies
Tue Aug 01, 2017 3:39 am
Forum: Long War 2
Topic: Lily Shen and the Trial of Unstaffed Engineers
Replies: 23
Views: 33428

Re: Lily Shen and the Trial of Unstaffed Engineers

Ahahaha, oh man you have one free engineer... That's cute.
I got eight. There's no hope of employing all of them at any point in time (very late game Commander game)
by JulianSkies
Tue Aug 01, 2017 12:27 am
Forum: Long War 2: Bug Reports
Topic: [1.4] Double Tap has no Squadsight penalty
Replies: 5
Views: 8393

[1.4] Double Tap has no Squadsight penalty

I first want to verify whether this is intended or not, but does the first shot of Double Tap not have a Squadsight penalty by design or is my game acting up?
by JulianSkies
Sat Jul 29, 2017 4:16 am
Forum: Long War 2
Topic: SPARKs Feedback
Replies: 16
Views: 23627

Re: SPARKs Feedback

I tried Sacrifice, didn't work for me because my SPARK is usually ahead of the soldiers I want to defend and they're usually not packed close enough to get all of them in the bubble. I pick Impact Fields and sometimes use it on turns when you can't move+flank. Helps with the stray shot that manages...
by JulianSkies
Fri Jul 28, 2017 8:00 pm
Forum: Long War 2
Topic: SPARKs Feedback
Replies: 16
Views: 23627

Re: SPARKs Feedback

Sacrifice actually makes usage of the SPARK's defense, meaning if you buff it and cover an area enemies are easily shooting at a target they have a very low chance to hit since they don't believe they're hitting the SPARK. And the way it works with AoE damage is that it redirects all of the hits to...
by JulianSkies
Fri Jul 28, 2017 5:06 pm
Forum: Long War 2
Topic: SPARKs Feedback
Replies: 16
Views: 23627

Re: SPARKs Feedback

Sacrifice actually makes usage of the SPARK's defense, meaning if you buff it and cover an area enemies are easily shooting at a target they have a very low chance to hit since they don't believe they're hitting the SPARK. And the way it works with AoE damage is that it redirects all of the hits tow...
by JulianSkies
Fri Jul 28, 2017 2:26 am
Forum: Long War 2
Topic: Shinobi Stab Animation
Replies: 4
Views: 7319

Re: Shinobi Stab Animation

Actually if you check the 1.5 changes you're going to notice that it's somewhat unitended, they would up using the Gunner's stab animation on some abilities because of some issue.
by JulianSkies
Fri Jul 28, 2017 2:24 am
Forum: Long War 2
Topic: Balance
Replies: 25
Views: 31011

Re: Balance

Tac vests are probably about equally strong as nanovest\hazmat now, or pretty close. The issue is they're much more expensive to research and build, so why bother? It's definitely a luxury for the Legendary economy (I presume, never tried L myself). It's nice when combined with Predator, Will to Su...
by JulianSkies
Thu Jul 27, 2017 3:00 pm
Forum: Long War 2
Topic: Stun Lancer - restricting unconscious status effect to already wounded units
Replies: 25
Views: 35801

Re: Stun Lancer - restricting unconscious status effect to already wounded units

As far I know there's no item to revive unconscious soldier, only two skills of one class allow it, and then medkit can increase the number of use if I remember well, or not. If I remember well Medkit are only for stabilizing, you won't get back the soldier and will have to carry him. Actually it's...
by JulianSkies
Thu Jul 27, 2017 12:19 pm
Forum: Long War 2
Topic: Balance
Replies: 25
Views: 31011

Re: Balance

Does anyone know if xp carries over, i. E. my soldier needs 100 xp for next level and gets 120, what happens with the rest? You get to keep all 120 xp. Basically you get to keep all the XP you earn after gaining a level, but if you earn more than one level in the mission then it prevents you from g...
by JulianSkies
Thu Jul 27, 2017 12:07 pm
Forum: Long War 2: Bug Reports
Topic: Concealed Specialist causing weird pod behavior
Replies: 1
Views: 4016

Re: Concealed Specialist causing weird pod behavior

Very certain that this is a Vanilla bug, particularly the bug is that the Gremlin is an actual unit AND doesn't get concealed unless you get squadwide conceal.
That means that it can activate pods, vanilla I even had it activate pods when doing squadsight actions.
by JulianSkies
Wed Jul 26, 2017 3:48 am
Forum: Long War 2
Topic: Solving supply convoy reinfs before 1.5
Replies: 4
Views: 8661

Re: Solving supply convoy reinfs before 1.5

I thought that WAS fixing it entirely ourselves. Not quite a complete fix. What that fix does is change the offset (meaning the reinforcements don't start at the tail end of the reinforcement schedule), but it doesn't changes the actual reinforcement table being used, since that can't be done via ....
by JulianSkies
Fri Jul 21, 2017 8:02 pm
Forum: Long War 2: Strategy
Topic: What's your views on ammo use?
Replies: 40
Views: 67025

Re: What's your views on ammo use?

Bluescreen rounds aren't worth unlocking, unless there is something special about them I don't understand. Well, their big secret is that all the big nasty endgame enemies are vulnerable to them (sectopod, codex, gatekeeper), they're essentially anti-boss ammo. I actually don't even know, does Stil...
by JulianSkies
Fri Jul 21, 2017 1:15 pm
Forum: Long War 2: Strategy
Topic: What's your views on ammo use?
Replies: 40
Views: 67025

Re: What's your views on ammo use?

stefan3iii wrote:Bluescreen rounds aren't worth unlocking, unless there is something special about them I don't understand.
Well, their big secret is that all the big nasty endgame enemies are vulnerable to them (sectopod, codex, gatekeeper), they're essentially anti-boss ammo.
by JulianSkies
Thu Jul 20, 2017 10:22 am
Forum: Long War 2
Topic: Combatives fix
Replies: 37
Views: 61201

Re: Combatives fix

Players don't like RNG they can't manipulate. I believe almost nobody will choose Combatives in 1.5 if this change goes live. Same for Incendiary greandes. Why bother with unstable grenade what will put you down every 1 of 4 uses? I will just pick Shadowstep, just to have free overwatch removal too...
by JulianSkies
Wed Jul 19, 2017 1:10 pm
Forum: Long War 2
Topic: A Tale of two players
Replies: 38
Views: 55671

Re: A Tale of two players

I think the highest likelihood is for them to remove entirely the fire effect on fire grenades and add more damage than make then reliable CC
by JulianSkies
Wed Jul 19, 2017 11:19 am
Forum: Long War 2
Topic: Lily Shen and the Trial of Unstaffed Engineers
Replies: 23
Views: 33428

Re: Lily Shen and the Trial of Unstaffed Engineers

I really can't understand how those voice clips even register in people's hearing anymore after all this time, you're not even the first one I see complaining
by JulianSkies
Tue Jul 18, 2017 6:36 pm
Forum: Long War 2
Topic: Painful Skill Tree Changes
Replies: 34
Views: 54063

Re: Painful Skill Tree Changes

Are you fundamentally opposed to a grenadier who isn't great with grenades but is actually useful with a gun after all the consumables have run out? The centre tree could certainly do with some work, but is the concept of "shooter with a grenade launcher" something undesired? No, not at a...
by JulianSkies
Tue Jul 18, 2017 6:07 pm
Forum: Long War 2
Topic: Suggestion: cadavers and experience according to infiltration percentage
Replies: 3
Views: 6211

Re: Suggestion: cadavers and experience according to infiltration percentage

I choose less infiltration for much more fun battles :D