Search found 96 matches
- Tue Feb 28, 2017 3:11 am
- Forum: Long War 2
- Topic: Weapon upgrades
- Replies: 31
- Views: 37701
Re: Weapon upgrades
If a grenadier, technical, or specialist is not going to move or act on that turn, its much more useful to steady weapon provided you do not need to use other actions, as it offers you an additional decent shot at an enemy on the next turn. Correct me if I'm using faulty maths here, but aren't two ...
- Mon Feb 27, 2017 3:26 pm
- Forum: Long War 2
- Topic: Weapon upgrades
- Replies: 31
- Views: 37701
Re: Weapon upgrades
Curiously, you don't mention hair triggers at all in your original post. You do mention repeaters, despite the fact that they don't exist in Long War, so your post is a little confusing in that respect. Ooops, I confused the two while writing this. Will edit it accordingly. And granted, on an overw...
- Mon Feb 27, 2017 2:40 pm
- Forum: Long War 2
- Topic: Weapon upgrades
- Replies: 31
- Views: 37701
Weapon upgrades
This is how I use them. Curious to learn if there are more sensible alternatives. Suppressor is always an alternative for the third (or fourth) slot. Ranger (and basically every assault rifle user): Scope, Expanded Magazine, Autoloader (for Crit-Rangers) or Hair Trigger (for Overwatchers - essential...
- Mon Feb 27, 2017 1:51 pm
- Forum: Long War 2
- Topic: You'll Need This?
- Replies: 29
- Views: 32015
Re: You'll Need This?
And yeah, autoloaders are pretty useless without the mod. Very often I will finish a pod with 1 or 2 rounds left and then I'll have to either waste an autoloader use or go into the next fight unable to use some of my abilities that needs multiple rounds. So what you're saying is that standard autol...
- Mon Feb 27, 2017 1:16 pm
- Forum: Long War 2
- Topic: You'll Need This?
- Replies: 29
- Views: 32015
Re: You'll Need This?
This mod isn't convenient, it's required if you want to use Autoloaders. Autoloaders are pieces of cr.. without this mod. I disagree. It depends on class, the type of mission and the quality of autoloader. A serial sniper will profit immensely from even a standard autoloader. A ranger with an Elite...
- Mon Feb 27, 2017 1:34 am
- Forum: Long War 2
- Topic: Suggestion: Mission detection filter
- Replies: 0
- Views: 2774
Suggestion: Mission detection filter
I'm in mid September now, at the stage of the game where I've contacted a large percentage of regions and am waiting for shadow chamber construction to finish. With supply raids and retaliations happening very often now, the pace of the game has drastically diminished. What aggravates the situation ...
- Sun Feb 26, 2017 12:08 am
- Forum: Long War 2
- Topic: You'll Need This?
- Replies: 29
- Views: 32015
Re: You'll Need This?
In all likelihood, it's just a tongue-in-cheek reference to science fiction and zombie movies. I wish they would give the officer a free pistol slot or drop the requirement of an equipped handgun so that you could actually use those skills in the million-to-one-chance case you'd stumble into a situa...
- Sat Feb 25, 2017 10:43 pm
- Forum: Long War 2
- Topic: You'll Need This?
- Replies: 29
- Views: 32015
Re: You'll Need This?
I hereby challenge the youtubers to play a campaign based on using You'll Need This and Commissar as much as possible. Might be as entertaining as it is doomed. Very Warhammerfortykayish. "You're possessed! I'll put you out of your misery, brother marine. Hey, you, Beaker McScientistface: While...
- Sat Feb 25, 2017 7:40 pm
- Forum: Long War 2
- Topic: You'll Need This?
- Replies: 29
- Views: 32015
Re: You'll Need This?
No, you give away an extra copy of the regular pistol, which you can only do, however, if you have an actual pistol of whichever tech level equipped.marceror wrote:That's interesting. So does your officer lose access to the pistol for the rest of the mission? Or forever?
- Fri Feb 24, 2017 11:54 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 155541
Re: LW2 needs more "middle class" missions
I'm not sure why people suggest zero infil/downtime for some of these raid-style missions. They're the biggest jackpots in the game -- if you can get in and get out in literally zero in-game time (i.e. no infil fatigue time), your Alpha squad just dominates even more. This, IMO, is the main reason ...
- Fri Feb 24, 2017 8:51 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 155541
Re: LW2 needs more "middle class" missions
A lot of interesting ideas here. Cannot remember and haven't read every post, so no offense if I repeat anything which has been said already. Changes to infiltration In general, I think it would be a good idea if you couldn't do infiltration missions below 100%. You either infiltrate, then you can d...
- Fri Feb 24, 2017 4:35 pm
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Re: Haven evacuation - Pre-placed pods?
We need more ubermench (mimetic skin implant soldiers from EW) to beat the ayys. Ah, that's just a typo. In the original manuscripts, Nietzsche was talking about the "Übermech" - a giant killer-robot which he wanted to use to settle some grudges from his university days. People today real...
- Fri Feb 24, 2017 4:28 pm
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Re: Haven evacuation - Pre-placed pods?
Yeah, but invasions are a different story. With them, you know that you're walking into a brutal warzone.Rebus wrote:I had my first retaliation in a liberated zone last night
Retaliations happen more often and should stick to their own rules.
- Fri Feb 24, 2017 4:21 pm
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Re: Haven evacuation - Pre-placed pods?
Definitely. Nietzsche had an adoration for them and even had a pet Gatekeeper he called 'Nihilist' Interestingly, that translation from 19th century German is not entirely accurate. Nietzsche called his pet Gatekeeper "Annihilist", but people misunderstood because of his syphilitic stutter.
- Fri Feb 24, 2017 9:49 am
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Re: Haven evacuation - Pre-placed pods?
Wasn't it Nietzsche who famously said: "He who fights with monsters should look to it that they don't see him from two bloody screens away. And if you gaze long into an abyss, you will sometimes get your face burned to a crisp by an unactivated gatekeeper."
- Fri Feb 24, 2017 2:37 am
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Re: Haven evacuation - Pre-placed pods?
Oh, I thought "that's xcom, baby" referred to missing 100% shots; i.e. losing despite you knowing the mechanics. : p I thought you were using it as an analogy. ; ) In this case, the equivalent of "That's XCOM, baby" (missing a sure shot, maybe losing a soldier because of it, acc...
- Fri Feb 24, 2017 12:56 am
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Re: Haven evacuation - Pre-placed pods?
Ok it has to be said: That's XCOM, baby. It's mid August. A mission like this would end the campaign without any fault of your own. If it had been some kind of trap where you die if you're too stupid to cut your losses and retreat, THAT would have been XCOM, baby. But to bury your A-squad in a tota...
- Fri Feb 24, 2017 12:39 am
- Forum: Long War 2
- Topic: Adding new names and nicknames
- Replies: 9
- Views: 13907
Re: Adding new names and nicknames
The regular names are in the original file located in Steam\steamapps\common\XCOM 2\XComGame\Localization\INT.
Long War only edits that entry because nicknames are class dependent, so they need new lists for the new classes.
Regular names remain the same as in vanilla.
Long War only edits that entry because nicknames are class dependent, so they need new lists for the new classes.
Regular names remain the same as in vanilla.
- Fri Feb 24, 2017 12:32 am
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Re: Haven evacuation - Pre-placed pods?
It shouldn't. It's a measly five. The highest I have anywhere at the moment.trihero wrote:That's interesting, I wonder if it has to do with advent strength of the region.
- Thu Feb 23, 2017 11:05 pm
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Re: Haven evacuation - Pre-placed pods?
I know. I have been playing both kinds of retaliations dozens of times... just never at the same time!!! To clarify once more: There are 12 aliens waiting right next to the starting zone. You have no concealment, so you activate them all at once. At the same time , there are reinforcements coming in...
- Thu Feb 23, 2017 10:44 pm
- Forum: Long War 2: Bug Reports
- Topic: Both kinds of retaliation in one mission
- Replies: 3
- Views: 5461
Both kinds of retaliation in one mission
Version 1.1 Windows 10 Used the same minor mods (Gotcha, CaptainBubs etc) I used in the hundreds of hours before without having this happen Made a copy of the savegame at the start of the mission Started a retaliation mission around August, the "gather the haven personnel and wait for the skyra...
- Thu Feb 23, 2017 9:33 pm
- Forum: Long War 2
- Topic: Adding new names and nicknames
- Replies: 9
- Views: 13907
Re: Adding new names and nicknames
"His name is Robert Paulson! His name is Robert Paulson!"
- Thu Feb 23, 2017 9:22 pm
- Forum: Long War 2
- Topic: Haven evacuation - Pre-placed pods?
- Replies: 22
- Views: 24301
Haven evacuation - Pre-placed pods?
I'm just playing a haven evacuation retaliation (not the prevent the massacre one!) on veteran difficulty where I took a few steps and immediately encountered 12 aliens already on the map. Am I mistaken here or didn't that type of mission used to bring in enemies only by reinforcements every new tur...
- Thu Feb 23, 2017 6:47 pm
- Forum: Long War 2
- Topic: Adding new names and nicknames
- Replies: 9
- Views: 13907
Re: Adding new names and nicknames
Found them. Was looking in the wrong folder.
For those who are interested:
Steam\steamapps\workshop\content\268500\844674609\Localization\XComGame.int
For those who are interested:
Steam\steamapps\workshop\content\268500\844674609\Localization\XComGame.int
- Thu Feb 23, 2017 6:41 pm
- Forum: Long War 2
- Topic: Adding new names and nicknames
- Replies: 9
- Views: 13907
Adding new names and nicknames
I noticed that the game keeps giving my soldiers the same random nicknames way too often, even the same name to two different soldiers in the same campaign (I'm looking at you Furball and Knockout!). That's why I wanted to add some or change the settings and looked at the file XComGame.int in the Lo...