Search found 319 matches
- Fri Jul 21, 2017 8:01 pm
- Forum: Long War 2: Bug Reports
- Topic: Covert Shinobi vs Hive Queen
- Replies: 4
- Views: 7124
Re: Covert Shinobi vs Hive Queen
Cool thanks for looking into it.
- Fri Jul 21, 2017 4:00 pm
- Forum: Long War 2: Strategy
- Topic: What's your views on ammo use?
- Replies: 40
- Views: 71675
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...
- Fri Jul 21, 2017 1:55 am
- Forum: Long War 2
- Topic: going into august
- Replies: 16
- Views: 20045
Re: going into august
I rag on Psi, but Stasis would be the goto solution in my mind for dealing with Cyberballs, and it'd be great against sectopods too. If anyone has other tactics that work, I'd like to hear them. Maybe spreading your soldiers out so it's AI chooses not to use it's giant AOE attack, which btw Suppres...
- Fri Jul 21, 2017 1:34 am
- Forum: Long War 2: Bug Reports
- Topic: Covert Shinobi vs Hive Queen
- Replies: 4
- Views: 7124
Re: Covert Shinobi vs Hive Queen
Sorry don't have the save unfortunately. I'll add though that Gotcha Again was also not giving me any detection warnings, so I doubt it was just a VFX issue.
- Fri Jul 21, 2017 1:28 am
- Forum: Long War 2: Bug Reports
- Topic: Hit and Run, Close Encounters Behavior
- Replies: 6
- Views: 11950
Re: Hit and Run, Close Encounters Behavior
That's probably because of the action you take (e.g. standard shot) eats up any remaining action points this turn (standard behaviour). The skills then add one action afterwards. Ah ok, that makes sense. Not sure if it's intended though, I guess I compare it to LW1, where I'm pretty sure it was a f...
- Thu Jul 20, 2017 10:57 pm
- Forum: Long War 2
- Topic: going into august
- Replies: 16
- Views: 20045
Re: going into august
On GOP you rarely see Sectopods or Gatekeepers. I've seen them only in Lib3 - which is usually an assassinate rather than capture end game. They can also they drop as Reinforcement (happened to me 2 times). That's usually when you run to evac, regardless of objective status. I have seen sectopods o...
- Thu Jul 20, 2017 10:08 pm
- Forum: Long War 2
- Topic: going into august
- Replies: 16
- Views: 20045
Re: going into august
For comparison, I don't use kubikiri. Well I have a sniper with Kubikiri, but he doesn't have aggression, and I don't use Psi, so I'm not having much success with it. To deal with sectopods I use sting grenades, 50% chance of stun. If that doesn't work I plow red screen rounds into it, commanding to...
- Thu Jul 20, 2017 4:30 pm
- Forum: Long War 2
- Topic: going into august
- Replies: 16
- Views: 20045
Re: going into august
Looks like you're on your way to winning. You have more regions than I did at that point, I only had 4. I wouldn't bother contacting any more, except to reach facilities and golden path missions. Interesting. I was considering trying to liberate a couple more along the way for the towers. Bad idea?...
- Thu Jul 20, 2017 3:59 pm
- Forum: Long War 2: Strategy
- Topic: Why can't I find a facility lead?
- Replies: 24
- Views: 33122
Re: Why can't I find a facility lead?
They're very hard to find. I managed to get 1 in my campaign.
Prioritize Find a Lead missions that have an Intel Package.
Prioritize Find a Lead missions that have an Intel Package.
- Thu Jul 20, 2017 3:56 pm
- Forum: Long War 2: Strategy
- Topic: What's your views on ammo use?
- Replies: 40
- Views: 71675
Re: What's your views on ammo use?
Since the changes, I love Stiletto rounds. They are my go to now as the guaranteed +1 against everything is great and they're cheap and plentiful if you do a lot of Rendezvous missions. So nearly completed my second campaign, and the only ammo I use is stiletto and red screen. The rest are either d...
- Thu Jul 20, 2017 3:50 pm
- Forum: Long War 2
- Topic: going into august
- Replies: 16
- Views: 20045
Re: going into august
Looks like you're on your way to winning. You have more regions than I did at that point, I only had 4. I wouldn't bother contacting any more, except to reach facilities and golden path missions. Get the officer skulljack asap if you haven't. It can be hard to find a codex in the end game, so you wa...
- Thu Jul 20, 2017 1:46 am
- Forum: Long War 2: Bug Reports
- Topic: Hit and Run, Close Encounters Behavior
- Replies: 6
- Views: 11950
Hit and Run, Close Encounters Behavior
I notice if you use the first action of the turn to do a Hit and Run or Close Encounters shot, you don't get a free shot. It doesn't end the turn, but you'll only have 1 yellow action remaining. Is that intentional? From the description, I would expect to get a bonus action, so after the shot I'd st...
- Wed Jul 19, 2017 6:59 pm
- Forum: Long War 2
- Topic: Design space of grenades
- Replies: 2
- Views: 5224
Re: Design space of grenades
I don't see why various grenades can't CC, Kill, or a mixture of both. The unique thing about grenades is that they always hit, they have an AOE, have limited charges, and can be fired especially effectively from a grenade launcher. There should be grenades that do lots of damage, grenades that CC, ...
- Wed Jul 19, 2017 6:40 pm
- Forum: Long War 2
- Topic: Is incendiary/gas explosive or support grenade?
- Replies: 6
- Views: 11780
Re: Is incendiary/gas explosive or support grenade?
Only reason to take Protector: 1) You want two frost grenades. 2) You are going to fill all your slots with smoke/flashbang. #2 sounds crazy, a support grenadier should almost certainly at least have an incendiary or some other option to do damage. Problem with #1 is there is only 1 frost grenade, ...
- Wed Jul 19, 2017 5:06 pm
- Forum: Long War 2
- Topic: Is incendiary/gas explosive or support grenade?
- Replies: 6
- Views: 11780
Re: Is incendiary/gas explosive or support grenade?
Only reason to take Protector: 1) You want two frost grenades. 2) You are going to fill all your slots with smoke/flashbang. #2 sounds crazy, a support grenadier should almost certainly at least have an incendiary or some other option to do damage. Problem with #1 is there is only 1 frost grenade, s...
- Wed Jul 19, 2017 3:56 pm
- Forum: Long War 2
- Topic: Let's talk Gunner
- Replies: 43
- Views: 58955
Re: Let's talk Gunner
I would be cool if their steady weapon action could be modified to work until they move representing the use of a bi/tri-pod. It would give stocks a use besides snipers. I really like this idea, would be very thematic and set them apart. Gunners are immobile, but once setup they get powerful firing...
- Wed Jul 19, 2017 3:55 am
- Forum: Long War 2
- Topic: Golden path reinforcement mechanics
- Replies: 0
- Views: 3610
Golden path reinforcement mechanics
Can anyone explain the mechanics of the golden path reinforcements? Here is what I see: Psi Gate: No reinforcements Blacksite: Reinforcements start the turn after you grab the vial. Seem to have reinforcements exactly 2 turns in a row, and then they seem to stop. Do they ever come back at that point...
- Tue Jul 18, 2017 6:23 pm
- Forum: Long War 2
- Topic: Painful Skill Tree Changes
- Replies: 34
- Views: 57969
Re: Painful Skill Tree Changes
I really don't know. One side covers support, the other damage - so right now there's just a weird mishmash of shooty abilities but they're a mess. 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? Th...
- Tue Jul 18, 2017 6:18 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 59552
Re: A Tale of two players
But there is a way to control the percentages for incendiaries, just fire two incendiaries, and the chance becomes 94%. Or three for 98.5%. Or combine it with any number of other random things in the game that may kill or control your target. Incendiary bombs increase the burn chance to 85%, and I a...
- Mon Jul 17, 2017 7:50 pm
- Forum: Long War 2: Strategy
- Topic: v1.4 Officer Skills and Tricky Tradeoffs
- Replies: 15
- Views: 31517
Re: v1.4 Officer Skills and Tricky Tradeoffs
You assume that officer has to spam commands to be effective. While that might be a valid point for non-trail by fire missions, it does not apply to training missions for most of the time. Why would your Major soldier trade his AP with a Squadie? It makes sense that the Major AP has way more value ...
- Mon Jul 17, 2017 7:44 pm
- Forum: Long War 2
- Topic: Couple odd things.
- Replies: 6
- Views: 9235
Re: Couple odd things.
Yikes, I had no idea, that is much worse. Going to exploit that as much as possible for the 3 remaining missions in my campaign
- Mon Jul 17, 2017 7:42 pm
- Forum: Long War 2
- Topic: Let's talk Gunner
- Replies: 43
- Views: 58955
Re: Let's talk Gunner
It's probably too much work, but I'd like to see gunners just take an entirely new niche, so that they aren't just slightly different Rangers. Ditch Rapid Fire and Traverse, and instead buff their cooldown based abilities. Make them more of a utility shooter class, that also has shots that hit in an...
- Mon Jul 17, 2017 7:21 pm
- Forum: Long War 2
- Topic: Painful Skill Tree Changes
- Replies: 34
- Views: 57969
Re: Painful Skill Tree Changes
Think it's a middle ground. Less robot hordes, but more than 1.2. They are also adding some more chances to get some of the rarer alien corpses like Archons, Andromedons, etc. I think there's a chance of an alien pod on mid-late game troop columns that contains some of the rarer blokes. Hard to kee...
- Mon Jul 17, 2017 5:10 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 59552
Re: A Tale of two players
It's of course a rare constructed scenario - although, with 250k subscribers and campaigns that take 100+ missions to complete, how rare will it actually be? This thread was more born out of the frustration of yet another 2 incidents of static percentage rolls that the player can not influence maki...
- Mon Jul 17, 2017 3:08 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 59552
Re: A Tale of two players
I'll also add that situation 2 has a 0.3125% chance of happening. Ie missing 3 flashbang stuns, an incendiary, and a combatives proc.