Search found 103 matches
- Wed Mar 15, 2017 9:02 am
- Forum: Long War 2
- Topic: List of what do you want to see so much
- Replies: 46
- Views: 60233
Re: List of what do you want to see so much
Anyway, should the features of this mod or something similar be added to LW2? http://steamcommunity.com/sharedfiles/filedetails/?id=865511007 "Peek from Concealment" is definitely a mod that I consider essential to enjoying LW2, so I certainly wouldn't object to seeing something like it m...
- Tue Mar 14, 2017 10:59 pm
- Forum: Long War 2
- Topic: New and Improved Dark Events Thread
- Replies: 111
- Views: 137742
Re: New and Improved Dark Events Thread
Another way to mitigate the randomness might be to allow you to spend intel for a guaranteed detection of the dark event counter mission. This means if there are particular DEs that you dislike you can spend resources to counter them, but the cost would be high enough that it probably isn't worth g...
- Mon Mar 13, 2017 6:15 am
- Forum: Long War 2
- Topic: So 0%/low% supply raids are getting nerfed....
- Replies: 29
- Views: 45867
Re: So 0%/low% supply raids are getting nerfed....
Hmm... I'd sooner suggest making supply raids and troop columns into quick response missions (no infiltration) and balancing the rewards and enemy count suitably around that. If people already aren't infiltrating them, you might as well balance them around the fact and be done with it. Besides, real...
- Mon Mar 13, 2017 5:29 am
- Forum: Long War 2: Bug Reports
- Topic: Walk out of suppression, no reaction shot, but still "Suppressed" aim penalty?
- Replies: 11
- Views: 14819
Re: Walk out of suppression, no reaction shot, but still "Suppressed" aim penalty?
Thanks very much, I'll look into this!fowlJ wrote:http://steamcommunity.com/sharedfiles/f ... earchtext=darkerevent wrote:it's on my short list of mechanics that I would change if I knew how.
- Sun Mar 12, 2017 8:31 pm
- Forum: Long War 2: Strategy
- Topic: Support Grenadier the new meta in 1.3?
- Replies: 30
- Views: 37122
Re: Support Grenadier the new meta in 1.3?
To be fair, I'm already running a shinobi/specialist/grenadier trio as my typical squad for hacky/jailbreaky guerilla ops that have reasonable infiltration timers available. The grenadier just hugs the specialist's position and rapid deploys a flashbang if need be (and prevents part of the mission x...
- Sat Mar 11, 2017 3:00 pm
- Forum: Long War 2: Bug Reports
- Topic: Supression Aim Debuff Doesn't Stack
- Replies: 2
- Views: 4841
Re: Supression Aim Debuff Doesn't Stack
Indeed, I've read this one being reported at various times, and I don't know whether it's WAD (in which case the tooltip needs to be edited) or if it's a bug. I would like to see something official about this too.
- Sat Mar 11, 2017 2:54 pm
- Forum: Long War 2: Bug Reports
- Topic: Walk out of suppression, no reaction shot, but still "Suppressed" aim penalty?
- Replies: 11
- Views: 14819
Re: Walk out of suppression, no reaction shot, but still "Suppressed" aim penalty?
I also suspect this is WAD, although I consider it immersion breaking and wish that it didn't work that way. Mystically being prevented from throwing a flashbang because a guy is firing wildly at a location which is now 8 tiles away from me and on the other side of a full wall just feels dumb, and i...
- Sat Mar 11, 2017 2:39 pm
- Forum: Long War 2
- Topic: Squad Organization Discussion
- Replies: 14
- Views: 20183
Re: Squad Organization Discussion
Also creating a squad seems to be a guaranteed way of signing an officer's death warrant. This was my experience as well in my first "test run" campaign (which I only played into midsummer before restarting). It prompted me to switch my officer list to mostly consisting of Specialists, Sh...
- Sat Mar 11, 2017 9:22 am
- Forum: Long War 2: Bug Reports
- Topic: 1.2: Bastion does not block vehicle explosion damage
- Replies: 1
- Views: 3535
1.2: Bastion does not block vehicle explosion damage
Title says it all. I have my squad huddled in a Bastion ball around the front of an ADVENT truck-and-trailer, for cover. Enemy MEC fires micro missiles onto us (for no damage, thanks to Bastion), but the truck still gets set on fire. The following turn the truck explodes and the squad takes shred an...
- Fri Mar 10, 2017 4:46 am
- Forum: Long War 2
- Topic: DFA vs. Rapid Targeting
- Replies: 33
- Views: 39113
Re: DFA vs. Rapid Targeting
I have a hard time seeing room in any combat team for that. The more firepower you bring, the faster enemies die, the less likely you're going to get shot, or have added patrols. Killing as quickly and efficiently as possible provides safety. How often does a holotarget scout provide more damage (v...
- Thu Mar 09, 2017 6:17 am
- Forum: Long War 2
- Topic: DFA vs. Rapid Targeting
- Replies: 33
- Views: 39113
Re: DFA vs. Rapid Targeting
I prefer to make my shooters take DFA and my spotters take all of the holo targeting perks, fully specializing each of the characters into their respective roles. I don't find hybridizing between rifle shooting and holo targeting all that useful for how I prefer to play. All of my squad compositions...
- Wed Mar 08, 2017 5:01 pm
- Forum: Long War 2
- Topic: PSA use assaults for stealth missions you can't lose.
- Replies: 22
- Views: 27648
Re: PSA use assaults for stealth missions you can't lose.
If you're referring to the video where Xwynns RnG'd to attack some Archons, he actually made a mistake there. Shooting is still turn ending, RnG does nothing to change that. RnG is useful for hacking and punching VIPs because those actions aren't turn ending. Ahh, I see. That makes sense. I think I...
- Wed Mar 08, 2017 4:51 pm
- Forum: Long War 2
- Topic: PSA use assaults for stealth missions you can't lose.
- Replies: 22
- Views: 27648
Re: PSA use assaults for stealth missions you can't lose.
Doesn't this make it impossible to actually capture VIPs? In any case, I don't see this as that big of an issue when a Shinobi with Covert and Ghostwalker can reduce sight range so much that he can stand right next to a VIP and not break concealment. Kidnapping instead of killing VIPs are hard enou...
- Wed Mar 08, 2017 4:39 pm
- Forum: Long War 2
- Topic: List of what do you want to see so much
- Replies: 46
- Views: 60233
Re: List of what do you want to see so much
I think that the ability to carry off a dead enemy as a soldier evacs (like the mod, but without the harness) would be a great addition, it adds an incentive to engage in combat rather than pure stealth missions. Indeed, this feels so logical that I'm probably going to install the mod for my next p...
- Tue Mar 07, 2017 10:52 am
- Forum: Long War 2
- Topic: [Feedback] Gunners, 1.2
- Replies: 15
- Views: 20648
Re: [Feedback] Gunners, 1.2
I think the problem with bringing it closer to its LW1 version is it starts stepping on Walk Fire's toes. Since they're perks from two different classes who have different designs, roles, and perk synergies, I don't think the two perks are readily comparable. Walk Fire has the advantage of normally...
- Tue Mar 07, 2017 9:17 am
- Forum: Long War 2
- Topic: [Feedback] Gunners, 1.2
- Replies: 15
- Views: 20648
Re: [Feedback] Gunners, 1.2
I would feel more satisfied with the HoB nerf if it didn't primarily hurt early-game SAW (a.k.a. Cooldown) gunners who don't have access to Expanded Mags or Autoloaders yet. My SAW gunners in the midgame run both an Advanced Expanded Mag and an Advanced Autoloader and don't mind spending five ammo i...
- Tue Mar 07, 2017 8:41 am
- Forum: Long War 2
- Topic: Question: DR versus Armor, "Incoming!" and Muton grenades
- Replies: 2
- Views: 5036
Question: DR versus Armor, "Incoming!" and Muton grenades
On Veteran, I'm having characters get hit for 4 damage from September (normal) Muton plasma grenades while the "Incoming" officer buff is allegedly active on them. (It happened during the enemy phase immediately after I used it). Is this normal, or is the buff broken somehow? Supposedly &q...
- Tue Mar 07, 2017 8:26 am
- Forum: Long War 2: Bug Reports
- Topic: Free grenade perks dont stack
- Replies: 4
- Views: 6650
Re: Free grenade perks dont stack
The "Grenade" slot does not count as a Utility slot. It's an extra slot unique to the Grenadier and is only affected by perks that say they affect it (e.g. Heavy Ordnance and Protector).
- Sun Mar 05, 2017 10:20 pm
- Forum: Long War 2
- Topic: How are people liberating regions so fast?
- Replies: 45
- Views: 90331
Re: How are people liberating regions so fast?
Very early libs are also just plain easier because ADVENT doesn't yet have access to as many interesting aliens and upgrades yet. In both of my campaigns (just on Veteran so far), I did my first lib with ballistic weaponry (in May or so?). Getting it extremely fast is partly down to RNG on the stra...
- Sun Mar 05, 2017 9:59 pm
- Forum: Long War 2
- Topic: Feedback: The separate rolls for Dodge and Crit make the game a terrible mess
- Replies: 19
- Views: 30933
Re: Feedback: The separate rolls for Dodge and Crit make the game a terrible mess
Also, maybe it's just a bit of a peeve of mine but it's not really nice to ask for native implementation of other mods into LW2. It isn't vanilla, it's just another mod, and implementing those features would mean that PI would have to do maitenance on them and honestly waste time on them while ther...
- Sun Mar 05, 2017 6:18 am
- Forum: Long War 2
- Topic: Feedback: The separate rolls for Dodge and Crit make the game a terrible mess
- Replies: 19
- Views: 30933
Re: Feedback: The separate rolls for Dodge and Crit make the game a terrible mess
I'm not exactly sure why Firaxis changed it, because I think most people probably assume it works the way, but in XCOM 2 it was changed to be independent of hitting the target - if you have a 10% crit chance it means that 10% of the time when you hit the 'shoot' button you will get a critical hit, ...
- Sun Mar 05, 2017 6:13 am
- Forum: Long War 2
- Topic: List of what do you want to see so much
- Replies: 46
- Views: 60233
Re: List of what do you want to see so much
--Carbines and Battle Rifles with associated aim/damage/mobility tradeoffs like in LW1, as alternative weaponry for anyone who can use rifles. I adored Carbines in LW1, and I'm finding lots of times I'd love to be able to slap a Laser Carbine on my supports for a supply raid or base assault, but my ...
- Sat Mar 04, 2017 5:39 pm
- Forum: Long War 2
- Topic: Please don't call unavoidable alien upgrades Dark Events
- Replies: 16
- Views: 23800
Re: Please don't call unavoidable alien upgrades Dark Events
I liked LW1's alien perk system a lot better because I could at least go around F1ing each enemy that I had autopsied and check their perks with no issue. No guesswork on who rolled what, as long as I could get vision of them before engaging. As far as I know, I cannot do that in LW2. Here you go! ...
- Sat Mar 04, 2017 5:18 pm
- Forum: Long War 2
- Topic: Please don't call unavoidable alien upgrades Dark Events
- Replies: 16
- Views: 23800
Re: Please don't call unavoidable alien upgrades Dark Events
By the way, you can counter COINResearch, I do frequently. It's simply a matter of setting everyone in a region that can possibly house the mission to Intel the second you find out it's ongoing. Although I am cheating somewhat in having the Easier Dark Events mod that makes it so that they can't sp...
- Sat Mar 04, 2017 5:08 pm
- Forum: Long War 2
- Topic: Feedback: The separate rolls for Dodge and Crit make the game a terrible mess
- Replies: 19
- Views: 30933
Re: Feedback: The separate rolls for Dodge and Crit make the game a terrible mess
If you see this again, take note of it and submit it as a bug report, because this should be impossible. Dodge is already accounted for in the to-hit summary (against a Viper with a 100% base shot chance it should have read 'Dodge -3' or so in the list of modifiers), so if that introduced a chance ...