Search found 364 matches

by chrisb
Tue Apr 18, 2017 4:42 pm
Forum: Long War 2: Bug Reports
Topic: Rocket scatter calculations
Replies: 10
Views: 12384

Re: Rocket scatter calculations

Max scatter is never 3 and doesn't change based on range or aim. There are only two modifiers to max scatter. FITH is -2, moving is +2. So you can only have 2, 4 or 6 tiles of max scatter. Also moving adds a -30 aim malus to the shot, so moving and shooting a rocket, even with FITH and 100 aim, is ...
by chrisb
Tue Apr 18, 2017 4:20 pm
Forum: Long War 2: Bug Reports
Topic: Rocket scatter calculations
Replies: 10
Views: 12384

Re: Rocket scatter calculations

0 - 4.9% 1 - 22.0% 2 - 37.2% 3 - 28.0% 4 - 7.9% I agree that a list of tiles and hit percentages would be the most useful way to display the information. Then the player would have no confusion. The problem with the current "+/-" is that it implies RANGE or max variance, when it's actuall...
by chrisb
Tue Apr 18, 2017 4:15 pm
Forum: Long War 2: Strategy
Topic: Optimal threat level
Replies: 18
Views: 21647

Re: Optimal threat level

In the current state of the game, you want Severe as much as possible and have the avatar progress reduction % as high as possible. Once your at Severe, there's no more consequence of going higher. If your not at least at Severe then the avatar pips are going to be chugging along at near full steam ...
by chrisb
Tue Apr 18, 2017 3:54 pm
Forum: Long War 2: Bug Reports
Topic: Rocket scatter calculations
Replies: 10
Views: 12384

Re: Rocket scatter calculations

It's easy with this information to see just how massive the scatter falloff becomes with the extra distance, which was his biggest issue. The better play he could have made if he wanted a good rocket would have been to move much closer. He easily could have moved half a dozen tiles closer and had m...
by chrisb
Mon Apr 17, 2017 10:47 pm
Forum: Long War 2: Bug Reports
Topic: Rocket scatter calculations
Replies: 10
Views: 12384

Re: Rocket scatter calculations

The max scatter is listed on the bottom UI when you click Launch Rocket. I think showing the deviation is not necessarily that useful. It's fine if you understand non-linear functions and can work out what the number means, but it's not really intuitive for most people. It might be simplest to just ...
by chrisb
Mon Apr 17, 2017 5:58 pm
Forum: Long War 2: Bug Reports
Topic: Rocket scatter calculations
Replies: 10
Views: 12384

Re: Rocket scatter calculations

Rocket scatter is up to 4 tiles, 2 with FITH. The deviation is just telling you in a simple way that your roughly 70% likely to hit within that distance. Doing some rough calculations it seems like he had an 8% chance to scatter 4 tiles, and he scattered 4 tiles.
by chrisb
Mon Apr 17, 2017 4:33 pm
Forum: Long War 2
Topic: Rules for facilities constructions?
Replies: 10
Views: 12640

Re: Rules for facilities constructions?

Thanks chrisb for your help understanding all of this. I already had the research itself covered. So to recap it all, facilities are built As far away from any contacted region as possible In a region where Vigilance<5 and <Alert Only one at a time With a cooldown of 45-48 days As a result the firs...
by chrisb
Mon Apr 17, 2017 4:25 pm
Forum: Long War 2
Topic: How many missions of a kind can exist on a region?
Replies: 7
Views: 10469

Re: How many missions of a kind can exist on a region?

No, the Sabotage is a Guerilla Op, or internally it's refered to as GeneralOps. The hack mission is not an activity type, it is just a template that is used by various activities as one of the possible templates. Full list of activities that have Hack_LW as a possible mission template. COINResearch ...
by chrisb
Mon Apr 17, 2017 2:33 pm
Forum: Long War 2
Topic: Rules for facilities constructions?
Replies: 10
Views: 12640

Re: Rules for facilities constructions?

Template.ActivityCreation.Conditions.AddItem(default.AlertAtLeastEqualToVigilance); This is defined at the bottom of the file, it sets MinAlertVigilanceDiff to 0. This is used in the regional condition check. AlertVigilanceDiff = RegionalAI.LocalAlertLevel - RegionalAI.LocalVigilanceLevel; if(Alert...
by chrisb
Mon Apr 17, 2017 3:23 am
Forum: Long War 2
Topic: Rules for facilities constructions?
Replies: 10
Views: 12640

Re: Rules for facilities constructions?

This has to do with the ResearchFacility ActivityCondition. It's used in various mission types. From what I can tell in the code, this variable does not even seem to be used. There are two condition functions, one global the other regional. The global one checks if a certain variable (bRequiresHidde...
by chrisb
Mon Apr 17, 2017 2:46 am
Forum: Long War 2
Topic: How many missions of a kind can exist on a region?
Replies: 7
Views: 10469

Re: How many missions of a kind can exist on a region?

Supply raid and Liberation are not categorized as guerilla ops, they have their own spawning rules. The Sabotage(Propoganda) and Rebels(PolicitalPrisoners) are both definetly gops. Hack mission is not itself a mission category, rather it's a template. It can be either Lib 1, counter DE, 3 UFO types ...
by chrisb
Sun Apr 16, 2017 4:32 pm
Forum: Long War 2
Topic: An absurd ending...
Replies: 64
Views: 84205

Re: An absurd ending...

Wait... weren't we supposed to choose our battles and so on? Devs explicitly said we can't win all of them and have to skip some. And this guy did exactly that, which means he lost a game he was playing the way it's supposed to be played. Your also not supposed to sit back and let Advent get on wit...
by chrisb
Sun Apr 16, 2017 6:40 am
Forum: Long War 2: Bug Reports
Topic: Fleche not ignoring Hunker bonus
Replies: 4
Views: 6883

Re: Fleche not ignoring Hunker bonus

From what I know, melee attacks are based on your starting position. If your not flanking the unit from your starting position and they are hunkered then the bonus applies. If you flank them first, then the hunker bonus will not apply. The same thing goes for perks like Lone Wolf. Even if the ending...
by chrisb
Sun Apr 16, 2017 6:34 am
Forum: Modding Long War 2
Topic: Pick Any Perk - Instead of 1 of 3?
Replies: 7
Views: 10242

Re: Pick Any Perk - Instead of 1 of 3?

Doctor Sticks wrote:Yea, but now I will cry about having to choose between Revival and Combat.
Revival is the only one that is not replaceable by any other ability. Combat is just dmg, anyone can do that.
by chrisb
Sun Apr 16, 2017 6:16 am
Forum: Long War 2
Topic: Making the war longer
Replies: 24
Views: 30423

Re: Making the war longer

In 1.3, fixed evac missions will change this by having this timer start at the very beginning. You will see the RNF UI from the beginning as well only it is green to start with. When the internal value reaches 0.5 it turns yellow then red at 1. The number of turns it takes to hit 1 depends on diffi...
by chrisb
Sat Apr 15, 2017 6:26 am
Forum: Long War 2
Topic: An absurd ending...
Replies: 64
Views: 84205

Re: An absurd ending...

Can anybody explain to me why Marbozir lost his campaign (which was played on veteran btw)? I followed his playthrough. He hadn't any squad wipes or lost many soldiers (only 13 guys lost in total as you can see in the final stats). Tactically his gameplay was sound, but he still lost, and I don't g...
by chrisb
Sat Apr 15, 2017 6:13 am
Forum: Long War 2: Strategy
Topic: What are the uses of Field surgeon?
Replies: 49
Views: 72732

Re: What are the uses of Field surgeon?

The AWC Scientist makes your guys heal 50% faster (on all difficulties other than Rookie). It doesn't make their healing take 50% less time. The actual effect is for healing to take 33% less time. I believe Field Surgeon works on your base health, not your health after armor, so it is probably bett...
by chrisb
Sat Apr 15, 2017 5:22 am
Forum: Long War 2: Strategy
Topic: Rookie Blackjack: how to manage RNG
Replies: 33
Views: 40566

Re: Rookie Blackjack: how to manage RNG

Well, you inspired me to try your solution, so I turned Commanders Choice off and started new campaign, beaten Gatecrusher, saved game and begin my experiments. Well, generally it worked, I got better average results, but still, only 2-3 soldiers will go to my A-team and most of them end up as back...
by chrisb
Sat Apr 15, 2017 4:44 am
Forum: Long War 2
Topic: An absurd ending...
Replies: 64
Views: 84205

Re: An absurd ending...

I don't know the specifics of his campaign since I haven't followed it. Based on some of the stats he showed from his final episode, he basically lost due to a lack of vigilance. 80 missions in 12 months is very low and it's likely his avatar progress was chugging away at full steam. In any campaign...
by chrisb
Sat Apr 15, 2017 3:47 am
Forum: Long War 2
Topic: Making the war longer
Replies: 24
Views: 30423

Re: Making the war longer

... The reinf timer only starts ticking at the start on missions with a fixed evac ... I'm not sure I understand this right. You want promote small squad missions by dropping reinforcements even before start of actual fighting? It's not that there is reinforcements dropping at the beginning. Reinfo...
by chrisb
Thu Apr 13, 2017 2:51 pm
Forum: Long War 2: Bug Reports
Topic: Burn + Flashbang no disorientation
Replies: 5
Views: 7544

Re: Burn + Flashbang no disorientation

Pretty sure it was always like that. You won't see the 'Disorient' popup, but they will be disoriented the next turn. I've chain CCed with flashbangs on many a Rendezvous :)
by chrisb
Thu Apr 13, 2017 6:54 am
Forum: Modding Long War 2
Topic: Pick Any Perk - Instead of 1 of 3?
Replies: 7
Views: 10242

Re: Pick Any Perk - Instead of 1 of 3?

Doctor Sticks wrote:I cry everytime I have to choose between Combat Protocol and Medical Protocol.
You won't have to in 1.3 :)
by chrisb
Thu Apr 13, 2017 6:48 am
Forum: Long War 2: Strategy
Topic: Rookie Blackjack: how to manage RNG
Replies: 33
Views: 40566

Re: Rookie Blackjack: how to manage RNG

Who says the squad, even as I play it, is near bloody perfect? No control over AWC skills, facing the same soldier skills trade-offs, facing which tech gets researched to improve their kit, etc. But if as Commander I don't decide what class a soldier becomes, who does? The Magic XCOM Faeries? Part ...
by chrisb
Thu Apr 13, 2017 6:29 am
Forum: Long War 2
Topic: Thoughts on the 1.3 changes
Replies: 157
Views: 217932

Re: Thoughts on the 1.3 changes

Though I think this is a bit of a problem with the entire end game tech tier, game feels like it ends around Tier 3 Armor + Coil Weapons, and there is little reason to wait around doing research instead of just finishing the golden path. Just give me a reason to use something other than flashbangs ...
by chrisb
Tue Apr 11, 2017 8:59 pm
Forum: Long War 2
Topic: Rebel Movement & Promotion
Replies: 15
Views: 22580

Re: Rebel Movement & Promotion

I like the idea of being able to move them around. Sort of brings back some of the 'fleet' management from the air game. The hard part is balancing once you do that. It opens up potential for exploiting a lot of the strategy layer and so it would require some careful thought about how it got impleme...