Search found 364 matches

by chrisb
Fri May 26, 2017 2:47 am
Forum: Long War 2: Strategy
Topic: LW2 1.4 and Mission Cooldowns
Replies: 5
Views: 10499

Re: LW2 1.4 and Mission Cooldowns

Thanks chrisb, this is very informative. I had a feeling a lot of these advent activities did have a global limit of simultaneous missions, but I never knew that troop columns are on a 21-28 day regional cooldown. It seems like there can be a case made to detect a troop column in a high strength re...
by chrisb
Thu May 25, 2017 7:54 pm
Forum: Long War 2: Strategy
Topic: LW2 1.4 and Mission Cooldowns
Replies: 5
Views: 10499

Re: LW2 1.4 and Mission Cooldowns

Does anyone know what the details of global mission and regional mission spawns in LW2 1.4? For instance: 1. Is it the case that Advent can only move one strength point into a region at once via a supply train? For instance, if you detect a supply raid in Region A, is it true that there can never b...
by chrisb
Thu May 25, 2017 6:54 pm
Forum: Long War 2
Topic: How to Mod Starting Soldier Values
Replies: 5
Views: 18028

Re: How to Mod Starting Soldier Values

To change the soldier stats you can edit XComGameData_CharacterStats under the Soldier groups at the top. You can an eStat_Offense entry for the difficulty you are playing. 0 is rookie, 3 is legend. You can see an example in Soldier_Diff_0 where rookie is set to 75 aim base before NCE. CharacterBase...
by chrisb
Thu May 25, 2017 12:48 am
Forum: Long War 2
Topic: Aliens hitting me frequently through full cover
Replies: 110
Views: 161867

Re: Aliens hitting me frequently through full cover

Well I can tell you first hand that my experiences weren't because I've been taking less soldiers on missions, and therefore, more aliens having the opportunity to shot... as some suggest. Nor is it because I'm working more missions... as someone suggests. I have soldiers standing up out of cover a...
by chrisb
Tue May 23, 2017 12:09 pm
Forum: Long War 2: Strategy
Topic: Strategic help needed
Replies: 25
Views: 36822

Re: Strategic help needed

Ok, going by this data, I got a 8 man pod from 4-7 force level in May. I don't see how this is balanced. They killed Supply Runs for under 100% infiltration. 0% Supply runs were the problem, why kill the above 50% as well?! EDIT: In my opinion game needs another group for 4-5 FL and leave 6-7 FL as...
by chrisb
Tue May 23, 2017 11:56 am
Forum: Long War 2
Topic: Wait weren't the pods supposed to become smaller?
Replies: 13
Views: 19647

Re: Wait weren't the pods supposed to become smaller?

Expand. Is this a good idea? I clearly recall expansion being a very slow process in LW1, not sure if I'm ready to deal with 4+ regions while having just unlocked laser weapons a month ago In general it's a good idea to expand as quick as intel and resistance contacts allow. Unlike LW1 there's no m...
by chrisb
Tue May 23, 2017 6:54 am
Forum: Long War 2: Strategy
Topic: Strategic help needed
Replies: 25
Views: 36822

Re: Strategic help needed

I spent some time going through the mission schedules to see where the breakpoints were for the supply raids. Here's a general idea of what to expect. Keep in mind that supply raids have a +1 alert modifier, so the minimum alert is always 2. If the region strength is > 1 then you can overinfiltrate ...
by chrisb
Tue May 23, 2017 3:21 am
Forum: Long War 2
Topic: A bug in another mod made my LW2 experience better (about PCS)
Replies: 1
Views: 4436

Re: A bug in another mod made my LW2 experience better (about PCS)

What your sort of describing is roughly Gene Mods from EW. The PCS system is sort of following that similar role, but restricting to only 1 choice and random drop, rather than a building + resources/time cost. I think an interesting mod would replace the single PCS slot with an interface that was al...
by chrisb
Tue May 23, 2017 2:37 am
Forum: Long War 2: Strategy
Topic: What are the uses of Field surgeon?
Replies: 49
Views: 73209

Re: What are the uses of Field surgeon?

Why are minor wounds/damage points applied to those wearing armor after returning from a mission? If one has 6HP and armor gives 3HP, but one only takes 3HP, then the wounds should be zero. That should be one benefit of armor. Alternately, one could apply a portion of the armor as not causing wound...
by chrisb
Mon May 22, 2017 3:12 pm
Forum: Long War 2: Bug Reports
Topic: (1.3) Permanent disorient bug
Replies: 3
Views: 6712

Re: (1.3) Permanent disorient bug

Do you have a save file that you can upload to gdrive/dropbox or somewhere similar? Also please post what mods you are running.
by chrisb
Sun May 21, 2017 5:34 am
Forum: Long War 2: Bug Reports
Topic: PCS getting "eaten"
Replies: 6
Views: 9461

Re: PCS getting "eaten"

Best place is to put in in gdrive, dropbox or some similar file hosting service.
by chrisb
Sun May 21, 2017 2:03 am
Forum: Long War 2: Bug Reports
Topic: ADVENT grenad launchers & flashbang
Replies: 6
Views: 10199

Re: ADVENT grenad launchers & flashbang

This seems like it would be expected behavior. They are grenadiers just like XCOMs which have no cooldown on launching grenades like the rest of the units do. Generally it is good to either control them, or keep your soldiers spread out if you can't kill them. They are more likely to use grenades if...
by chrisb
Sun May 21, 2017 1:52 am
Forum: Long War 2: Bug Reports
Topic: PCS getting "eaten"
Replies: 6
Views: 9461

Re: PCS getting "eaten"

Can you provide a save with this happening?
by chrisb
Sat May 20, 2017 9:35 pm
Forum: Resolved Bug Reports
Topic: Specialist Airdrop Bug still present 3 months later
Replies: 2
Views: 16932

Re: Specialist Airdrop Bug still present 3 months later

Did some debugging and managed to find the issue. The grenadier does receive the grenade, but there's some dancing around the fact that LaunchGrenade and ThrowGrenade are different abilities. The game doesn't add either ability when you loadout with no grenades, so even though the unit does get the ...
by chrisb
Thu May 18, 2017 4:28 pm
Forum: Long War 2
Topic: Your least favorite things about 1.3 ?
Replies: 26
Views: 36391

Re: Your least favorite things about 1.3 ?

One more thing, which i think is a bug. A very annoying situation regarding doors. For example if you go alongside a door not concealed, you don`t see the enemies. Then you open the door and the pod activates. If then, in the same turn you close the door and stay there, you dont see the enemies but...
by chrisb
Thu May 18, 2017 5:41 am
Forum: Long War 2
Topic: Is wet work worth it now?
Replies: 22
Views: 32358

Re: Is wet work worth it now?

Clibanarius wrote:Nobody is pushing 0% missions. They're deadly with the yellow alert reaction fire.
They don't get yellow alert when you activate.
by chrisb
Thu May 18, 2017 5:33 am
Forum: Long War 2
Topic: Is wet work worth it now?
Replies: 22
Views: 32358

Re: Is wet work worth it now?

I'd say it's more worth it the harder you push 0% missions. Less so if you don't. Also makes it a lot more worthwhile to stick around and farm RNFs. Considering it makes RNF xp double, makes them a lot more worthwhile.

I say it's worth it. But not worth it enough to go GTS first.
by chrisb
Wed May 17, 2017 2:06 am
Forum: Long War 2
Topic: LW2 - Grenadier - balance and ammo
Replies: 23
Views: 30985

Re: LW2 - Grenadier - balance and ammo

Grenadiers are pretty strong actually. They're not a solo class, they complement the rest of your squad. So far my favorite goto build for them in 1.3 is: Rapid Deployment > Heavy Ordnance > Boosted Cores > HEAT > Sting > Salvo > Full Kit Typically load them out with a mix of frag/flash. This lets ...
by chrisb
Wed May 17, 2017 1:30 am
Forum: Long War 2: Bug Reports
Topic: Smash and Grab; Very Light; 21 enemies
Replies: 2
Views: 4915

Re: Smash and Grab; Very Light; 21 enemies

Sounds like you got 2 drops of RNFs? Once the timer hits 0 on SnG you get the red reinforcement warning that RNFs start next turn, then they drop every turn after that.
by chrisb
Wed May 17, 2017 1:22 am
Forum: Long War 2: Strategy
Topic: VIP Extract during Riot in 1.3
Replies: 3
Views: 6523

Re: VIP Extract during Riot in 1.3

I find this very confusing. It's like your talking about 3 different missions in one. Jailbreak and Extract VIP do not have flares you can throw, they use the fixed evac system. There are also no missions that have rebels and VIP that you rescue, these are two different mission types. So I'm confuse...
by chrisb
Wed May 17, 2017 1:04 am
Forum: Long War 2
Topic: LW2 - Grenadier - balance and ammo
Replies: 23
Views: 30985

Re: LW2 - Grenadier - balance and ammo

Grenadiers are pretty strong actually. They're not a solo class, they complement the rest of your squad. So far my favorite goto build for them in 1.3 is: Rapid Deployment > Heavy Ordnance > Boosted Cores > HEAT > Sting > Salvo > Full Kit Typically load them out with a mix of frag/flash. This lets t...
by chrisb
Wed May 17, 2017 12:55 am
Forum: Long War 2
Topic: PI thoughts on mod that gives player vigilance information
Replies: 20
Views: 30874

Re: PI thoughts on mod that gives player vigilance information

I'm going to be trying this mod out as well. I agree overall with the design decision to obfuscate much of the mechanical information or just entirely lock it away from the player in a lot of cases. You play a resistance movement with limited access to information after all. I disagree that the rat...
by chrisb
Wed May 17, 2017 12:41 am
Forum: Long War 2
Topic: Enemy shooting on reveal
Replies: 17
Views: 39547

Re: Enemy shooting on reveal

So it is literally impossible for there to be any more than 7 reactions in a turn This depends on infiltration. On legend you have a 138% starting chance on 0% missions. So the 8th enemy has a 103% meaning they all are guaranteed to take yellow alert actions. Also if you injure them before they rea...
by chrisb
Wed May 17, 2017 12:36 am
Forum: Long War 2
Topic: Enemy shooting on reveal
Replies: 17
Views: 39547

Re: Enemy shooting on reveal

It's a feature, called yellow alert. Aliens always start on green alert, but can be triggered into yellow alert by hearing fighting sounds, civilians yelling or upon gaining LOS with corpses. Each unit has a % chance to gain a green or yellow alert action that increases with difficulty. Infiltration...
by chrisb
Wed May 17, 2017 12:29 am
Forum: Long War 2
Topic: 1.3 Too many turns, too easy!!
Replies: 20
Views: 25868

Re: 1.3 Too many turns, too easy!!

Get to September and see if you still think they are too easy :lol:

You are in early game don't forget, it's not supposed to be super hard in March.