Search found 364 matches

by chrisb
Tue May 16, 2017 3:41 pm
Forum: Long War 2
Topic: Suggestion: Stop geoscape scanning at Normal, not at 100%
Replies: 4
Views: 9086

Re: Suggestion: Stop geoscape scanning at Normal, not at 100%

This is not quite so simple to do, and may involve a significant performance hit, or maybe not. From what I understand, the mission info itself is not updated while you are scanning. It is only updated when you click on the mission itself. So currently the game does not know that the mission is tran...
by chrisb
Tue May 16, 2017 3:25 pm
Forum: Long War 2: Strategy
Topic: (LW1.3)Sawed-off-focused Ranger is awesome 1.1!
Replies: 11
Views: 17423

Re: (LW1.3)Sawed-off-focused Ranger is awesome 1.0!

I think this type of build can be really strong for short missions with < 12 enemies. Having 2+ guaranteed kills is a really great tool to have, especially since it can work well with high HP enemies like Sectoids and Mutons in the early game. I think it really falls off in usefulness once you go be...
by chrisb
Tue May 16, 2017 3:18 pm
Forum: Long War 2
Topic: Question on Infiltration and Reflex Action chances
Replies: 6
Views: 11124

Re: Question on Infiltration and Reflex Action chances

Here's the full breakdown for those wondering how this plays out for lower difficulties. Rookie There are no green or yellow alerts for Rookie. Veteran Green Alert: 20% Yellow Alert: 20% Reduction per 1% above 100%: 0.5% Addition per 1% below 100%: 0.1% Reaction chance @ 0%: 30% No reactions above 1...
by chrisb
Tue May 16, 2017 2:47 pm
Forum: Long War 2
Topic: Does reinforcement kill farming give EXP?
Replies: 6
Views: 19047

Re: Does reinforcement kill farming give EXP?

Farming RNFs can be valuable, and does add up. Normally you get some free XP for the initial enemies that spawn on the map. This xp is shared across all your soldiers. For example if there are 10 enemies and 5 soldiers, each will get credit for 2 of those enemies. This value is then multiplied by 5....
by chrisb
Tue May 16, 2017 12:16 pm
Forum: Long War 2
Topic: Solution for 0% column ambush/supply raids.
Replies: 31
Views: 40592

Re: Solution for 0% column ambush/supply raids.

I think 0% supply raids are fine now. I'd guess there are maybe a handful of people at best that can 0% supply raids on anything above Veteran. Tuning it anymore than it is will only be affecting those handful that have the chops and skills to actually pull them off. Not to mention you likely will t...
by chrisb
Sun May 14, 2017 9:30 am
Forum: Long War 2
Topic: I got the most out of Mod 1.2, but now I need 1.3
Replies: 17
Views: 26799

Re: I got the most out of Mod 1.2, but now I need 1.3

We fixed a couple of bugs last night, and Saph finished a campaign and had some balancing suggestions, so we're putting a new build through the paces today. Thank you very much for the information. Do the testers have to play a full campaign to test the balancing changes? There are some console com...
by chrisb
Sun May 14, 2017 9:05 am
Forum: Modding Long War 2
Topic: Strategic Overhaul - Adjust Force Level by ADVENT strenght
Replies: 6
Views: 11389

Re: Strategic Overhaul - Adjust Force Level by ADVENT strenght

These are only some guesses based on my time reading the LW2 code. Someone who actually knows what they're talking about could clarify more specifically. So I went through the LW files and there are multiple questions: 1) I'm still uncertain that have found the correct place to hook in to modify the...
by chrisb
Sun May 14, 2017 8:12 am
Forum: Long War 2
Topic: A Guide for LW2 Players Moving from 1.2 to 1.3
Replies: 48
Views: 89119

Re: A Guide for LW2 Players Moving from 1.2 to 1.3

At least Xwynns has been railing against those. I imagine we'll be seeing a removal of the turn-0 pod activation near your rebel friends in the intel mini-retals at some point. Perhaps, but I wouldn't count on it too much. They might be able to reduce the occurrence of it, but eliminating it altoge...
by chrisb
Sun May 14, 2017 8:08 am
Forum: Long War 2
Topic: A Guide for LW2 Players Moving from 1.2 to 1.3
Replies: 48
Views: 89119

Re: A Guide for LW2 Players Moving from 1.2 to 1.3

It seems promising but you have to diversify your missions (which are always the same) and improve heavily on A.I. Shut up. Please don't feed the trolls, it makes you look bad and only makes them more likely to continue. There is an option in your account settings to ignore people. If you look unde...
by chrisb
Sun May 14, 2017 8:02 am
Forum: Long War 2
Topic: I don't really have anything to say.
Replies: 19
Views: 27429

Re: I don't really have anything to say.

1.3 is imminent, so I have elected to hold off before starting a new playthrough. It was this very thought that has now led me to play no XCOM for the past 3 months at least. Want to play SOOOO badly, but at the time I was certain that as soon as I started a new campaign, 1.3 would be released and ...
by chrisb
Sun May 14, 2017 7:55 am
Forum: Long War 2
Topic: 1.3 stealth concerns
Replies: 15
Views: 21698

Re: 1.3 stealth concerns

I think Pavonis would be well served by trying to improve this aspect of play which the vanilla game kind of punted on. You seem to think there are only two options - turn the dial up or down, but keep the mechanics as they are. I'm hoping the LW2 team can exercise a little more imagination. You mi...
by chrisb
Sat May 13, 2017 6:34 am
Forum: Long War 2
Topic: Making smoke more intersting.
Replies: 2
Views: 5245

Making smoke more intersting.

One of the perks I really miss from LW1 is combat drugs. It was a very interesting perk as it allowed you to mix a bit of offense with a useful amount of defense. Messing with perk trees is tricky as it requires replacing something else, and restricts the ability to only those classes that have the ...
by chrisb
Sat May 13, 2017 5:56 am
Forum: Long War 2
Topic: Mod Idea: Variable flashbangs
Replies: 1
Views: 3772

Mod Idea: Variable flashbangs

I was doing some thinking about flashbangs and the difficulty in balancing them. In their current 1.2 state they have 2 effects that are guaranteed. They shut off secondary abilities and they add an aim malus. In 1.3 a few of the late game enemies will gain an RNG roll to prevent the disorient effec...
by chrisb
Wed May 10, 2017 9:53 pm
Forum: Long War 2
Topic: Alien sight mechanics and breaking LOS
Replies: 8
Views: 13977

Re: Alien sight mechanics and breaking LOS

One thing that should be changing in 1.3 is that the aliens will require having LOS before using AoE abilities. So this should prevent aliens you can't see from launching perfect grenades/rockets out of fog. Bug Report Thanks. I've added a fix for this. It's a vanilla bug/feature - the AI is allowed...
by chrisb
Wed Apr 26, 2017 6:50 pm
Forum: Long War 2
Topic: Holotargeter animation should be shorter
Replies: 8
Views: 12914

Re: Holotargeter animation should be shorter

A checkbox that would disable all animations would easily shave 10 hours off a campaign.
by chrisb
Mon Apr 24, 2017 9:18 am
Forum: Long War 2: Strategy
Topic: LW2 Strategic Layer: Managing Strength and Vigilance
Replies: 59
Views: 97055

Re: LW2 Strategic Layer: Managing Strength and Vigilance

Say, once I do have a strength 7+ region (Old Age in OP), what do I do with it? The Op says it doesn't matter much, but I do have 13+ rebels in there and would really like to know what to have them do. I need a little intel to find troop columns, but what else do I do with the rebels? Basically jus...
by chrisb
Mon Apr 24, 2017 9:10 am
Forum: Long War 2: Strategy
Topic: How many intel havens/cherry-picking mission strategy?
Replies: 10
Views: 14088

Re: How many intel havens/cherry-picking mission strategy?

There's lots of general advice about what to do or how, but the reality is it comes down to understanding your situation and knowing what configurations bring the most value at the time. Going all intel all the time works ok, but there are many situations where it is not optimal. I think the most ob...
by chrisb
Thu Apr 20, 2017 6:25 pm
Forum: Modding Long War 2
Topic: Strategic Overhaul - Adjust Force Level by ADVENT strenght
Replies: 6
Views: 11389

Re: Strategic Overhaul - Adjust Force Level by ADVENT strenght

I think the biggest challenge of having there be much lower FL missions is that it makes it easy to 0% those missions with enough high level, fully geared guys that basically carry some lower levels. With no downtime on soldiers, it's basically free xp with little risk. Not that it's a reason not to...
by chrisb
Thu Apr 20, 2017 6:08 pm
Forum: Long War 2: Strategy
Topic: Is There Any Reason to Develop Plasma?
Replies: 8
Views: 14664

Re: Is There Any Reason to Develop Plasma?

In 1.2 I think plasma is never even worth considering. This may change in 1.3 if the late game becomes more relevant. As it currently stands, there are many more options available that are all better options to spend resources on. If your actually trying to win the game and not simply playing "...
by chrisb
Thu Apr 20, 2017 5:56 pm
Forum: Long War 2
Topic: Completed my first Long War (Long)
Replies: 13
Views: 18149

Re: Completed my first Long War (Long)

The reason I like to not make them all the same class is that I use them on the raids as part of the main squad. You can't pull the adviser from the haven being attacked, but you can pull the advisers from all the other havens. I try to keep around 6 havens running full intel and so I've always got...
by chrisb
Thu Apr 20, 2017 5:30 pm
Forum: Long War 2
Topic: Completed my first Long War (Long)
Replies: 13
Views: 18149

Re: Completed my first Long War (Long)

That is an interesting idea to pull Haven advisors for the retaliation and save the datatap. I may try that next go around. My reservation would be they get knicked up and out of service, and miss protecting their haven should an event pop. I did try technicals for advisors. They worked ok imo, but...
by chrisb
Thu Apr 20, 2017 5:15 pm
Forum: Long War 2
Topic: Faceless question
Replies: 12
Views: 17300

Re: Faceless question

As far as I know it work as follows: - Every new rebel has a random chance to be a Faceless. - After a period the game triggers "the faceless" check. - Every Faceless has his own "intel pool" and a % chance to be discovered on the current "faceless check" depending on ...
by chrisb
Thu Apr 20, 2017 12:17 am
Forum: Long War 2
Topic: Completed my first Long War (Long)
Replies: 13
Views: 18149

Re: Completed my first Long War (Long)

I would also recommend Assaults and Technicals as haven advisers. For the assaults I like Slug > CnP > Fortify > Formidable > CE > CCS > Lethal For the technicals I like FITH > Fortify > Burnout > Formidable > Incineration > Tac > Bunker The idea with the assault build is they can pop Fortify + RunN...
by chrisb
Wed Apr 19, 2017 11:57 pm
Forum: Long War 2: Strategy
Topic: Optimal threat level
Replies: 18
Views: 21668

Re: Optimal threat level

Super reinforcements will make your tactical game harder. Avatar project will make you loose the game. Which one is the biggest concern? ;) A harder tactical game can kill me just as well as the Avatar project. So the question was "is it worth it to delay Avatar 10-20% more, when it means havi...
by chrisb
Wed Apr 19, 2017 6:07 pm
Forum: Long War 2
Topic: Completed my first Long War (Long)
Replies: 13
Views: 18149

Re: Completed my first Long War (Long)

So...last night completed Xcom 2 Long War, my first ever of a Long War campaign. Congrats! I only had two big strategies: 1) expand to as many regions as possible to try to identify dark events so I avoided the doomsday timer, and 2) build my squads around medical-build specialists who were also my...