Search found 198 matches
- Thu Apr 27, 2017 1:33 am
- Forum: Long War 2
- Topic: [Edit]LW2 v1.2 just isn't fun YET
- Replies: 66
- Views: 79693
Re: LW2 just isn't fun
Re: the use of the term "finished product" I get the sense that criticism isn't welcomed on the mod because it's "not finished yet" If it seemed like I was implying that, I apologise - that was not my intent. I'm not saying that your opinions are unwelcome, or trying to excuse a...
- Wed Apr 26, 2017 6:45 pm
- Forum: Long War 2
- Topic: [Edit]LW2 v1.2 just isn't fun YET
- Replies: 66
- Views: 79693
Re: LW2 just isn't fun
... In order to "be challenging" the Pavonis team appears to have gone about actively nerfing any so-called "game breaking" builds or approaches which would make stealth and small-team missions "too easy". Making the solution to problems a moving target which changes w...
- Tue Apr 25, 2017 8:57 pm
- Forum: Long War 2
- Topic: [Edit]LW2 v1.2 just isn't fun YET
- Replies: 66
- Views: 79693
Re: LW2 just isn't fun
The only people we are looking to for examples of "how to do it right" are playtesters with a zillion hours of gameplay under their belts, who are held up as examples of "how doable it is" (xwynns, joINrbs). While those are the only two I'm aware of that make videos of the mod, ...
- Mon Apr 24, 2017 3:51 pm
- Forum: Long War 2: Strategy
- Topic: Explanations
- Replies: 4
- Views: 7963
Re: Explanations
To prevent you from just hanging around killing reinforcements forever, the game will eventually start dropping pods of 8 enemies every turn as reinforcements. This happens 20 turns after you start the mission, or 8 turns after you complete the objective (whichever comes first), but never on mission...
- Tue Apr 18, 2017 2:46 pm
- Forum: Long War 2
- Topic: Rocket scatter slightly weird(?)
- Replies: 47
- Views: 51257
Re: Rocket scatter slightly weird(?)
* the quirk being that, sometimes, some tiles away from the centre are each more likely to be hit than the one aimed for. I don't think this is really that strange, ultimately. If you take, say, a 30% shot with a soldier's gun, you're going to miss more than twice as often as you hit, so why not wi...
- Tue Apr 18, 2017 6:08 am
- Forum: Long War 2
- Topic: Rocket scatter slightly weird(?)
- Replies: 47
- Views: 51257
Re: Rocket scatter slightly weird(?)
As nice as the HUD tooltip overlay is, where it tells you a +/- value, it's unclear what that value really means. It's the average scatter. The rocket rolls one aim check for each tile of possible scatter to see how far from the target it lands, so the scatter display gives you [chance of missing] ...
- Mon Apr 17, 2017 3:10 pm
- Forum: Long War 2
- Topic: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
- Replies: 34
- Views: 42466
Re: Suggestion: Allow Sharpshooters to equip rifles (SMGs)
Are there any known or foreseen bugs that would arise from doing so? (I haven't been able to find any yet, for what it's worth.) Death from Above returns one action point when you get a kill from elevation, which normally prevents the Sharpshooter from firing more than once per turn (because the sn...
- Sun Apr 09, 2017 7:56 pm
- Forum: Long War 2
- Topic: The Issue with Yellow Alert and Engagements
- Replies: 15
- Views: 26371
Re: The Issue with Yellow Alert and Engagements
I have some experience running All Pods Active in Vanilla and I believe this to be the case. On large maps with lots of enemies, such as Waterworld, the alien turn takes forever. The AI running is part of it (the game's pathfinding only checks one tile per frame as far as I'm aware, which with like...
- Sun Apr 09, 2017 3:06 pm
- Forum: Long War 2
- Topic: The Issue with Yellow Alert and Engagements
- Replies: 15
- Views: 26371
Re: The Issue with Yellow Alert and Engagements
In Vanilla XCom, scamper existed to avoid aliens from simply being one-shotted out of cover in every engagement. The alternative would have been to have all pods go red as soon as you leave concealment so they would use their full combat AI but i suspect having non-active pods follow a much simpler...
- Sat Apr 08, 2017 12:41 am
- Forum: Long War 2
- Topic: Why light (100%) stays at light (175%)?
- Replies: 12
- Views: 17264
Re: Why light (100%) stays at light (175%)?
Missions are defined using schedules in XComMissions.ini, which indicate the precise pods used on each mission based on the alert level. For instance: +MissionSchedules=(ScheduleID="Extract_D16_1_LW", \\ MinRequiredAlertLevel=16, MaxRequiredAlertLevel=16, \\ XComSquadStartsConcealed=false,...
- Wed Apr 05, 2017 4:57 pm
- Forum: Long War 2
- Topic: Pistols (underused) and AWC
- Replies: 53
- Views: 71797
Re: Pistols (underused) and AWC
Yep, Faceoff works great through high cover, especially with +Defense and +Tac Sense stacking. Well, yes? First of all, making lots of shots through high cover is inherently better than making few shots through high cover, so it is pretty effective in that regard, but second, I think you're misunde...
- Wed Apr 05, 2017 4:02 pm
- Forum: Long War 2
- Topic: Pistols (underused) and AWC
- Replies: 53
- Views: 71797
Re: Pistols (underused) and AWC
I think it'd be a shame to cut it entirely, because I personally love how goofy and awesome it is, but the way it interacts with Shadowstrike etc. should probably be adjusted in some way, yes.
- Wed Apr 05, 2017 1:47 pm
- Forum: Long War 2
- Topic: Pistols (underused) and AWC
- Replies: 53
- Views: 71797
Re: Pistols (underused) and AWC
it's not abnormal for one soldier's pistol perks to be dealing 45 damage in a turn as you enter the latter stages of the game, and earlier on in the game abilities like lightning hands, clutch shot, and fanfire are extremely strong. You say that like 45 damage over multiple shots is impressive. 'Mu...
- Tue Apr 04, 2017 4:19 pm
- Forum: Long War 2
- Topic: The missions are all the same
- Replies: 21
- Views: 25689
Re: The missions are all the same
Thanks Goldenmonkey finally answer the question! Gotcha Again, Triple Enemies, Additional Mission Types LW2 Edition, ABA2 etc.. Wait, are you saying that you are trying to use ABA2, Triple Enemies, and Long War 2, all at the same time? Because none of those mods work together, you can only use one....
- Mon Apr 03, 2017 11:37 pm
- Forum: Long War 2: Strategy
- Topic: When do faceless transform?
- Replies: 5
- Views: 9717
Re: When do faceless transform?
You said you killed all the enemies on the map, so I'm assuming this is probably the vanilla faceless behaviour where unactivated faceless immediately become active when they are the only remaining enemies.
- Sun Apr 02, 2017 1:14 pm
- Forum: Long War 2
- Topic: Mod: True Concealment
- Replies: 10
- Views: 19571
Re: Mod: True Concealment
You can actually achieve all those things using .ini edits - the LW2 version of the mod is pretty flexible in that regard.
- Sun Apr 02, 2017 6:01 am
- Forum: Long War 2
- Topic: Base Will is capped at 100 - intended?
- Replies: 7
- Views: 13431
Re: Base Will is capped at 100 - intended?
Ah, ok - I don't think the cap applies to that, though? I think stat caps are just a thing for actually levelling up, an in-mission bonus should apply fully still, or at least it does with, for instance, Psi Power, which is also capped to 100 with level ups but still goes above that with Psi Amps (a...
- Sun Apr 02, 2017 4:28 am
- Forum: Long War 2
- Topic: Base Will is capped at 100 - intended?
- Replies: 7
- Views: 13431
Re: Base Will is capped at 100 - intended?
And this doesn't include the up to 40 will you get from Espirit de Corps. I don't think LEB is talking about the Will score being too low, it's about the fact that because a soldier with average Will ends up with close to 100 on average anyway , a soldier with above average Will (and therefore lowe...
- Sat Apr 01, 2017 4:31 pm
- Forum: Long War 2
- Topic: Serial Nerfs
- Replies: 16
- Views: 21765
Re: Serial Nerfs
Buffing AMF more is kinda tricky. Your already getting up to +7 damage with pistols, does Faceoff really need more damage? :lol: Does AMF actually work with pistols? Both it and Lethal specifically call out "additional points of base damage with your primary weapon .", where Centre Mass j...
- Sat Apr 01, 2017 8:14 am
- Forum: Long War 2
- Topic: Mods making LW2 easier
- Replies: 4
- Views: 11083
Re: Mods making LW2 easier
I think the most popular mods for this purpose (as well as the primary ones that exist) are RealityMachina's 'An Easier War' mods, as featured in this collection, alongside their other LW2 specific mods.
- Sat Apr 01, 2017 5:48 am
- Forum: Long War 2
- Topic: Gunner Nerfs
- Replies: 21
- Views: 25699
Re: Gunner Nerfs
Hail of Bullets cost 3 ammo before it was nerfed, not 2, just so you know.
I don't have much of an opinion right at the moment on this topic, but that was just something that stuck out to me.
I don't have much of an opinion right at the moment on this topic, but that was just something that stuck out to me.
- Sat Apr 01, 2017 1:57 am
- Forum: Long War 2
- Topic: Mod: True Concealment
- Replies: 10
- Views: 19571
Re: Mod: True Concealment
Well, in a way the timers exist specifically to hinder your gameplay - the whole point is to sometimes rush and make mistakes, like it was with MELD back in Enemy Within. As for actually completing missions within the original time limit, well, I'd say part of the reason the timers hurry you along s...
- Sat Apr 01, 2017 1:40 am
- Forum: Long War 2: Strategy
- Topic: Engineer Advisers
- Replies: 18
- Views: 26349
Re: Engineer Advisers
[info] Hmm... did it get changed in 1.2? Because when they changed it from a flat supply penalty in 1.1 I know for a fact it was 20%, and I was under the impression it was the same still, but apparently not? EDIT: No, I don't think you're right, actually - from the very top of XComLW_Outposts.ini: ...
- Fri Mar 31, 2017 6:30 pm
- Forum: Modding Long War 2
- Topic: More mission stats at debriefing
- Replies: 2
- Views: 5864
Re: More mission stats at debriefing
This ? It doesn't give a text dump of everything, but it includes a lot of the details you're looking for. Lifetime Stats also keeps some of this information back at base. I'm not sure, however, how either of them interact with LW2's alternate shooting perks - Light 'Em Up, for instance, is a diffe...
- Fri Mar 31, 2017 6:16 pm
- Forum: Long War 2: Strategy
- Topic: Engineer Advisers
- Replies: 18
- Views: 26349
Re: Engineer Advisers
Oh.... tbh I thought they were a 20% per faceless, which would make things a little more painful. They are, or are at least supposed to be - I'm not sure where chrisb is getting that information. It is applied per region, though, so if you have multiple regions doing supplies a few faceless aren't ...