Search found 159 matches
- Thu Feb 09, 2017 8:42 am
- Forum: Long War 2: Strategy
- Topic: Avenger Defense
- Replies: 10
- Views: 13768
Re: Avenger Defense
What I meant by the time window, is how long after you get the notification before it actually catches you (or you evade it, I guess)? Twelve people is a lot of people to keep on standby, not doing any missions, running any havens or training in the GTS/AWC. It paralyzes you, so knowing what I can s...
- Thu Feb 09, 2017 8:25 am
- Forum: Long War 2: Strategy
- Topic: Avenger Defense
- Replies: 10
- Views: 13768
Avenger Defense
A few questions about the Avenger Defense in Long War. First off, whats the time window on the UFO chasing you? Once you start taking evasive manuevers, I think you can't pull troops out of missions, havens or even AWC/GTS. So, you're going to need to leave more than a few soldiers available than us...
- Wed Feb 08, 2017 5:32 pm
- Forum: Long War 2
- Topic: [SUGGESTION]Advent Strength Rework
- Replies: 8
- Views: 12212
Re: [SUGGESTION]Advent Strength Rework
Actually, I think liberating a region just displaces their strength into nearby regions. I had a region jump up 2 or 3 strength almost immediately after I liberated a nearby region. The region had no connection to other occupied regions. In fact, my idea was to liberate it's two connected regions, a...
- Wed Feb 08, 2017 5:05 pm
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6011146
Re: Psi Ops still suck?
Sounds like Psi Ops have swapped positions with Vanilla SPARKS. Not necessarily bad, but you end up paying a lot more resources for something that's not actually any better than a regular soldier.
- Tue Feb 07, 2017 5:50 pm
- Forum: Long War 2
- Topic: Vanilla and Long War Switching
- Replies: 2
- Views: 5803
Vanilla and Long War Switching
So, I'm greatly enjoying Long War, but as the War ramps up and I rarely have a flawless mission, I find myself looking towards relaxing a bit, while still playing the game. I was thinking of firing up a (relatively) simple Veteran Ironman Vanilla game to enjoy for when I'm not up for more Long War. ...
- Tue Feb 07, 2017 6:55 am
- Forum: Long War 2
- Topic: [Suggestion] Add more resources quantities to research/engineering
- Replies: 2
- Views: 6290
Re: [Suggestion] Add more resources quantities to research/engineering
Thing like specific corpse count is probably not an option. However, Elerium Cores are now common costs in several areas besides the Proving Grounds (Research, Buy Items, Facilities), and are just as much of a general purpose resource bottleneck as Alloys and Elerium. I think adding those would be a...
- Tue Feb 07, 2017 6:52 am
- Forum: Long War 2
- Topic: Possible to Disable Auto-Unequip on Injury/Training?
- Replies: 6
- Views: 13164
Re: Possible to Disable Auto-Unequip on Injury/Training?
That's working as designed. It's probably possible but we'd need some kind of menu item for the user to control that behavior ... absent a massive outcry for that kind of functionality I'm not sure it's something we'd get to. Rather than remove auto-unequip, would it be possible to add a 'squad tem...
- Tue Feb 07, 2017 6:18 am
- Forum: Long War 2
- Topic: Network Towers - What are you doing Right? What am I doing wrong?
- Replies: 12
- Views: 19512
Re: Network Towers - What are you doing Right? What am I doing wrong?
I've actually been able to stealth a friggin' SPARK into the command center. That was probably no small amount of luck, though. That being said, if you're not going to have a Shinobi stealth to the console, then you need to keep in mind that, once you break stealth, that console is still your ultima...
- Tue Feb 07, 2017 4:36 am
- Forum: Long War 2
- Topic: SPARK Intimidate
- Replies: 5
- Views: 9947
SPARK Intimidate
So, with how often my SPARK gets shot at (that is kind of his purpose), and how rarely he gets low enough on health for me to worry about him, I figured Intimidate would be a better choice for him than Repair. Some free random CC would go a long way. And yet, in over 10 occurances (most likely more,...
- Mon Feb 06, 2017 6:18 am
- Forum: Long War 2: Strategy
- Topic: Picking Soldier Classes for Rookies Not Created Equally
- Replies: 12
- Views: 18139
Re: Picking Soldier Classes for Rookies Not Created Equally
Defensive stats (HP, Dodge, Defense and Will) are all largely equally important, being more useful the closer a unit will be to the front line. But there are a few exceptions. While Assaults favor defensive stats, Dodge is the most important, as it protects against critical hits, which overextended ...
- Sun Feb 05, 2017 6:54 pm
- Forum: Long War 2: Strategy
- Topic: EXO Suits
- Replies: 5
- Views: 8893
Re: EXO Suits
Actually, I much prefer the extra fuel tanks on a Fireman specced Technical. With Roust and Burnout, you've got 6 chances to generate a smoke cloud and damage (and possibly CC) enemy units over the course of the mission. That being said, Shredstorm Cannon is a great way to bring massive AoE damage '...
- Sun Feb 05, 2017 6:48 pm
- Forum: Long War 2: Strategy
- Topic: Defense or Dodge?
- Replies: 3
- Views: 12730
Re: Defense or Dodge?
What you said sounds more or less right, OP. I will add one point though. Any unit running Suppression is better off with Defense. The amount of damage you take is less important than whether you take damage at all, in order to keep supressing. Sure, Dodge can turn a graze into a miss, but so can De...
- Sun Feb 05, 2017 5:35 am
- Forum: Long War 2: Strategy
- Topic: How do you properly "stealth" the whole mission?
- Replies: 14
- Views: 18882
Re: How do you properly "stealth" the whole mission?
I think you can still get a 1 turn timer on Veteran, not just rookie. Anyway, the biggest trick to doing stealth missions is to control line-of-sight. Once you're at the objective, move your guys around until you can't see anybody. Having your characters hide in a place where they've got high cover ...
- Sun Feb 05, 2017 5:28 am
- Forum: Long War 2: Strategy
- Topic: Technical Builds?
- Replies: 8
- Views: 12929
Re: Technical Builds?
Those rockets are pretty much the only thing left in the game that makes terrain go away en mass. If you've tried the shredder cannon, it feels good, but doesn't obliterate everything in its cone anymore. Rockets tend to do that. The flamer is something of a precision tool, oddly enough. Very power...
- Sun Feb 05, 2017 3:33 am
- Forum: Long War 2: Bug Reports
- Topic: Can't resume Psi training
- Replies: 14
- Views: 21089
Re: Can't resume Psi training
Ah. I didn't even see an option to upgrade, so I assume it was removed.
- Sat Feb 04, 2017 11:29 pm
- Forum: Long War 2
- Topic: Rockets vs. Grenades
- Replies: 24
- Views: 31171
Rockets vs. Grenades
So, what do people think about Rocket based Technicals, as compared to demolitions based Grenadiers? While the two builds aren't identical (the Technical still has two untalented Flamethrower charges, for example), they're fairly comparable, and you can easily find yourself saying "I need someo...
- Sat Feb 04, 2017 7:07 pm
- Forum: Long War 2: Strategy
- Topic: Technical Builds?
- Replies: 8
- Views: 12929
Re: Technical Builds?
Honestly, I think Technicals are awesome once you have Burnout and Exo Suit. 4 Flamethrower Charges, 2 Roust Charges, and smoke wherever you go. Even on extended missions, this is plenty for them to not run out, especially if you give them a non-SMG (you're in the enemies face, in smoke, enjoy those...
- Sat Feb 04, 2017 6:45 pm
- Forum: Long War 2: Bug Reports
- Topic: Can't resume Psi training
- Replies: 14
- Views: 21089
Re: Can't resume Psi training
My issue is I have a psi rookie who rolled three 20+ day abilities (with scientist, 30+ without). Hooray she got good powers early, but I wont be able to use her and she occupies a tube slot for a month. And then I have to take her on a mission and hope she doesnt roll all high training time abilit...
- Sat Feb 04, 2017 6:49 am
- Forum: Resolved Bug Reports
- Topic: PCS Dissapearing
- Replies: 46
- Views: 55505
Re: PCS Dissapearing
I don't know how much this'll help, but I've discovered this myself while gearing up for my second HQ, and finding that the soldiers I had just equipped with PCS for the Network Tower now no longer had PCS. I remember when setting them up for the Network Tower being surprised that they didn't have a...
- Sat Feb 04, 2017 2:49 am
- Forum: Long War 2
- Topic: Request: Specialist medkit
- Replies: 13
- Views: 19008
Re: Request: Specialist medkit
I suspect it's just something that was the case in XCOM 1, and kind of stuck, because few people felt the need to bring multiple medkits, without bringing a medic soldier. But maybe there's another reason than 'habit'.
- Sat Feb 04, 2017 2:01 am
- Forum: Long War 2
- Topic: Request: Specialist medkit
- Replies: 13
- Views: 19008
Re: Request: Specialist medkit
Now that I think about it "One Medkit per Soldier" is probably to prevent the use of a Field Medic unit bringing 9 Medkits to a battle. Not that I'm entirely sure WHY you would need 9 medkits. At that point, you REALLY should be making room for some flashbangs. But in that case, I guess yo...
- Sat Feb 04, 2017 1:50 am
- Forum: Long War 2
- Topic: Do we know if the Long War team intend to do any (re) balancing with the Mechs?
- Replies: 3
- Views: 6449
Re: Do we know if the Long War team intend to do any (re) balancing with the Mechs?
You mean the SPARKS? They're actually pretty damn awesome right now. They're tanky as hell, and can function as mobile cover with Bulwark, allowing you to emergency protect an ally. While they have horrid aim, the fact that they don't need cover makes up for that, as they can just walk up to enemies...
- Sat Feb 04, 2017 1:40 am
- Forum: Long War 2
- Topic: Request: Specialist medkit
- Replies: 13
- Views: 19008
Re: Request: Specialist medkit
They have a perk that gives more charges to carried medkit, and Med Protocal stacks. I don't think it's necessary, it probably won't help much. That grants extra stacks on a single Medkit. What the OP is asking is for the ability for a single soldier (Specialist Medic or otherwise) to carry more th...
- Sat Feb 04, 2017 1:39 am
- Forum: Long War 2
- Topic: EXO armor
- Replies: 5
- Views: 8328
Re: EXO armor
Probably. -1 HP and Armor compared to Predator Armor, along with a little more expense, and you get a free Shredstorm Cannon to use once per mission. I think it's awesome. Spider Suit is what surprised me more, only giving +1 HP, +10 Dodge and the Grapple ability, but at a much higher cost than Pred...
- Sat Feb 04, 2017 1:36 am
- Forum: Long War 2
- Topic: Regarding the Trap Missions
- Replies: 1
- Views: 3878
Re: Regarding the Trap Missions
From what I understand, Trap Missions don't start until Advent Strength 7. That's all I've heard (from Xwynn in the comment section, and he wasn't sure about the exact number), but a bit of information might help you out.