Search found 623 matches
- Sat Feb 04, 2017 7:31 pm
- Forum: Long War 2: Strategy
- Topic: Any success with overwatch perks
- Replies: 23
- Views: 29216
Re: Any success with overwatch perks
Ok after having used rangers a lot with rapid reaction now, I'm convinced they are one of the best builds in the late game. ... Grazing Fire/Cool Under Pressure/Ever Vigilant/Rapid Reaction are must haves in the build, and I personally use Covering Fire/Locked On/Combat Fitness in the other slots a...
- Sat Feb 04, 2017 6:49 pm
- Forum: Long War 2
- Topic: Enemy Reinforments by Void Rift
- Replies: 4
- Views: 7543
Re: Enemy Reinforments by Void Rift
That's just the psi gate FX when an alien-led pod reinforces, instead of an all-ADVENT pod. It's not really related to void rift as a gameplay element. Which also looks fantastic, scared the crap out of me the first time it happened, very well done. Same here. It was a whole lot WTF--ouch! Fortunat...
- Sat Feb 04, 2017 6:45 pm
- Forum: Long War 2: Strategy
- Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
- Replies: 51
- Views: 62834
Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit
There's also soldiers with Shredder in their AWC skills. In many ways it does come down to making squads in the Avenger to ensure there's all the tools needed, whether it's to crack pods or destroy cover. Iron Curtain is powerful early on, but completely outclassed once you get saturation fire. I wi...
- Sat Feb 04, 2017 6:30 pm
- Forum: Long War 2: Strategy
- Topic: Using skills to force enemy movement
- Replies: 2
- Views: 5451
Using skills to force enemy movement
Gunner's Flush and Technical's Roust force the enemy to move. The Gunner has to hit but the Technical has limited shots. Flush can be available as an AWC skill. An alternative to destroying cover. But how tactically good are theses attacks? What has been your experience with them? They'd be nice to ...
- Sat Feb 04, 2017 6:28 pm
- Forum: Long War 2: Strategy
- Topic: Technical Builds?
- Replies: 8
- Views: 12929
Re: Technical Builds?
Thanks for the info! As for range on the flamer, it's been stated the range is meant to be the listed seven, but it only goes to six at the moment. Search the forums and you will find the thread, basically make the range 8 in the ini file for the various gauntlets. I saw the same thread. It's the on...
- Sat Feb 04, 2017 6:09 pm
- Forum: Long War 2: Strategy
- Topic: Picking Soldier Classes for Rookies Not Created Equally
- Replies: 12
- Views: 18141
Picking Soldier Classes for Rookies Not Created Equally
I've seen some advice on which Rookies to guide into which classes via the GTS, but it's limited. I'd like to hear more about it, including refining or correcting what I've already heard. So far: Assaults can have lower aim as getting close with a shotgun makes up for it Shinobis need better mobilit...
- Sat Feb 04, 2017 4:22 pm
- Forum: Long War 2: Strategy
- Topic: Technical Builds?
- Replies: 8
- Views: 12929
Re: Technical Builds?
After reading the same topic on Grenadier skill choices, I too thought of the Technical, the other good pod cracker. The final perk is especially troublesome and was what inspired the creation of this thread as I've finally minted my first Master Sergeant Technical and I feel like I can't afford to ...
- Sat Feb 04, 2017 12:28 pm
- Forum: Long War 2
- Topic: Enemy Reinforments by Void Rift
- Replies: 4
- Views: 7543
Enemy Reinforments by Void Rift
I was on a "Recover Item from ADVENT Vehicle" mission and had just killed off the last enemy. Or so I'd thought. Forgot about reinforcements and almost lost it all at the end. But what was really different is that they dropped in by void rift almost right on top of me. A Sectoid, Drone, an...
- Fri Feb 03, 2017 3:07 pm
- Forum: Long War 2: Strategy
- Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
- Replies: 51
- Views: 62834
Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit
With a few missions under my belt, I've been consistently going for Rapid Deployment on my Grenadiers. TBH. Access to long range flashbangs/smoke is consistently more valuable then questionable cover destruction. It seems the rest of my squad just has better luck with regular grenades and since the...
- Fri Feb 03, 2017 2:55 am
- Forum: Long War 2: Strategy
- Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
- Replies: 51
- Views: 62834
Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Bluescreen Bomb lets flash grenades disorient mechs, and also reduces mech hacking resistance by 25 points (it makes a pretty massive difference). Sting Grenades gives flashbangs a 50% chance to stun units affected (Codex is resistant to stun and is stunned for 1 turn less, i.e. zero turns so don't...
- Thu Feb 02, 2017 8:58 pm
- Forum: Long War 2: Strategy
- Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
- Replies: 51
- Views: 62834
Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit
In my game I'd just gotten my first LCpl Grenadier and was mulling over the Sapper versus Needle Grenades decision yet again, as well as Grenadier skill choices to come. Lots of them are tough. And then I saw this topic. :) Base environment damage is now 9, Sapper adds 3 and Combat Engineer adds 8. ...
- Thu Feb 02, 2017 7:29 pm
- Forum: Long War 2
- Topic: Why does rendering (resource extracting) reside in the research branch and not the engineering branch?
- Replies: 13
- Views: 19609
Re: Why does rendering (resource extracting) reside in the research branch and not the engineering branch?
Be honest people.. is there any worthy advantages to losing precious Research points (one day +/- here, another there) to obtain very small amounts of resources? When the BlackMarket can give you a hefty bunch of Supplies.... To me, this wicked set of new " Rendering " features simply clu...
- Thu Feb 02, 2017 11:45 am
- Forum: Long War 2
- Topic: How to disable Not Created Equally before Gatecrasher
- Replies: 9
- Views: 15810
Re: How to disable Not Created Equally before Gatecrasher
it appears a fully upgraded Laboratory (with 3 upgrades @50 supplies each, needs 2 more power) will now draw 9 power. If they're the same as in stock XCOM 2, the upgraded Psi Lab draws 10 and the upgraded Shadow Chamber draws 9. A Power Relay on a Power Coil gets 7 extra power, but another room on ...
- Thu Feb 02, 2017 10:48 am
- Forum: Long War 2
- Topic: LW2 Soldier classes and skill choices
- Replies: 14
- Views: 29989
Re: LW2 Soldier classes and skill choices
On your Assault builds, I don't understand Chain Lightning unless you pick up the accuracy for the stun gun. I looked at Street Sweeper and though it might have the same cone-aiming issues I've see with Technical's pre-Incinerator flamethrower. And Lethal just giving +2 damage for a top-rank skill ...
- Thu Feb 02, 2017 5:52 am
- Forum: Long War 2
- Topic: How to disable Not Created Equally before Gatecrasher
- Replies: 9
- Views: 15810
Re: How to disable Not Created Equally before Gatecrasher
Yeah. AWC is staffed by a Scientist in Long War 2. Kinda makes more sense, if ya ask me. Also good for early game, where scientists are less critical than engineers. The Psi Lab in LW2 is now also staffed with a Scientist rather than an Engineer too. The Engineer staffed rooms are now the Workshop ...
- Wed Feb 01, 2017 3:13 pm
- Forum: Long War 2
- Topic: LW2 Soldier classes and skill choices
- Replies: 14
- Views: 29989
Re: LW2 Soldier classes and skill choices
Thanks for the feedback, trihero. I've updated some of my builds above and described below. Haven advisers - to me, Technical. [Rarely other soldier classes.] I think you're spot on about mostly using Technicals as advisors. On your Assault builds, I don't understand Chain Lightning unless you pick ...
- Wed Feb 01, 2017 11:31 am
- Forum: Long War 2
- Topic: LW2 Soldier classes and skill choices
- Replies: 14
- Views: 29989
Re: LW2 Soldier classes and skill choices
Wow! This is all really helpful. Thought of two more questions: which soldier classes and skill choices for Officers and Haven Advisors ? BTW, from trihero's comments about Gunner skills, I'm thinking the swapping around of some skills with LW2 v1.1 has made some of the trade-offs very different. I ...
- Wed Feb 01, 2017 1:02 am
- Forum: Long War 2
- Topic: LW2 Soldier classes and skill choices
- Replies: 14
- Views: 29989
Re: LW2 Soldier classes and skill choices
You shouldn't limit yourself to the same set of skills, on the contrary. .... You either colour-code your soldiers - medics in red/white for example, put an abbreviation in their nickname (MD) or use other methods to recognize which soldier is what build. I've used colour-coding before and I'm usin...
- Tue Jan 31, 2017 8:55 pm
- Forum: Long War 2
- Topic: LW2 Soldier classes and skill choices
- Replies: 14
- Views: 29989
Re: LW2 Managing the many soldier classes
Here are some of the main roles soldiers can fill in and what class can help you excel in each role: Thanks for posting that. There is something that I mentioned in my original post but I feel didn't emphasis: the problem of having so many variant soldier classes and variant skill sets and the need...
- Tue Jan 31, 2017 5:46 pm
- Forum: Long War 2
- Topic: How to disable Not Created Equally before Gatecrasher
- Replies: 9
- Views: 15810
Re: How to disable Not Created Equally before Gatecrasher
Ah. That's good to know. Does that mean we can start Gatecrasher, turn off NCE before it rolls stats, then get into the geoscape so can can save before rolling up stats? Cause that would save a hell of a lot of time. Apparently so. I played with it a bit when starting my LW2 campaign, but ultimatel...
- Tue Jan 31, 2017 8:22 am
- Forum: Long War 2
- Topic: LW2 Soldier classes and skill choices
- Replies: 14
- Views: 29989
LW2 Soldier classes and skill choices
I'm really excited about Long War 2. I'd played XCOM EU and XCOM 2 (that up to Legendary), as well as hearing about Long War 1, but had never played it. Looking at Long War 2, it is really a much better way of gaming an insurgency against an occupying alien force. But some things about the game are ...
- Mon Jan 30, 2017 7:19 am
- Forum: Long War 2
- Topic: Why I don't like Timers (and a suggestion)
- Replies: 14
- Views: 21046
Re: Why I don't like Timers (and a suggestion)
In the beginning I was about to increase timers to something like 99 values, as I don't like them but then I have found http://www.nexusmods.com/xcom2/mods/57/? this one mode which has changed my mind and now I think that timers are okay. :O Because, for real, why do Advents should hurry to do... w...
- Sat Jan 28, 2017 2:58 pm
- Forum: Long War 2
- Topic: no advent officer autopsy?
- Replies: 29
- Views: 53882
Re: no advent officer autopsy?
You have to autopsy an ADVENT soldier before you can autopsy an ADVENT officer.Fredno wrote: I can recycle everything, but only autopsy soldier and sectoid
There is a bug somewhere :'(