Search found 76 matches

by Thrombozyt
Tue May 16, 2017 10:21 am
Forum: Long War 2
Topic: Anyone else struggling W/Smash & Grab Missions?
Replies: 19
Views: 26286

Re: Anyone else struggling W/Smash & Grab Missions?

For the early missions I have learned to use grenades much more liberally (on C/I). With more missions containing fire fights (= loot chance), you can explode a larger percentage of targets while still getting the same amount of loot. So early, while there are still rookies/squaddies involved, I sol...
by Thrombozyt
Tue May 16, 2017 10:12 am
Forum: Long War 2
Topic: Solution for 0% column ambush/supply raids.
Replies: 31
Views: 40674

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

I didn't say it was easy. Plenty of players weren't good enough to beat v1.2 0% supply raids. Plenty of other players were. v1.2 0% supply raids, broke the strategy game for those players. Giving corpses ahead of schedule just breaks the game in even more ways for the few that can do it. Please giv...
by Thrombozyt
Tue May 16, 2017 9:12 am
Forum: Long War 2
Topic: Solution for 0% column ambush/supply raids.
Replies: 31
Views: 40674

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

Higher strength Supply Raids have a powerful command pod now. It's not quite the same as an increase in force level, but it'll definitely leave a mark when you run into it. From what I have seen/experienced in these kind of missions, a single more powerful (= larger??) pod would increase the risk o...
by Thrombozyt
Tue May 16, 2017 8:38 am
Forum: Long War 2
Topic: Solution for 0% column ambush/supply raids.
Replies: 31
Views: 40674

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

How about adjusting the force level for under-infiltration? It would be reasonable, that immediately following an incident the elite is sent to investigate being later replaced by the regular guys as the shock troops move on. Giving a 0% supply raid a +4 modifier on force level would lead to an exp...
by Thrombozyt
Mon May 15, 2017 4:03 pm
Forum: Long War 2
Topic: Solution for 0% column ambush/supply raids.
Replies: 31
Views: 40674

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

How about adjusting the force level for under-infiltration? It would be reasonable, that immediately following an incident the elite is sent to investigate being later replaced by the regular guys as the shock troops move on. Giving a 0% supply raid a +4 modifier on force level would lead to an expo...
by Thrombozyt
Sat May 13, 2017 7:09 am
Forum: Modding Long War 2
Topic: Strategic Overhaul - Adjust Force Level by ADVENT strenght
Replies: 6
Views: 11432

Re: Strategic Overhaul - Adjust Force Level by ADVENT strenght

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 force level. It seems that I can either edit the force level when the tactical game is called OR in the alien spawn manager. Not sure which one to use. 2...
by Thrombozyt
Mon May 01, 2017 6:25 am
Forum: Long War 2
Topic: 1.3 Changelog got updated.
Replies: 120
Views: 144337

Re: 1.3 Changelog got updated.

They nerfed burnout with the smoke changes - pretty massively.
by Thrombozyt
Fri Apr 28, 2017 4:25 pm
Forum: Long War 2
Topic: Making the war longer
Replies: 24
Views: 30732

Re: Making the war longer

I have started working on a mod that has more achievable goals in mind...

http://www.pavonisinteractive.com/phpBB ... 18&t=25714
by Thrombozyt
Sat Apr 22, 2017 9:19 am
Forum: Long War 2
Topic: 1.2 Campaign feedback + some thoughts on 1.3
Replies: 15
Views: 19178

Re: 1.2 Campaign feedback + some thoughts on 1.3

No idea what could be done though, besides removal of Auto-Loaders, which is a silly idea for obvious reasons. Well, in LW1 reloading was a turn-ending action except when you had the Locked & Loaded perk. You could reintroduce this mechanic and allow auto-loaders to reload with just 1 action. T...
by Thrombozyt
Fri Apr 21, 2017 8:02 am
Forum: Modding Long War 2
Topic: Strategic Overhaul - Adjust Force Level by ADVENT strenght
Replies: 6
Views: 11432

Re: Strategic Overhaul - Adjust Force Level by ADVENT strenght

However, a journey starts with the first step. I usually learn better from interacting with persons, so I was wondering if a mod maker would be around interested in helping a new guy. I'm currently working my way through xcom2 modding tutorials.
by Thrombozyt
Fri Apr 21, 2017 8:00 am
Forum: Modding Long War 2
Topic: Strategic Overhaul - Adjust Force Level by ADVENT strenght
Replies: 6
Views: 11432

Re: Strategic Overhaul - Adjust Force Level by ADVENT strenght

Thank you for the input! I'm not sure if I would go as far as to have the AI manage force levels on a per-region basis as that would be very complex very quickly and would require clear visibility for the player. The flexible adjustment of force level was the first thing that I was interested in. Id...
by Thrombozyt
Thu Apr 20, 2017 9:52 am
Forum: Modding Long War 2
Topic: Strategic Overhaul - Adjust Force Level by ADVENT strenght
Replies: 6
Views: 11432

Strategic Overhaul - Adjust Force Level by ADVENT strenght

I have been thinking quite some time about potential changes to the strategic layer to make the end game a more engaging experience. In theory, making the alien facilities (to remove pips) a tough combat mission instead of the current shinobi duo sneak mission and prolonging the infiltration times o...
by Thrombozyt
Sat Mar 25, 2017 7:39 pm
Forum: Long War 2
Topic: Changing infiltration math to balance small squad ops
Replies: 45
Views: 49914

Re: Changing infiltration math to balance small squad ops

Just had an idea to encourage fighting: 1) Double production costs of all weapons & armors. 2) Provide weapons (& maybe armors) in loot drops. Smash & Grab missions (coming in 1.3.) would provide a higher drop chance for weapons and in the caches would also be weapons & armor. It wou...
by Thrombozyt
Wed Mar 22, 2017 7:39 pm
Forum: Long War 2
Topic: Changing infiltration math to balance small squad ops
Replies: 45
Views: 49914

Re: Changing infiltration math to balance small squad ops

Not making squad size a significant factor in infiltration time still allows you to take the lowest risk option every time, should you choose to; you can still choose to solo shinobi every mission which is most easily done with a solo shinobi. What I'm suggesting still addresses the underlying issu...
by Thrombozyt
Wed Mar 22, 2017 7:02 pm
Forum: Long War 2
Topic: Changing infiltration math to balance small squad ops
Replies: 45
Views: 49914

Re: Changing infiltration math to balance small squad ops

Soldier time is a major strategic resource and currently small squads double dip, because not only do stealth missions occupy less soldiers, it also occupies them for less time. Those two advantages compound. On top of that, you have - dependent on the amount of intel gathered by the haven - a varia...
by Thrombozyt
Thu Mar 16, 2017 10:27 am
Forum: Long War 2
Topic: Perks auto-balancing
Replies: 8
Views: 11829

Re: Perks auto-balancing

The problem is that it's game-able by having not-so-good soldiers (the haven advisor type) pick up the bad perks first so that your good soldiers get the good skills PLUS bonus. Even more if you have multiple builds for a class and you want to split them 50/50 anyhow. It would work, if there is a gl...
by Thrombozyt
Fri Mar 10, 2017 8:29 am
Forum: Long War 2
Topic: [Suggestion] Alternative Infiltration Model
Replies: 5
Views: 8670

Re: [Suggestion] Alternative Infiltration Model

Wouldn't it be easier to just remove the infiltration time bonus from having a squad of less than, say, 4 soldiers? (i.e. 1 soldier would take as long to infiltrate as 4.) Then if the timer is short you have to decide whether you are going to send your single stealth soldier into a heavily defended...
by Thrombozyt
Thu Mar 09, 2017 2:58 pm
Forum: Long War 2
Topic: [Suggestion] Alternative Infiltration Model
Replies: 5
Views: 8670

Re: [Suggestion] Alternative Infiltration Model

Yes, there might have to be adjustments to the time scale, but it would be definitely a model with higher strategic depth.
by Thrombozyt
Thu Mar 09, 2017 8:23 am
Forum: Long War 2
Topic: DFA vs. Rapid Targeting
Replies: 33
Views: 39191

Re: DFA vs. Rapid Targeting

Sniper starts with high aim: DFA Sniper starts with low aim: Rapid Targeting and Officer Duty Scout/Holotarget Officers are awesome at leading a 6-man strike force. With Phantom you can keep them safely in the middle of the pack lighting up two or three targets per turn or commanding others. Once Co...
by Thrombozyt
Wed Mar 08, 2017 10:43 am
Forum: Long War 2
Topic: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi
Replies: 17
Views: 23407

Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

???: Still brainstorming here, any suggestions for a unique early game skill? You could have a skill that restores all ablative armor of an ally (Repair - 5 turn CD), one that greatly increases the chances of a bleed out instead of a kill and increases bleed out timer (Perseverance - passive), a sk...
by Thrombozyt
Wed Mar 08, 2017 10:09 am
Forum: Long War 2
Topic: [Suggestion] Alternative Infiltration Model
Replies: 5
Views: 8670

[Suggestion] Alternative Infiltration Model

Infiltration mechanics forcing people into full stealth / suicide or into 0% OW crawls have been mentioned in a lot of discussions on the forum lately. Therefore I have developed an alternative mission mechanic that could either replace the current or be added for specific mission type they make sen...
by Thrombozyt
Wed Feb 15, 2017 9:44 pm
Forum: Long War 2
Topic: [Feedback/Suggestions] Observations at the 50h mark
Replies: 8
Views: 11929

Re: [Feedback/Suggestions] Observations at the 50h mark

If you look at my hacking suggestion (Multi-Layered Hacking) you see that you either 'go loud' and attract enemies but hack the objective quickly or you need a long time window to crack it silently. Would that work? It would reduce the chances for a full-stealth mission while still allowing for it i...
by Thrombozyt
Wed Feb 15, 2017 6:34 pm
Forum: Long War 2
Topic: [Feedback/Suggestions] Observations at the 50h mark
Replies: 8
Views: 11929

Re: [Feedback/Suggestions] Observations at the 50h mark

In LW1, giving XCOM corpses / captives to the aliens actually increased their research speed. Would such a penalty work to make sending a single operative more of a risk? On the flip side - what mechanics could be devised to slow down the alien research so that a squad wipe isn't an auto-campaign-lo...
by Thrombozyt
Wed Feb 15, 2017 8:13 am
Forum: Long War 2
Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
Replies: 116
Views: 131989

Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse

My proposition for balancing 0% is changing how low infiltration affects difficulty, by having low infiltration bring tougher enemies (think higher version or stats bonii), rather than more shooting target. That way, no increase in corpses, no increase in XP gains. High infiltration still decrease ...
by Thrombozyt
Tue Feb 14, 2017 9:58 pm
Forum: Long War 2
Topic: [Feedback/Suggestions] Observations at the 50h mark
Replies: 8
Views: 11929

Re: [Feedback/Suggestions] Observations at the 50h mark

Apparently I must really suck because I'm 0-2 on stealth missions (Shinobi/Specialist). Got trapped by squirrelly patrol routes both times and spotted. I think the risk/reward for stealth missions is mostly fine. Stealthing a mission means you're giving up all the loot drops and all the troop exper...