I agree, -40 to Aim and no secondary abilities would be more elegant.
Maybe 50% chance that the fire goes out if unit Hunkers (or takes no offensive actions), too.
Search found 92 matches
- Sun May 14, 2017 2:04 am
- Forum: Long War 2
- Topic: Burning mechanic
- Replies: 3
- Views: 6795
- Sun May 14, 2017 2:01 am
- Forum: Long War 2
- Topic: Mod Idea: Variable flashbangs
- Replies: 1
- Views: 3773
Re: Mod Idea: Variable flashbangs
What about a simple change from one "Flashbanged" status to two: - Flashed (-30 Aim) - Mildly Flashed (-15 Aim) where a Flashed unit becomes Mildly Flashed after one turn, and a Mildly Flashed unit goes back to normal after one turn. A Flashbang could randomly assign one of the two statuse...
- Thu May 04, 2017 5:51 pm
- Forum: Long War 2
- Topic: AP Rounds vs reworked Stiletto, Flechette and Needle Rounds [balance]
- Replies: 10
- Views: 15209
AP Rounds vs reworked Stiletto, Flechette and Needle Rounds [balance]
What we have now: AP Rounds ignore 2 armor. Stiletto, Flechette and Needle Rounds do a base +1 damage and 1 more damage to specific targets." (as of 1.3) Is +1 base, +1 specific damage really enough to compete with AP Rounds? Pretty much all late-game priority targets will have armor, so it se...
- Thu May 04, 2017 6:20 am
- Forum: Long War 2
- Topic: Mobility penalty when carrying units
- Replies: 0
- Views: 2558
Mobility penalty when carrying units
Have y'all internally tested making picking up/putting down bodies free actions, but also imposing a mobility penalty while carrying a unit?
I like the realism and always mod this through *.ini. Have y'all tried it and rejected this in LW2?
I like the realism and always mod this through *.ini. Have y'all tried it and rejected this in LW2?
- Tue May 02, 2017 9:15 pm
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 144189
Re: 1.3 Changelog got updated.
This got me thinking: what if when you grab a package on a Smash & Grab mission, you learn right away, realtime , what's in it? No, you learn what it is at the end of the mission. Also, the rewards are randomly chosen at the start, and there's nothing preventing multiples of the same reward Rig...
- Tue May 02, 2017 5:59 am
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 144189
Re: 1.3 Changelog got updated.
Smash and Grab is a step in the right direction, one thing I've noticed is that if you don't have viable supply raids and don't get troop maneuvers you run out of stuff very very fast with little to no way of restocking, particularly in regards to elerium, so this is a good thing. This got me think...
- Fri Mar 31, 2017 2:29 am
- Forum: Long War 2
- Topic: Is there any reason the game says "Extremely Light" instead of "Extremely Light (6–9)"?
- Replies: 16
- Views: 24101
Is there any reason the game says "Extremely Light" instead of "Extremely Light (6–9)"?
Why aren't the corresponding numbers of enemies simply included in the text?
- Mon Mar 13, 2017 10:41 pm
- Forum: Long War 2
- Topic: Medium size missions
- Replies: 5
- Views: 10220
Re: Medium size missions
Another (possibly easier-to-implement) idea would be to make "Neutralize all enemies" an optional objective on stealth-able missions, offering greater rewards (Intel? Supplies? Corpses?) at greater risk.
- Sun Mar 12, 2017 4:43 am
- Forum: Long War 2
- Topic: Holodeck UI improvements
- Replies: 14
- Views: 18768
Re: Holodeck UI improvements
Is there a way to see notifications in the geoscape? Stuff like x got recruited somewhere. These notifications usually happen in bunch but only last for a couple of seconds, most of the time by the time I notice them they're already vanishing and I have no way of checking what just happened. Very f...
- Sun Mar 12, 2017 4:42 am
- Forum: Long War 2
- Topic: Resistance personnel: default tasks upon recruit?
- Replies: 5
- Views: 8618
Re: Resistance personnel: default tasks upon recruit?
Thanks! Works for me.chrisb wrote:In XComLW_Outposts.ini at the top.
Code: Select all
DEFAULT_REBEL_JOB="Hiding"
- Fri Mar 10, 2017 8:37 am
- Forum: Long War 2
- Topic: Resistance personnel: default tasks upon recruit?
- Replies: 5
- Views: 8618
Resistance personnel: default tasks upon recruit?
Is there anything in the works in terms of setting a default task that new Resistance personnel will do upon recruit? This could be set globally or (ideally) per-location: e.g., any new Resistance personnel recruited to a region will copy the job of the last/furthest-down personnel member in that re...
- Wed Mar 08, 2017 4:53 pm
- Forum: Long War 2
- Topic: Medium size missions
- Replies: 5
- Views: 10220
Re: Medium size missions
Destroy prototype This mission would counter a dark event. The idea would be to limit the squad to 5-6 and the goal would be to kill a specific enemy on the map equipped with the dark event upgrade. For example, you have to kill 3 mutons centurion with poisoned rounds. The setting would be an adven...
- Wed Mar 08, 2017 4:49 pm
- Forum: Long War 2
- Topic: Holodeck UI improvements
- Replies: 14
- Views: 18768
Re: Holodeck UI improvements
1. When an infiltration mission hits 100% the time will pause (or rather slow back down to normal) but there is no visual indication that some trigger has happened. It would be good to have a popup or focus on the infiltration mission that prompted the slow. It might be easier to code this as "...
- Mon Mar 06, 2017 12:19 am
- Forum: Long War 2
- Topic: A Linear Crit/Hit/Graze/Miss rework
- Replies: 14
- Views: 20741
Re: A Linear Crit/Hit/Graze/Miss rework
The answers should be 34% and 10%, respectively. In the first instance you have a net 30 Crit, so 30% of your 40% hits and 30% of your graze band are upgraded on the shot map. In the second instance dodge and crit completely negate one another and you have only the graze band to calculate. Nope. Fr...
- Sun Mar 05, 2017 5:43 am
- Forum: Long War 2
- Topic: A Linear Crit/Hit/Graze/Miss rework
- Replies: 14
- Views: 20741
Re: A Linear Crit/Hit/Graze/Miss rework
50% crit in Long War means 50% of your hits will be crits. If you have 40% to hit, then you have 20% to crit. That's half. It also means that half of your grazes will be hits instead. Dodge does the opposite. If the enemy has 20 dodge, and you have 50% to hit, then 10% of your hits will be grazes, ...
- Sat Mar 04, 2017 6:48 pm
- Forum: Long War 2
- Topic: A Linear Crit/Hit/Graze/Miss rework
- Replies: 14
- Views: 20741
Re: A Linear Crit/Hit/Graze/Miss rework
IMO LW2's system makes way more sense than vanilla's linear system. I agree! I just don't like the current system's "Your chance of dealing any damage to the target is your displayed chance to hit, plus 10%... unless the target has Dodge, in which case it's somewhat less. How likely you are to...
- Fri Mar 03, 2017 8:13 pm
- Forum: Long War 2
- Topic: A Linear Crit/Hit/Graze/Miss rework
- Replies: 14
- Views: 20741
Re: A Linear Crit/Hit/Graze/Miss rework
That's not true. At the moment, increasing your crit (through flanking or any other means) also reduces the chance to graze. True, but not as effectively, right? At present, you can never under any circumstances eliminate Graze against any target with positive Dodge, unless you have literally 100 C...
- Fri Mar 03, 2017 8:08 pm
- Forum: Long War 2
- Topic: A Linear Crit/Hit/Graze/Miss rework
- Replies: 14
- Views: 20741
Re: A Linear Crit/Hit/Graze/Miss rework
and why would you want a linear system anyway isn't it better to have more variance? There is more variability here: instead of Graze almost always being 20% likely to happen, now you can reduce (or even eliminate) the %chance graze by increasing your To-hit or Crit. This would open up more interes...
- Fri Mar 03, 2017 8:01 pm
- Forum: Long War 2
- Topic: Feedback: The separate rolls for Dodge and Crit make the game a terrible mess
- Replies: 19
- Views: 30976
Re: Feedback: The separate rolls for Dodge and Crit make the game a terrible mess
If you have a displayed 73% to hit, then you have a 63% chance of doing at least 3 damage. You also have an 83% chance of doing at least 1, which can be very relevant dealing with foes who just wouldn't die to the previous attack. This is just unnecessarily complicated. Either change the UI so it s...
- Fri Mar 03, 2017 1:19 am
- Forum: Long War 2
- Topic: A Linear Crit/Hit/Graze/Miss rework
- Replies: 14
- Views: 20741
A Linear Crit/Hit/Graze/Miss rework
I spent a couple days working a more straightforward system that still captures much of the same feel as LW2's Crit/Hit/Graze framework and is much simpler (I think) to understand. In pictures: (1) http://i.imgur.com/SmmGgmI.png (2) http://i.imgur.com/LHAuNAC.png To play with the numbers yourself (a...
- Wed Mar 01, 2017 11:52 pm
- Forum: Long War 2
- Topic: Graze mechanic question (for chance to hit <10% or >90%)
- Replies: 7
- Views: 11341
Re: Graze mechanic question (for chance to hit <10% or >90%)
7% chance to hit => 14% chance of graze, 86% chance of miss (7% of hits downgraded to grazes, and 7% of misses upgraded to grazes – so 14%, not 17%) 98% chance to hit => 4% chance of graze, 96% chance of miss (2% from hits, 2% from misses – so 4%, not 12%) first of I assume you meant hit and not mi...
- Wed Mar 01, 2017 9:35 pm
- Forum: Long War 2
- Topic: Graze mechanic question (for chance to hit <10% or >90%)
- Replies: 7
- Views: 11341
Graze mechanic question (for chance to hit <10% or >90%)
I apologize if this has been answered elsewhere; I did a quick search and didn't find anything. Intuitively, to keep Graze "balanced" (i.e., approximately as helpful as it is hurtful), I would assume that (with 0 Dodge and Crit for simplicity) 7% chance to hit => 14% chance of graze, 86% c...
- Tue Feb 28, 2017 10:22 am
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 131836
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
2) Requiring a minimum infiltration % to start the mission in concealment Probably not practical, but one idea would be % infiltration = % of your squad that starts concealed (rounded probabilistically to one of the nearest integers, e.g. 4 soldiers who achieve 55% infiltration start with 2 conceal...
- Sun Feb 26, 2017 9:57 am
- Forum: Long War 2
- Topic: Making Ammo Interesting Again
- Replies: 17
- Views: 25675
Re: Making Ammo Interesting Again
I would randomize both ammo and grenades as in vanilla in the early game, but unlock individual ones (as it is now) behind mid-game techs (or maybe quick Proving Grounds projects).
Either way, the "exotic" ammo types could definitely use some love!
Either way, the "exotic" ammo types could definitely use some love!
- Fri Feb 24, 2017 9:28 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 130362
Re: LW2 needs more "middle class" missions
To disincentivize large underinfiltrated squads, just punish < 100% infiltrated missions further. If < 100% infiltrated, x% infiltrated = (100–x)% of enemies spawned get +2 to forcelevel 70% infiltrated = 30% of enemies spawned get +2 to forcelevel 50% infiltrated = 50% of enemies spawned get +2 to ...