Search found 198 matches
- Tue Jul 18, 2017 10:24 am
- Forum: Long War 2
- Topic: Snare mission?
- Replies: 2
- Views: 5250
Re: Snare mission?
Dark Event missions have longer mission timers than normal missions, because the expiration time of the mission is also the 'research time' of the DE upgrade - when the mission expires, the DE will complete and become active, unless the mission is countered.
- Mon Jul 17, 2017 5:10 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 58500
Re: A Tale of two players
Okay, but what is anyone supposed to take from an example that isn't actually going to happen a meaningful amount of the time, is proceeded by whatever poor decisions led to relying on those abilities in the first place, and only results in one death and some wounds anyway? You're not going to lose ...
- Sat Jul 15, 2017 3:45 am
- Forum: Long War 2: Strategy
- Topic: How is "hiding" being calculated ?
- Replies: 5
- Views: 8904
Re: How is "hiding" being calculated ?
Hiding isn't a job like the other ones - it's essentially pretending that the rebel does not exist, meaning that a haven with 4 working rebels and 4 hiding rebels is the same as a haven with 4 rebels working and none hiding. I believe Vigilance reduction is once every 7 days when there are 9 rebels ...
- Sat Jul 15, 2017 12:49 am
- Forum: Long War 2
- Topic: What causes changes in alien troops?
- Replies: 3
- Views: 6036
Re: What causes changes in alien troops?
Effectively it's calendar date. Technically it's Force level and you can theoretically catch a Force-increasing UFO and deny that, but assume you'll never see one ever. Thanks for the quick reply. Ufopaedia says the force level should always be the same in all regions. If that's true, why am I gett...
- Tue Jul 11, 2017 3:34 am
- Forum: Long War 2
- Topic: Soldier Skills all messed up after upgrade from 1.2 to 1.4
- Replies: 2
- Views: 4503
Re: Soldier Skills all messed up after upgrade from 1.2 to 1.4
http://www.pavonisinteractive.com/phpBB ... 20&t=25841
This is for 1.2 -> 1.3, but probably still works for 1.4
This is for 1.2 -> 1.3, but probably still works for 1.4
- Mon Jul 10, 2017 5:05 pm
- Forum: Long War 2
- Topic: Liberate them ALL! Or maybe not?
- Replies: 4
- Views: 8042
Re: Liberate them ALL! Or maybe not?
This was a bug which was fixed. They invade one region, because otherwise they couldn't generate any missions.Psieye wrote:Actually the devs thought of this scenario: if you liberate every region, the aliens retaliate by invading EVERY REGION simultaneously.
- Mon Jul 10, 2017 4:10 am
- Forum: Long War 2
- Topic: Long War Wallpaper Request
- Replies: 2
- Views: 5502
Re: Long War Wallpaper Request
In terms of screenshots you could browse the Steam screenshots page - most of them are just snaps of something happening in game, but some of them are pretty elaborate.
- Sun Jul 09, 2017 4:29 pm
- Forum: Long War 2
- Topic: Corpses
- Replies: 4
- Views: 7632
Re: Corpses
You only get corpses in Troop Columns, Supply Raids, UFOs and Regional ADVENT HQs. Also Rendezvous missions, which are a good source of Officer and Faceless corpses. Someone made a mod to let you carry corpses out when you evac because they couldn't cope with the corpse economy. Well, to be pedanti...
- Sun Jul 09, 2017 1:36 am
- Forum: Long War 2
- Topic: Huh
- Replies: 5
- Views: 9460
Re: Huh
when i was playing Normal Vainilla, Sectoids DO NOT mind control at the start. They definitely do - I don't think their Mindspin ability has been altered at all in LW2, actually, and stat changes to Sectoids in general are pretty minimal. they rely on Psionics more than anything, and didn't saw tha...
- Sun Jul 09, 2017 12:55 am
- Forum: Long War 2
- Topic: Why is Center Mass... er, centered?
- Replies: 3
- Views: 7308
Re: Why is Center Mass... er, centered?
It's highlighting a particularly ridiculous bug in the localization code, which is that the word 'center' is for some reason interpreted as both a word and a formatting command. They could just change the perk name, but they decided to keep it instead.
- Sat Jul 08, 2017 7:18 pm
- Forum: Long War 2
- Topic: I'm sure this is a common Avenger Defense complaint
- Replies: 6
- Views: 11271
Re: I'm sure this is a common Avenger Defense complaint
Hmm... They definitely did take translations for it, but I'm not seeing it in any of the patch notes - maybe it didn't work correctly and had to be cut.
- Sat Jul 08, 2017 7:03 pm
- Forum: Long War 2
- Topic: Squad size
- Replies: 9
- Views: 15554
Re: Squad size
Can someone explain (or post a link to an explanation) for what "0% supply raids" are? I've seen it crop up a couple of times and I feel like I'm missing out. :) Sounds like starting a mission with 0% infiltration on a supply raid...? Well, yeah, exactly - Supply Raids are a mission where...
- Sat Jul 08, 2017 6:54 pm
- Forum: Long War 2
- Topic: Huh
- Replies: 5
- Views: 9460
Re: Huh
As I understand it (though someone on the team might know better) the reason why items are instant now is partly technical - the default way that XCOM 2 handles building items in engineering is that they are built sequentially instead of simultaneously, so if you build 3 items with 5 day build times...
- Sat Jul 08, 2017 1:37 am
- Forum: Long War 2
- Topic: Sectoid Commanders at start: Pretty normal for you?
- Replies: 4
- Views: 7937
Re: Sectoid Commanders at start: Pretty normal for you?
Sectoids in XCOM 2 have always had mind control, actually. Or rather, they use an ability called 'Mindspin' which can cause either disorientation, panic, or mind control, at random. Actual Sectoid Commanders you will meet much later, and are a whole other barrel of laughs. So these aren't Commander...
- Sat Jul 08, 2017 12:03 am
- Forum: Long War 2
- Topic: Sectoid Commanders at start: Pretty normal for you?
- Replies: 4
- Views: 7937
Re: Sectoid Commanders at start: Pretty normal for you?
Sectoids in XCOM 2 have always had mind control, actually. Or rather, they use an ability called 'Mindspin' which can cause either disorientation, panic, or mind control, at random. Actual Sectoid Commanders you will meet much later, and are a whole other barrel of laughs.
- Fri Jul 07, 2017 10:05 pm
- Forum: Long War 2
- Topic: I'm sure this is a common Avenger Defense complaint
- Replies: 6
- Views: 11271
Re: I'm sure this is a common Avenger Defense complaint
Unless it didn't make it into the final release for some reason, there should be a button in the squad loadout menu specific to the Avenger Defence, which should pull all soldiers out of any facility to be brought on the mission - it should read 'ALL HANDS TO HANGAR', according to the 'Crowdsourcing...
- Thu Jul 06, 2017 5:23 pm
- Forum: Long War 2
- Topic: Boosting with Intel
- Replies: 6
- Views: 9993
Re: Boosting with Intel
I think I've found a bug with the boost on intel. I've got a troop column mission queued and it's at 63% with no time left. I boost it to get the mission infiltration over 100% and it comes up 96%. No concealment and an extra force level. It should be 110%. What's up with that? I'm playing on Comma...
- Thu Jul 06, 2017 4:52 pm
- Forum: Long War 2
- Topic: Specialist Medic is useless
- Replies: 18
- Views: 28050
Re: Specialist Medic is useless
Medics play a larger role if the "red fog" option is used. Granted may not heal completely, but even 4-10 HP's restored makes troops more effective for the rest of the mission wrt aim, mobility, etc. and also helps to increase chances of surviving the rest of the mission. I always bring a...
- Tue Jul 04, 2017 12:55 pm
- Forum: Long War 2
- Topic: Questions about force level
- Replies: 7
- Views: 13798
Re: Questions about force level
I started a new campaign on V/I I'm in May, i've contacted 4 regions and they are all at strength 1 except my starting region which is at 2. I'm meeting mechs and various snakes but in my previous campaign the regions were much higher levels than is this one, what gives!? I've been running 9+ missi...
- Thu Jun 29, 2017 5:05 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 780249
Re: Please rethink this!
[*]Why are you listing enemies that are 100% vulnerable to flashbang in a thread about the incendiary nerf? M3 Muton and M2 Sectoid are almost immune after flash nerf Sectoid Commanders are still affected two thirds of the time, and that's still only 2/6 enemies on your list that aren't 100% vulner...
- Mon Jun 26, 2017 2:56 am
- Forum: Long War 2
- Topic: Supply Raids vs Troop Columns
- Replies: 2
- Views: 5123
Re: Supply Raids vs Troop Columns
'Legion' refers to a single unit of ADVENT Strength - if a Supply Raid moves a Legion from a STR 3 region to a STR 1 region, both regions become STR 2. Detecting and completing a Supply Raid mission destroys that Legion instead.
- Mon Jun 26, 2017 2:53 am
- Forum: Long War 2
- Topic: Hidden Armer on Objects
- Replies: 4
- Views: 7259
Re: Hidden Armer on Objects
I believe it is typically thought to be the graze band - you have a 100% chance to hit them, so with the default graze setting that would be a 10% chance to graze them for half damage instead of hitting them normally. I'm not 100% sure that that is the real reason, but it seems a pretty likely expla...
- Sun Jun 25, 2017 8:59 pm
- Forum: Long War 2
- Topic: BEO / co mecahics question
- Replies: 1
- Views: 4122
Re: BEO / co mecahics question
Crits in general are additive in XCOM 2, rather than multiplicative in LW1 - each weapon has a Crit Damage value that is added to the normal damage roll, and Bring Em On and other crit modifiers (with the exception of Killer Instinct which multiplies the whole damage roll) add themselves to that.
- Wed Jun 21, 2017 4:00 am
- Forum: Long War 2
- Topic: Is underinfiltrating 1 enemy-count level bearable?
- Replies: 6
- Views: 11956
Re: Is underinfiltrating 1 enemy-count level bearable?
Another thing people haven't mentioned -- underinfiltrating increases the chance of green-alert or yellow-alert reactions by 1% per % underinfiltrated. In your instance, it will be increased by 100% - 93% = 7%, meaning enemy alert action chance will go from 20% -> 27%. I believe that's the Legend v...
- Tue Jun 13, 2017 5:06 pm
- Forum: Long War 2
- Topic: The chosen!!!
- Replies: 37
- Views: 55314
Re: The chosen!!!
Also, the new SMG models look sikkkk. The ones in Long War 2 and the SMG Pack always bothered me, I always found them a little silly looking. Not sure it's an actual new weapon. It might be a hero-specific weapon like Central's gun. Of course some modder will find a way to make it available if it's...