Search found 340 matches
- Wed Jul 19, 2017 11:19 am
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 55663
Re: A Tale of two players
I think you are omitting the part where the burn on tile effect does not trigger automatically for each and every tile in the AOE and it is still subject to random chance. Same goes for environmental damage and destruction of terrain. Oh, and the area of the grenade was nerfed to oblivion - it is cu...
- Tue Jul 18, 2017 8:50 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 55663
Re: A Tale of two players
I truly do not wish to side track this discussion, but the main purpose of grenades in general is crowd control and to debilitate the enemy. Making a grenade deal such high damage was counter-productive. I will gladly trade 50% of the current damage for its intended crowd-control effect.
- Mon Jul 17, 2017 7:19 pm
- Forum: Long War 2
- Topic: Vanilla classes?
- Replies: 13
- Views: 19917
Re: Vanilla classes?
Ahem Commander's Choice for Xcom 2, all versions Judging from the screenshots, the old interface via the perk menu should still be available. As pointed out, Long War 2 does not overwrite the old classes, so you should be able to pick them either via a mod or the console. I get the feeling that you ...
- Sun Jul 02, 2017 3:52 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692255
Re: Please rethink this!
Incendiaries were never designed to be a cheap item that a rookie can use to shut down a Muton Elite with perfect reliability, or that a grenadier could use to shut down an entire pod. They were supposed to be the single highest damage grenade in the game. The fact that so many people used them sol...
- Sat Jul 01, 2017 6:08 pm
- Forum: Long War 2
- Topic: Reinforcement Farming
- Replies: 19
- Views: 29566
Re: Reinforcement Farming
@Larknok1 Those resources are not free. For the same time you are farming one mission you can easily finish another mission in 30 minutes real time. On the second mission you can get more loot and experience than from farming 5 to 10 reinforcement pods. It is a question whether you value more ingame...
- Wed Jun 28, 2017 8:29 pm
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 48843
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
I think you are losing focus here. I have watched one of the last episodes, 50 or 51, where he did a supply raid with 26 total aliens taking 3 snipers on that one. He literally took the first 20 to 30 turns looking for high ground and then carefully selecting the right moment where he would trigger ...
- Wed Jun 28, 2017 4:56 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692255
Re: Please rethink this!
You have to keep in mind that the nerf to fire grenades was mostly due to making mechanical units more scary and to make you use other equipment to deal with them. The main issue for me is that they always seem to double-down when trying to make something work - they made MECs a lot more common and ...
- Mon Jun 26, 2017 7:09 pm
- Forum: Long War 2
- Topic: So much cool gear, unusued.
- Replies: 12
- Views: 20172
Re: So much cool gear, unusued.
Well, some of the toys were intentionally nerfed to the ground: - Mimic beacon. Since the AI could not handle them and Long War also makes use of grazing, they decided to take the easy way out and just leave them for the late game, where the AI can one-shot the hologram. A better solution would be t...
- Mon Jun 26, 2017 6:06 am
- Forum: Long War 2
- Topic: MECs seem underwhelming
- Replies: 14
- Views: 21418
Re: MECs seem underwhelming
Sparks currently function as a support unit. There are 3 viable ways to use them from my personal experience: - The tanky Assault way as detailed by Dwarfling. - The overwatch defender path, a variation on the tanky Assault, where you use them to draw fire on them and to limit enemy movement. As wel...
- Sun Jun 25, 2017 12:24 pm
- Forum: Long War 2
- Topic: Reinforcement Farming
- Replies: 19
- Views: 29566
Re: Reinforcement Farming
I am not sure 10 alloys and intel for an extra 15-30 real-life minutes per mission is worth it. If you are so inclined to do so, then the mod will rightfully merit its name Long War. And you need to also bring an officer having those perks. I do not think there will be a lot of players wanting or ha...
- Sun Jun 25, 2017 8:49 am
- Forum: Long War 2
- Topic: So, about flamers and napalm-X
- Replies: 7
- Views: 11967
Re: So, about flamers and napalm-X
Imagine trying to do any coherent action while burning. That is what the effect in game aims to reproduce. However, it would be great if Burning also enabled a 2-action Ability called "Extinguish", which will remove the burning effect when used. Thus, you either stay in place and risk to c...
- Sat Jun 17, 2017 5:30 am
- Forum: Long War 2
- Topic: Supporting Pavonis
- Replies: 6
- Views: 11398
Re: Supporting Pavonis
Technically speaking, can we not make contributions for Long War 1 via the Mod Nexus?
Are you still set to receive donations from over there?
Are you still set to receive donations from over there?
- Fri Jun 16, 2017 4:04 pm
- Forum: Long War 2
- Topic: Newbie Question
- Replies: 3
- Views: 6231
Re: Newbie Question
To diffuse vigilance you will need to stop doing missions there and limit the number of resistance agents working in the region. A good option is just to have 4 rebels on recruit, to improve your personnel there, and leave the rest on hiding. This way you will detect very few missions and generate a...
- Fri Jun 16, 2017 5:53 am
- Forum: Long War 2
- Topic: Can something be done about pods spawning too close to each other?
- Replies: 3
- Views: 7104
Re: Can something be done about pods spawning too close to each other?
There were a problem in 1.2, in 1.4 there are a lot more forgiving. You may spend some time going to one flank and trying to ambush one of those pods. It is doable, though sometimes both pods randomly decide to continue in the same direction. Also when they converge like that they are just asking fo...
- Fri Jun 16, 2017 4:15 am
- Forum: Long War 2
- Topic: Can something be done about pods spawning too close to each other?
- Replies: 3
- Views: 7104
Re: Can something be done about pods spawning too close to each other?
Those pods are patrolling. Even if you offset the minimum range at 20 tiles (for example), the pods will still move on the map and cross paths sooner or later. On the other end of the spectrum, if you wait for a patrolling pod to move out of sight, sometimes you won't see it again till the end of th...
- Tue Jun 13, 2017 8:05 pm
- Forum: Long War 2
- Topic: Too much starting randomness
- Replies: 19
- Views: 28754
Re: Too much starting randomness
To each his own I would say. It certainly makes a difference whether you get Laser weapons in mid April or mid May. If it is the latter, it is an unsavoury grind just to survive against the newly launched Vipers and Mutons with ballistic weapons. Bad soldiers can be improved upon with good perk choi...
- Tue Jun 13, 2017 1:49 pm
- Forum: Long War 2
- Topic: Using utilities increase mobility?
- Replies: 9
- Views: 13034
Re: Using utilities increase mobility?
You are very clear. I for one miss a lot the inventory system of the original Xcom (1994). Back then I could bring two carriers who had nothing but rockets, blaster bombs and grenades on them, plus possibly a pistol for self defense. They would find a good enough position safe from enemy fire and pl...
- Tue Jun 13, 2017 1:14 pm
- Forum: Long War 2
- Topic: Using utilities increase mobility?
- Replies: 9
- Views: 13034
Re: Using utilities increase mobility?
Keep in mind that both Xcom 1 and Xcom 2 do not have dynamic inventories. You can not simply remove an item and it will magically vanish, along with its effects. At the beginning of the mission there is a check for utility items and armor and how they affect your stats. Once that has been calculated...
- Mon Jun 12, 2017 9:22 pm
- Forum: Long War 2
- Topic: The chosen!!!
- Replies: 37
- Views: 53390
Re: The chosen!!!
By the way, the new achievements for the expansion pack are already on Steam. There are a few interesting ones: Zombies in a Barrel Get 15 Headshots against Lost in a single turn Thoughts - we will be able to target body parts? Born in the Darkness Get four kills from Shadow mode with a Reaper in a ...
- Mon Jun 12, 2017 6:44 pm
- Forum: Long War 2
- Topic: The chosen!!!
- Replies: 37
- Views: 53390
Re: The chosen!!!
So if I did understand that right, in one mission you can have Advent, then XCOM, next to one of the Chosen, afterwards comes a horde of the Lost for good measure and if that wasn't enough, an Alien Ruler can pop up to bring some spice into our lives. That sounds promising, as well as the 3 addition...
- Mon Jun 12, 2017 7:09 am
- Forum: Long War 2
- Topic: Assault Rifle Assault builds?
- Replies: 6
- Views: 13266
Re: Assault Rifle Assault builds?
Since most of the perks of the Assault tree work only with shotguns or at close range, a good rifle Assault makes use of the Arc Thrower perks and stays at medium range. A good path would be: Electroshock -> Arc Pulser -> Stun Gunner -> Formidable -> Rapid Fire -> Untouchable -> Chain Lightning This...
- Sun Jun 11, 2017 4:46 pm
- Forum: Long War 2
- Topic: How are people liberating regions so fast?
- Replies: 45
- Views: 88394
Re: How are people liberating regions so fast?
You approach it as any normal missions - go to squad view, select your squad, they click on Launch. It will infiltritate for quite some time and then you will be notified that all is good.
Are you using any additional mods that tinker with the missions ?
Are you using any additional mods that tinker with the missions ?
- Sun Jun 11, 2017 9:07 am
- Forum: Long War 2
- Topic: Too much starting randomness
- Replies: 19
- Views: 28754
Re: Too much starting randomness
As far as I know, the Basic Research only lessens the Scientists requirement for techs, it does not provide a bonus to research. To expand on the true issue with RNG, the missions you get in the first month also play a very important role in defining your campaign. Doing a landed UFO in March helps ...
- Sun Jun 11, 2017 6:21 am
- Forum: Long War 2
- Topic: Too much starting randomness
- Replies: 19
- Views: 28754
Re: Too much starting randomness
I beg to differ - doing Basic research with 1 or no scientists takes around 20-24 days. In that time you can research two technologies. Also, while you can recruit via the Black Market, scientists and engineers usually cost about 1 building each. That also puts you back by at least 14 days in your d...
- Thu Jun 08, 2017 6:26 pm
- Forum: Long War 2
- Topic: The real war begins...
- Replies: 24
- Views: 47644
Re: The real war begins...
Terror from the Deep came out in 1995 and was the second game in the series. It was not an expansion, though it had a lot of similar points with Xcom 1, Enemy Unknown (the original from 1994). Here is a gameplay video . The main issue behind the game was that some of the maps were huge and you could...