Search found 319 matches
- Thu Jun 22, 2017 12:51 am
- Forum: Long War 2
- Topic: Facility Leads?
- Replies: 18
- Views: 32022
Re: Facility Leads?
It's ok if proving ground sits idle, alloy plates and incendiaries are all you need to make it worth it. That was the problem in that campaign: I was so far behind research and corpses I couldn't do incendiaries for maybe 1~2 months of proving grounds idle time? Maybe it was closer, but it's been a...
- Wed Jun 21, 2017 6:07 pm
- Forum: Long War 2: Strategy
- Topic: Science Strategy
- Replies: 36
- Views: 70015
Re: Science Strategy
I guess I don't understand how you're not finding way more missions than you can do? How many are you infiltrating at a time? In my campaign I was able to eventually do 4 missions at a time, any more and I'd be sending soldiers that are too weak/undergeared for my comfort. To find 4 good missions at...
- Wed Jun 21, 2017 1:49 pm
- Forum: Long War 2
- Topic: Facility Leads?
- Replies: 18
- Views: 32022
Re: Facility Leads?
[*] AWC I don't think delaying it that long is really a good idea. The AWC doesn't need a scientist to train soldiers, only to heal you faster. Some AWC perks are really useful and i like Quick Learning officers which means i want the AWC before i start training high level officer perks (2nd Lt to ...
- Wed Jun 21, 2017 4:07 am
- Forum: Long War 2
- Topic: Facility Leads?
- Replies: 18
- Views: 32022
Re: Facility Leads?
Well I lost
A summary of my campaign along with random balance ramblings:
https://www.reddit.com/r/Xcom/comments/ ... atar_loss/
A summary of my campaign along with random balance ramblings:
https://www.reddit.com/r/Xcom/comments/ ... atar_loss/
- Tue Jun 20, 2017 4:45 pm
- Forum: Long War 2
- Topic: Facility Leads?
- Replies: 18
- Views: 32022
Re: Facility Leads?
I've been taking two specialists per mission to try to skullmine a facility lead, I'm like 90% certain you can find leads from skullmining, that's what I remember anyway. Does anyone know if there is a certain kind of enemy you need to skull mine? Ex maybe only officers have facility leads?
- Mon Jun 19, 2017 10:42 pm
- Forum: Long War 2: Strategy
- Topic: Science Strategy
- Replies: 36
- Views: 70015
Re: Science Strategy
I haven't played a lot with Psi, but my general feeling is that it is not worth doing until you are blocked on other resources that pushing for more tech would just leave those techs unused due to lack of funds. In general your probably going something like Lasers > Predator > Mag > Coil > Warden w...
- Mon Jun 19, 2017 8:16 pm
- Forum: Long War 2
- Topic: Facility Leads?
- Replies: 18
- Views: 32022
Re: Facility Leads?
Ha somebody please tell me which one is real, my campaign depends on it!
- Mon Jun 19, 2017 7:31 pm
- Forum: Long War 2
- Topic: Facility Leads?
- Replies: 18
- Views: 32022
Re: Facility Leads?
As soon as you reveal the Avatar project you can find Facility Leads. They can be awarded from any mission with only an Intel reward. These missions can also reward Liberation 1 and the location of a UFO. Hmm ok that's probably my mistake then, I need to prioritize those missions. I think in 1.2 I ...
- Mon Jun 19, 2017 6:49 pm
- Forum: Long War 2
- Topic: Facility Leads?
- Replies: 18
- Views: 32022
Facility Leads?
I'm probably going to lose my L/I campaign in Nov/Dec due to avatar. I've done the blacksite, but I haven't found a single facility lead the whole game, and I have been skulljacking at every opportunity. I find this a little strange, because in 1.2 I was drowning in facility leads, and could do them...
- Mon Jun 19, 2017 3:55 pm
- Forum: Long War 2: Strategy
- Topic: Science Strategy
- Replies: 36
- Views: 70015
Re: Science Strategy
I don't think building GTS day 1 is important. You don't need GTS until April when Vulture and Trial By Fire unlocks. I would not recommend selling things from gatecrasher, except maybe the sectoid corpse. Officer corpses are critical for incendiaries, never sell those, and trooper corpses are usefu...
- Sat Jun 17, 2017 11:55 pm
- Forum: Long War 2
- Topic: Feedback after Commander campaign
- Replies: 4
- Views: 8154
Re: Feedback after Commander campaign
Psi carries a heavy cost to unlock and maintain, but gives you soldiers that aren't much stronger, and fall off as tech goes up. I'd like to see the psi lab get some sort of strategic function. Like if it could generate Intel, or extra missions, or auto find faceless, reveal or counter dark events, ...
- Sat Jun 17, 2017 7:58 pm
- Forum: Long War 2
- Topic: Armor Suit Questions
- Replies: 2
- Views: 4986
Re: Armor Suit Questions
Exo suits on everyone, I don't even build standard armor. Mobile armor is great on snipers, but kind of expensive to research just for them.
- Sat Jun 17, 2017 6:25 am
- Forum: Long War 2: Strategy
- Topic: Science Strategy
- Replies: 36
- Views: 70015
Science Strategy
I've spent some time figuring out how to get the tech you need efficiently in Legendary difficulty. August is key in my mind, because at that point you start running into huge bags of HP, and you really want to have coil guns to deal with them. Additionally, I think there are key techs that simply m...
- Thu Jun 15, 2017 9:42 pm
- Forum: Long War 2
- Topic: Many thanks for improved mission balance in 1.4
- Replies: 3
- Views: 7000
Re: Many thanks for improved mission balance in 1.4
I don't think avoiding retals is obviously good? I assume you mean hiding rebels, but there is a large opportunity cost. The retals aren't too hard once you learn how to do them. I've lost like 9 rebels total by oct on legendary. Not necessarily there's a large opportunity cost. While it's always b...
- Thu Jun 15, 2017 7:09 pm
- Forum: Long War 2
- Topic: Many thanks for improved mission balance in 1.4
- Replies: 3
- Views: 7000
Re: Many thanks for improved mission balance in 1.4
I know it's a little bit late, but I've spend some good amount of hours on 1.4 only recently. And I have to say - now the spread between mostly-stealth and mostly-combat missions feels quite right. Not to mention that thanks to relaxed hard timers, guerilla ops can often be played as combat mission...
- Wed Jun 14, 2017 1:12 am
- Forum: Long War 2
- Topic: Too much starting randomness
- Replies: 19
- Views: 30994
Re: Too much starting randomness
My opinion, stats matter a lot for sharpshooters, rangers, and gunners. But all those classes are weak early game, and you can gts train good ones in April. I think the early game rng that matters more is scientists, and getting alloys. Even if you buy 2 scientists, finding more is even better, the ...
- Mon Jun 12, 2017 1:13 am
- Forum: Long War 2
- Topic: Looking for a suggestion to replace full over ride!
- Replies: 9
- Views: 16405
Re: Looking for a suggestion to replace full over ride!
Funny, as someone who thinks specialists are pretty weak in combat, I think full override in 1.4, with so many mecs running around, may change my mind.
If you equip a skulljack the chances for override get very good.
If you equip a skulljack the chances for override get very good.
- Sun Jun 11, 2017 7:43 pm
- Forum: Long War 2
- Topic: How are people liberating regions so fast?
- Replies: 45
- Views: 90797
Re: How are people liberating regions so fast?
There is a safer way to do network towers than stealth. Just use run and gun, Oscar mike, and command. That let's you sprint halfway across the map, and hit the button.
Super reliable. I usually go hit the button once I've killed a pod or two, or if I get into trouble.
Super reliable. I usually go hit the button once I've killed a pod or two, or if I get into trouble.
- Sat Jun 10, 2017 3:21 pm
- Forum: Long War 2
- Topic: Questions about post patch 1.3 Grenadier
- Replies: 31
- Views: 66913
Re: Questions about post patch 1.3 Grenadier
For Gas Grenades, I treat them as damaging flash bangs. I would take them for big fights like base assault or supply raid where there are a lot of enemies. You can not only damage a lot of activated enemies, but also potentially poison incoming yellow alert pods with the remaining gas cloud thanks ...
- Sat Jun 10, 2017 4:58 am
- Forum: Long War 2
- Topic: Questions about post patch 1.3 Grenadier
- Replies: 31
- Views: 66913
Re: Questions about post patch 1.3 Grenadier
Acid grenades continue to be bad. I thought Acid Grenades excel in shredding several layers of armour, like on the big tough beasties. Yeah, but it's a very expensive way to do it. Takes up an item slot, costs a turn ending action, is consumable, and doesn't even strip all armor. And it's a very la...
- Sat Jun 10, 2017 3:37 am
- Forum: Long War 2
- Topic: Questions about post patch 1.3 Grenadier
- Replies: 31
- Views: 66913
Re: Questions about post patch 1.3 Grenadier
I think incendiaries continue to be one of the strongest grenades. Every grenadier should probably take heavy ordinance and an incendiary. They're also great on non grenadiers. For most of the game they disable a unit entirely, incredibly effective at controlling high HP targets. Only grenade that m...
- Fri Jun 09, 2017 2:01 am
- Forum: Long War 2
- Topic: Sapper and EXO / WAR Suits
- Replies: 6
- Views: 13250
Re: Sapper and EXO / WAR Suits
I suspect no, I use EXOs a lot, and have 1 sappper grenadier and never noticed it being any better at destroying cover.
Would be interesting if it did. It would buff sapper, which I think is still not strong enough, but it would also make EXOs even stronger, which probably don't need it.
Would be interesting if it did. It would buff sapper, which I think is still not strong enough, but it would also make EXOs even stronger, which probably don't need it.
- Wed Jun 07, 2017 7:32 pm
- Forum: Long War 2: Strategy
- Topic: What's your views on ammo use?
- Replies: 40
- Views: 70939
Re: What's your views on ammo use?
So apparently they changed the bonus of most non specialized ammos by giving them +1 dmg on most ennemy types if not the type the ammo is specialized in. It's basically a free Center Mass. Makes things a bit more interesting to have an ammo equipped now. The issue now is that it's very hard to get ...
- Wed Jun 07, 2017 6:31 pm
- Forum: Long War 2
- Topic: Aliens hitting me frequently through full cover
- Replies: 110
- Views: 163864
Re: Aliens hitting me frequently through full cover
For what it's worth I haven't noticed anything weird.
- Wed Jun 07, 2017 6:18 pm
- Forum: Long War 2
- Topic: Normal Campaign Length?
- Replies: 3
- Views: 7864
Re: Normal Campaign Length?
I have heard of campaigns ending as early as Nov/Dec, which seems really unusual to me. My experience is that most campaigns last into March/April. I had one that ended in May. I think this was due to 1.2, where it was possible to be doing 7 missions simultaneously the whole campaign because of ste...