Search found 319 matches
- Mon Jul 17, 2017 2:12 pm
- Forum: Long War 2: Strategy
- Topic: How do you deal with yellow alert flanking shots?
- Replies: 25
- Views: 43652
Re: How do you deal with yellow alert flanking shots?
You can usually predict where you're going to get patrolled from, and have to take cover accordingly. Also preemptive smoke grenade.
- Mon Jul 17, 2017 3:18 am
- Forum: Long War 2
- Topic: Let's talk Gunner
- Replies: 43
- Views: 58686
Re: Let's talk Gunner
I think at MSGT a gunner is stronger than a ranger, particularly with plasma weapons. A Beam Cannon does 10-15, vs the Plasma Rifles's 8-12. But of course, as everyone else has mentioned you're babysitting the gunner the entire game to get him there.
- Mon Jul 17, 2017 3:01 am
- Forum: Long War 2
- Topic: Painful Skill Tree Changes
- Replies: 34
- Views: 57657
Re: Painful Skill Tree Changes
Full override at gsgt, and the hordes of robots, is what makes the specialist good now. You don't need any other skills, doesn't matter if you're a medical or overwatch spec, full override reliably kills a unit, and adds it to your team. On GOPs, having a hacked unit to draw fire is a huge boost. I...
- Mon Jul 17, 2017 2:58 am
- Forum: Long War 2: Bug Reports
- Topic: Covert Shinobi vs Hive Queen
- Replies: 4
- Views: 7099
Covert Shinobi vs Hive Queen
Had a strange issue where a covert Shinobi would be spotted near the edge of the queen's detection range while concealed. The tiles were not highlighted as though they'd reveal the Shinobi. I Alt - F4ed to reset the turn, because I thought that was some XCOM bullshit, and was able to repeat it sever...
- Sun Jul 16, 2017 6:11 pm
- Forum: Long War 2
- Topic: Painful Skill Tree Changes
- Replies: 34
- Views: 57657
Re: Painful Skill Tree Changes
I think reaper is must pick even if you've taken no other sword skills. Shooty shinobis use reaper to dive in with fleche to get hit and run or rapid fire shots. Reaper is basically 2 free kills on the turn you use it, it's just incredibly powerful. Hunter's instinct is good, but not reaper good. St...
- Sun Jul 16, 2017 3:54 am
- Forum: Long War 2
- Topic: Painful Skill Tree Changes
- Replies: 34
- Views: 57657
Re: Painful Skill Tree Changes
Heh, I find it funny that for most of the hard choices mentioned, I'm always picking the third unmentioned perk.
Shadowstrike
Combat protocol
Covert
Class trees are pretty well balanced, though I think there are definitely several must picks.
Full override
Sting Grenades
Reaper
Quickburn
Shadowstrike
Combat protocol
Covert
Class trees are pretty well balanced, though I think there are definitely several must picks.
Full override
Sting Grenades
Reaper
Quickburn
- Sun Jul 16, 2017 12:10 am
- Forum: Long War 2
- Topic: Couple odd things.
- Replies: 6
- Views: 9191
Couple odd things.
Combatives don't block chrysalid unburrow melee attacks. I'm not 100% sure on this one, but it seems that whenever you lower a target's hack defense using redscreen rounds or bluescreen bombs, it re-rolls the random variation in a specialist's chance to hack. At least I suspect so, because redscreen...
- Fri Jul 14, 2017 7:11 pm
- Forum: Long War 2: Strategy
- Topic: v1.4 Soldier Skills
- Replies: 10
- Views: 16897
Re: v1.4 Soldier Skills
Gunners in my opinion have the most broken perk tree right now. Assuming you're going to go Traverse + Rapid Fire, which basically every high aim shooty gunner should, then Cyclic Fire and Chain Shot are worthless, because Traverse + Rapid Fire is strictly better than both of those abilities in eve...
- Fri Jul 14, 2017 4:37 pm
- Forum: Long War 2: Strategy
- Topic: LW2: Psi Gate Mission is tooo complicated
- Replies: 9
- Views: 14942
Re: LW2: Psi Gate Mission is tooo complicated
Dude, what do you think about assalts in general? What type of missions is good for them? All the time they just attract new pods for me... Unfortunately, my guys are not as strong at the moment, so I can not benefit from all their perks To my shame all my specialists are more medics rather than ha...
- Fri Jul 14, 2017 4:23 pm
- Forum: Long War 2: Strategy
- Topic: v1.4 Officer Skills and Tricky Tradeoffs
- Replies: 15
- Views: 31382
Re: v1.4 Officer Skills and Tricky Tradeoffs
I find focus fire to be really bad, like how often am I shooting the same target repeatedly and missing? The only relevant enemy I can think of for this is the gatekeeper. Oscar mike isn't amazing, but I use it often enough to flank, get better position, or to hit the switch in network towers. Incom...
- Fri Jul 14, 2017 4:13 pm
- Forum: Long War 2: Strategy
- Topic: v1.4 Soldier Skills
- Replies: 10
- Views: 16897
Re: v1.4 Soldier Skills
My opinions: Gunner : If my gunners got the aim to be actually shooting stuff, I want to have Center Mass, Chain Shot and Cyclic Fire. Cyclic is pretty good against anything that charges at you in the open (robotics, Gatekeeper, Berserker, Archon), you know, the stuff you bring a shooty Gunner for....
- Fri Jul 14, 2017 3:57 pm
- Forum: Long War 2: Strategy
- Topic: v1.4 Soldier Skills
- Replies: 10
- Views: 16897
Re: v1.4 Soldier Skills
My builds are quite similar. Assault Lightning Reflexes - Close and Personal - Killer Instinct - Formidable - Hit and Run / Rapid Fire - Close Combat Specialist - Lethal / Street Sweeper I like Slug Shot instead of LR, the 2 armor penetration is quite useful, and overwatch is generally pretty easy t...
- Thu Jul 13, 2017 3:19 pm
- Forum: Long War 2: Strategy
- Topic: LW2: Psi Gate Mission is tooo complicated
- Replies: 9
- Views: 14942
Re: LW2: Psi Gate Mission is tooo complicated
Good strategy, but what to do with heavy armored guys? I would be using shredstorm cannons at this point in the game, and for a mission like Psi Gate I'd send 8 shredstorms. Not only would it handle the armor, it would wipe out multiple pods in a turn. Other stuff people mentioned was good. 1) Need...
- Wed Jul 12, 2017 9:17 pm
- Forum: Long War 2
- Topic: 1.4 Legendary Timers for Missions and Reinforcements
- Replies: 6
- Views: 10372
Re: 1.4 Legendary Timers for Missions and Reinforcements
Another option is the meld style of time pressure, where instead of being brutally punished for being slow (ie missions failure/squad wipe), you just get more rewards for being fast. The pick-up loot is designed to achieve this. Though certainly meld had a better allure to it, what with being a uni...
- Wed Jul 12, 2017 6:35 pm
- Forum: Long War 2: Strategy
- Topic: is this a lost-cause campaign?
- Replies: 8
- Views: 13565
Re: is this a lost-cause campaign?
Basically your game would end in Nov/Dec if you don't start doing story stuff. Make sure you build a shadow chamber asap as well, because it takes 30 days just to build it.
I think 5 regions in Sept is enough, though you probably need to be getting additional intel from skulljacks and datapads.
I think 5 regions in Sept is enough, though you probably need to be getting additional intel from skulljacks and datapads.
- Wed Jul 12, 2017 6:24 pm
- Forum: Long War 2
- Topic: 1.4 Legendary Timers for Missions and Reinforcements
- Replies: 6
- Views: 10372
Re: 1.4 Legendary Timers for Missions and Reinforcements
Personally, I think the time pressure is too high in both vanilla Xcom2 and in LW2. The mission timers are generous now, but reinforcements are brutal which means speed is as important as ever. This makes any tactic outside of "kill everything as fast as possible" a bad idea, you can't rea...
- Tue Jul 11, 2017 5:44 am
- Forum: Long War 2
- Topic: My thoughts after completing a Veteran Ironmode campaign on 1.4
- Replies: 3
- Views: 7172
Re: My thoughts after completing a Veteran Ironmode campaign on 1.4
+1 on buffing AWC. I think training times could be straight up halved, it wouldn't break the game or anything, but it would make it more fun. My current run I unlocked AWC in Sept, and I didn't even bother with a second tube. Just not worth the cost (supplies, soldier time, power).I mostly use it fo...
- Mon Jul 10, 2017 5:16 am
- Forum: Long War 2: Strategy
- Topic: LW2 1.4 Team Builds
- Replies: 15
- Views: 28970
Re: LW2 1.4 Team Builds
For 4-6 man teams, the core is a Shinobi Officer + Incendiary Support Grenadier. I always build them the same way: Shinobi: Blademaster, Combatives, Covert, Shadowstrike, Reaper, Hit and Run, Rapid Fire (though considering Conceal instead). Basically, the shinobi is for scouting, using Command while...
- Sun Jul 09, 2017 8:28 pm
- Forum: Long War 2: Strategy
- Topic: Newbie question about stealthing jailbreaks
- Replies: 6
- Views: 10988
Re: Newbie question about stealthing jailbreaks
The only missions I "stealth" now are Hack Workstations and Dark VIP, which I usually send suicide rookies or rangers on. Even then, my failure rates are a lot higher than in 1.2, because of the solo drones scanning edges of the map and the more numerous pods in general. I suspect you can ...
- Sun Jul 09, 2017 8:09 pm
- Forum: Long War 2
- Topic: Arc Pulser Seems Week on Assaults
- Replies: 12
- Views: 18099
Re: Arc Pulser Seems Week on Assaults
That's possible? That soldier would be a god.wobuffet wrote:When your high-aim, low-mobility Assault rolls Light 'Em Up in the AWC!Psieye wrote:Now, "why would you ever build a long-range assault?" is a good question...
- Sat Jul 08, 2017 3:50 pm
- Forum: Long War 2: Strategy
- Topic: Newbie question about stealthing jailbreaks
- Replies: 6
- Views: 10988
Re: Newbie question about stealthing jailbreaks
You're looking at videos of 1.2. In 1.3 stealth was nerfed, you can't really stealth most missions anymore, including jailbreaks.
- Sat Jul 08, 2017 4:29 am
- Forum: Long War 2: Strategy
- Topic: Commander Level After Action Report
- Replies: 52
- Views: 78510
Re: Commander Level After Action Report
You got 2 rendezvous in march?? I didn't event think that was possible, I generally hope to get them in early may, and I intentionally use high rank soldiers for advisers, just because clearing out faceless is so important. You're off to a good start, good luck. With 2 rendezvous down, I assume you ...
- Sat Jul 08, 2017 4:05 am
- Forum: Long War 2: Strategy
- Topic: Avenger Defense Tactics
- Replies: 1
- Views: 4874
Re: Avenger Defense Tactics
Lots of shredder guns, or even better shredstorm cannons. The way the map is organized, all the aliens come from one direction, and there is a ridiculous number of them, so shredders become incredibly efficient. I've killed like 25 enemies in a turn on the UFO defense.
- Fri Jul 07, 2017 3:30 pm
- Forum: Long War 2: Strategy
- Topic: What month are supposed to win the game by? How long can you extend the campaign with good play?
- Replies: 4
- Views: 8259
Re: What month are supposed to win the game by? How long can you extend the campaign with good play?
I think the 1.4 campaign is longer than 1.2, because it's no longer possible to stealth every mission. A few L/I campaigns have been posted and they ended early in year 2, like Feb/March. I had a failed campaign in Nov, that would've ended around that time if I hadn't lost to avatar progress. My cur...
- Thu Jul 06, 2017 11:02 pm
- Forum: Long War 2: Strategy
- Topic: Commander Level After Action Report
- Replies: 52
- Views: 78510
Re: Commander Level After Action Report
I've come to the same conclusion that a workshop isn't actually worth it, better to just buy an engineer if that's what you really want. You do need to hit 7 engineers to unlock shredstorm cannons, though in my campaign I had more research than supply available so I just just did 5 engineers + two r...