Search found 113 matches

by justdont
Tue May 23, 2017 5:39 pm
Forum: Long War 2
Topic: Feedback on 1.3
Replies: 2
Views: 4866

Re: Feedback on 1.3

There are ways of running away really fast - mobile team, specific builds (support grenadier with flashbangs and rapid deployment makes retreating SO much easier, for example), commander abilities, and so on. So in reality even when RNF are coming every turn, you can still be on the run for a short ...
by justdont
Tue May 23, 2017 5:31 pm
Forum: Long War 2
Topic: I miss hard timers
Replies: 17
Views: 25369

Re: I miss hard timers

When the reinforcements start coming there's pretty much nothing you can do unless you're very lucky. You can run. Which leaves you a lot more creative space than teamwipe with a hard timer. Yes, there are a lot of tricks to successful retreat. Especially when compared to just getting "everyon...
by justdont
Fri May 19, 2017 4:21 pm
Forum: Long War 2
Topic: Feedback about Liberation
Replies: 18
Views: 24720

Re: Feedback about Liberation

Not to point the obvious, but the liberation of a region currently gives you one free Radio Tower (in the same region), as well as some pretty hefty loot and corpses from the final assault. Add to that the removal of a pip and it is actually a pretty tasty proposition. This is why liberating region...
by justdont
Fri May 19, 2017 2:23 pm
Forum: Long War 2
Topic: Feedback about Liberation
Replies: 18
Views: 24720

Re: Feedback about Liberation

1) Ten days is a lot more significant when you take into account the huge infiltration times for the golden path missions. Think of it this way: would you rather have your A-team out infiltrating for 25 days straight, or three consecutive infiltrations of 10 days? What if you get a hunter UFO on da...
by justdont
Fri May 19, 2017 11:35 am
Forum: Long War 2
Topic: Aliens hitting me frequently through full cover
Replies: 110
Views: 162574

Re: Aliens hitting me frequently through full cover

I'd say that any talk about percentages not being reliable is very meaningless without sufficient sample data. Without it, words such as "frequently" or "alarmingly" mean nothing more than "personally I think it was too much". PS: And for those interested - yes, you can...
by justdont
Thu May 18, 2017 5:49 pm
Forum: Long War 2
Topic: Your favorite things about 1.3
Replies: 21
Views: 28120

Re: Your favorite things about 1.3

I haven't yet experienced all the changes, but so far 1.3 looks like a HUGE improvement over 1.2 in almost every way. And I definitely like new mission balance, now it feels much more natural than 1.2s "stealth + 0% raids win the game".
by justdont
Thu May 18, 2017 10:45 am
Forum: Long War 2
Topic: Viability of mobile sharpshooters in 1.3?
Replies: 13
Views: 18425

Re: Viability of mobile sharpshooters in 1.3?

I'm pretty early in the campaign, and so far I found out that while snapshot builds at low levels aren't particularly productive, they also can be easily trained on timed missions (as opposed to DfA which is like 5th wheel on most missions that require lots of running around), and they combo extreme...
by justdont
Wed May 17, 2017 10:04 am
Forum: Long War 2
Topic: Mods working with Ver 1.3
Replies: 10
Views: 17164

Re: Mods working with Ver 1.3

Two of the most useful tips on getting the mods to work (when they should work in the first place, e.g. no conflicting mods and such) is to: 1) Use alternative XCOM2 launcher, and 2) Clean up your My Games/XCOM2/XComGame/Config/XComEngine.ini of ANY "ModClassOverrides=<blah-blah>" lines. T...
by justdont
Thu May 04, 2017 7:46 pm
Forum: Long War 2
Topic: Is this a Bug or a Bad Joke?
Replies: 72
Views: 79873

Re: Is this a Bug or a Bad Joke?

The question is - do you REALLY need to be explicitly told that it would be better to retreat? How about using your own judgment? Is it too unreasonable to expect players to be able to figure it out themselves if they should retreat or push through (Snare is doable in certain situations, you know)?
by justdont
Sun Apr 30, 2017 3:27 pm
Forum: Long War 2
Topic: 1.3 Changelog got updated.
Replies: 120
Views: 143999

Re: 1.3 Changelog got updated.

Blathergut wrote:all these changes sure make you want to play it...maybe we could all sign up to test it :)
Updated changelog and the request for 2nd translation batch means that release is really coming up quite soon.
by justdont
Tue Apr 25, 2017 10:51 pm
Forum: Long War 2
Topic: [Edit]LW2 v1.2 just isn't fun YET
Replies: 66
Views: 78784

Re: LW2 just isn't fun

I don't think that trying to corral LW2 into "newbies-friendly" area is ever going to end well. Nor it's really needed. LW1 and 2 are really difficult games, and as all really difficult games go, they won't ever be "everyone's cup of tea", nor even come close. And when the basic ...
by justdont
Sun Mar 05, 2017 9:07 am
Forum: Long War 2
Topic: Explosives on the ceiling
Replies: 8
Views: 13369

Re: Explosives on the ceiling

Advent Engies can launch grenades through the solid ceilings as well. As can do you, although it's much less useful to you - it's highly unlikely that you'll ever be ambushing pods from below.
by justdont
Thu Mar 02, 2017 10:16 pm
Forum: Long War 2
Topic: Overwatch Chip as PCS vs Attachment
Replies: 7
Views: 11768

Re: Overwatch Chip as PCS vs Attachment

I'd very much like to have Fire Control PCS rolled into some other equipment/ability/etc. They're horrible as PCSs, and you usually use them (if use at all) only for a short period where you don't have any good PCS. But attachment slots are precious, not to mention new attachments aren't easy to mak...
by justdont
Thu Mar 02, 2017 3:46 pm
Forum: Long War 2
Topic: Campaign Feedback: Prices/Abilities/strategic layer
Replies: 23
Views: 28921

Re: Campaign Feedback: Prices/Abilities/strategic layer

Crits over 100% and dodges over 100% were removed in 1.2. See patch notes. Only negative dodge left around (and it serves as +crit), but otherwise values over 100% have no use and do nothing, for both dodge and crit.
by justdont
Thu Mar 02, 2017 12:38 am
Forum: Long War 2
Topic: Campaign Feedback: Prices/Abilities/strategic layer
Replies: 23
Views: 28921

Re: Campaign Feedback: Prices/Abilities/strategic layer

After reading the post, I can't help thinking that most of strategic layer issues aren't actually issues - they're created by the fact that at the moment it's possible and extremely profitable (as in, increasing your chances to win campaign) to rush the main techs, train soldiers, and do golden path...
by justdont
Wed Mar 01, 2017 3:33 pm
Forum: Long War 2
Topic: Feedback from no <50% infil campaign
Replies: 25
Views: 34534

Re: Feedback from no <50% infil campaign

And, I'm only pointing this out because the Devs are being subtilely mislead, as in the 0% supply raid discussion, to think the game is too easy. But it is. There are certain approaches that don't need luck with the dice to be successful. For instance, I'm still quite a scrub when it comes to timed...
by justdont
Wed Mar 01, 2017 12:25 pm
Forum: Long War 2
Topic: Feedback from no <50% infil campaign
Replies: 25
Views: 34534

Re: Feedback from no <50% infil campaign

Great post, it matches with my own experiences quite a lot. In theory you could use it to draw in Supply Raids, but if you're focusing on a region that much then its vigilance is probably high already. This is about the only time when I consider doing those - just past very early game, where Supply ...
by justdont
Tue Feb 28, 2017 9:52 pm
Forum: Long War 2
Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
Replies: 116
Views: 131635

Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse

The general idea of inverting the rewards is interesting. Seconding that. The investment should be proportional to rewards, "inverted" infiltration works well for open fight / grab all corpses missions such as supply raids. Run it at 0%, and you'll get extremely low amount of enemies and ...
by justdont
Tue Feb 28, 2017 9:41 pm
Forum: Long War 2
Topic: Haven invaded and wiped
Replies: 14
Views: 20668

Re: Haven invaded and wiped

So, maybe this is just a balance thing, but something that's kind of bugged me... why can't you move people between Havens, anyway? I mean, after missions involving the haven workers, we see them get picked up by the Skyranger and brought to the Avenger, and then assumedly dropped back off - why ca...
by justdont
Mon Feb 27, 2017 11:18 pm
Forum: Long War 2
Topic: Psi Ops still suck?
Replies: 208
Views: 5820614

Re: Psi Ops still suck?

I myself will be changing the psi so they are free to take along on missions (if their is a setting that allows you to change the psi infiltration bonus.) You can do so by adding modifiers to psi amps (as they're exclusive to PsiOps). I'm currently trying the following (in the InfiltrationSettings....
by justdont
Mon Feb 27, 2017 10:34 pm
Forum: Long War 2
Topic: Yellow Alert Offensive Action
Replies: 22
Views: 31671

Re: Yellow Alert Offensive Action

To be honest, I find it little less powerful than it should be. Even on Legendary. It's still practically always favorable to activate pods on aliens' turn rather than your own. Even if they're alerted and some will shoot at you - you're still getting the benefit of unleashing some OW shots (if any)...
by justdont
Mon Feb 27, 2017 10:30 pm
Forum: Long War 2
Topic: Thanks for patch 1.2!
Replies: 24
Views: 29636

Re: Thanks for patch 1.2!

Yes, the patch is very nice indeed, even though in other topics we mostly tend to just whine, nag, and complain :)
But many thanks on fixing those bugs and improving interface!
by justdont
Mon Feb 27, 2017 9:17 pm
Forum: Long War 2
Topic: what affects environmental damage?
Replies: 33
Views: 39766

Re: what affects environmental damage?

trihero wrote:Your tests still don't answer the question you raised
You're free to do such a test if you know how. I don't.
by justdont
Mon Feb 27, 2017 7:19 pm
Forum: Long War 2
Topic: what affects environmental damage?
Replies: 33
Views: 39766

Re: what affects environmental damage?

Some basic tests suggest at least that damage from explosives and normal projectiles isn't applied in the same fashion. I've chucked over 50 frag grenades on Gatecrasher with env. damage = 1 and then env. damage = 3, which corresponds to env. damage of conventional and plasma rifles, respectively. A...
by justdont
Mon Feb 27, 2017 5:58 pm
Forum: Long War 2
Topic: what affects environmental damage?
Replies: 33
Views: 39766

Re: what affects environmental damage?

If you never break the environment after a lot of test shots, this completes the model. I'm not saying that will be the result, but that's how you do basic science. It is already quite evident (from grenade experiments and digging through the code) that base damage is not related in any way to envi...