Search found 193 matches
- Tue Feb 28, 2017 6:18 pm
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52235
Re: Low Aim Rookies
I don't think anything that specifically buffs OW aim occurs before the 70% penalty. Can you confirm or deny this? As far as I know, the 70% (60% for dashing) penalty occurs after ALL penalties. If this was the case, wouldn't this also imply that Hair Triggers apply after the penalty? At CPL Lockdo...
- Mon Feb 27, 2017 11:02 pm
- Forum: Long War 2: Strategy
- Topic: Graze Band Strategy?
- Replies: 16
- Views: 22443
Re: Graze Band Strategy?
Wait, how does Graze get better the lower to hit is? It's +-10, regardless of aim. An alien with 30 to hit grazes on a 40. A rookie with 65 to hit grazes on a 75. I do agree though that with a massive graze band armor stacking is the thing to do. Because you start to cut into the 0% bound. You lose...
- Mon Feb 27, 2017 9:19 pm
- Forum: Long War 2: Strategy
- Topic: Graze Band Strategy?
- Replies: 16
- Views: 22443
Re: Graze Band Strategy?
Wait, how does Graze get better the lower to hit is? It's +-10, regardless of aim. An alien with 30 to hit grazes on a 40. A rookie with 65 to hit grazes on a 75. I do agree though that with a massive graze band armor stacking is the thing to do. Because you start to cut into the 0% bound. You lose...
- Mon Feb 27, 2017 8:26 pm
- Forum: Long War 2: Strategy
- Topic: Graze Band Strategy?
- Replies: 16
- Views: 22443
Re: Graze Band Strategy?
Interesting discussion, how would you factor in armor? If everything is a graze, then armor helps reduce damage more, and could xcom make more use of this than the aliens (i.e. stack armor items/perks, and take care to shred the enemy quickly). You could. But you're still going to be taking more ch...
- Mon Feb 27, 2017 7:54 pm
- Forum: Long War 2: Strategy
- Topic: Graze Band Strategy?
- Replies: 16
- Views: 22443
Re: Graze Band Strategy?
Definitely going to respectfully disagree. I'd say the graze band benefits XCOM quite a bit more than the aliens. If playing even halfway properly, you should always be the one getting the first rounds of hits, often reducing enemy pod numbers drastically. I'm not sure where you're coming up with &...
- Mon Feb 27, 2017 12:21 pm
- Forum: Long War 2: Strategy
- Topic: Graze Band Strategy?
- Replies: 16
- Views: 22443
Re: Graze Band Strategy?
A higher graze band does not benefit xcom. Imagine the extreme; a 100% graze band. Every hit always grazes unless it's a crit or a dodge. Aliens have better HP, more numbers (make more shots on average) and require no downtime. They make use of fewer abilities which modify to-hit. A larger graze ban...
- Mon Feb 27, 2017 3:54 am
- Forum: Long War 2: Strategy
- Topic: Graze Band Strategy?
- Replies: 16
- Views: 22443
Re: Graze Band Strategy?
Mechanically the graze band tends to benefit aliens. This is because: *the graze band has a larger effect the lower your aim is: aliens tend to have lower aim *the graze band has a larger effect the more often you shoot: aliens tend to shoot more often *wounds are an aspect of the game that enforces...
- Sun Feb 26, 2017 9:06 pm
- Forum: Long War 2
- Topic: [Suggestion] Show Secondary Weapons on Squad Selection
- Replies: 1
- Views: 4177
Re: [Suggestion] Show Secondary Weapons on Squad Selection
Its a UI thing that almost certainly will not be fixed. Its simply too much work to deal with.
- Sun Feb 26, 2017 8:21 pm
- Forum: Long War 2: Bug Reports
- Topic: Graze Issue
- Replies: 10
- Views: 14702
Re: Graze Issue
Maybe. Maybe not. Some enemies have dodge (which will effect graze but not effect to hit). Otherwise the "graze band" takes off on the top and bottom (i think in the newest patch there are some bounding fixes around 100% so that you should not graze 100% shots anymore) of the to-hit distri...
- Sun Feb 26, 2017 9:39 am
- Forum: Long War 2
- Topic: Shredder perk/ammo
- Replies: 11
- Views: 16631
Re: Shredder perk/ammo
After. Shredding is not really worth it as very few enemies have enough armor and HP to make them more than 2-3 shot kills.
- Sat Feb 25, 2017 11:19 pm
- Forum: Long War 2
- Topic: L/I post-gampaign report + some feedback
- Replies: 11
- Views: 16778
Re: L/I post-gampaign report + some feedback
Cool, how did you use them to good effect? When thrown by a conceal shinobi supported by officer specialist, you can almost always open safe hack path a blue move from evac. They also completely trivialize Blacksite and Forge when used by shinobi squad featuring officer. You can also use them on a ...
- Sat Feb 25, 2017 3:36 am
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52235
Re: Low Aim Rookies
If you're filling your squads with low-aim soldiers and not going to any effort to buff it then yeah, you're going to think rangers are terrible. On the other hand, if you pick a high-aim soldier, give them all the aim buffs you can and go the overwatch Ranger build, then once he hits Gunnery Serge...
- Fri Feb 24, 2017 8:08 pm
- Forum: Long War 2: Strategy
- Topic: SPARKS worth it?
- Replies: 31
- Views: 53362
Re: SPARKS worth it?
\ 1. Combat Awareness 2. Bulwark 3. Cool Under Pressure 4. Intimidate 5. Holo-Targeting 6. Hunter Protocol 7. Sacrifice \ Why Intimidate over Guardian? Wouldn't you want to use it with cool under pressure? Or does Intimidate proc enough for it to be worth it? Because your spark will be shot at a lo...
- Fri Feb 24, 2017 11:31 am
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52235
Re: Low Aim Rookies
Aim is vital and Rookies starting out with an average of 65 is barely passable. The problem there are almost always more enemy than friendlies, so your soldiers from the start have to deliver much more damage that gets sent at them. Get wounded, then there's red fog and the risk of another injury c...
- Fri Feb 24, 2017 7:43 am
- Forum: Long War 2
- Topic: [Suggestion for 1.3] Adjustments to the Psi Ops
- Replies: 28
- Views: 38388
Re: [Suggestion for 1.3] Adjustments to the Psi Ops
The damage really is pretty low. Definitely too low.* I mean hail of bullets is doing 4-6/6-11/10-16 at comparable tiers. And gunners get a lot of other really amazing abilities (that also scale super hard)
*exception being maybe null lance.
*exception being maybe null lance.
- Fri Feb 24, 2017 7:22 am
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52235
Re: Low Aim Rookies
Wait what? I think it's arguably the most important stat in the game, by and large... there is only one class that truly doesn't rely on aim (grenadiers) and two that don't heavily rely on aim (technicals, assaults). I can see the argument that stealth shinobis don't need aim, but Swordmasters defi...
- Fri Feb 24, 2017 6:27 am
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 132193
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
Here is an option Make supply raids scale in reverse. Give them massive timers. When you get them initially you can send an everyone on your team at zero %... And face an extremely light mission with few rewards. No supplies/elerium/alloys, just corpses. But the longer you infiltrate the more suppli...
- Fri Feb 24, 2017 1:28 am
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52235
Re: Low Aim Rookies
Even assuming you're right I'd still dissent this- I'd probably say Defense/Mobility/Will/Dodge/Hit point/Aim/Hack/PSI. By default the graze band is 20%, so if you have dodge 10 you're literally avoiding 2% of shots... also I think Will isn't as important because Revival Protocol is a thing. gettin...
- Thu Feb 23, 2017 10:44 am
- Forum: Long War 2
- Topic: Are Flashbangs overpowered
- Replies: 72
- Views: 90391
Re: Are Flashbangs overpowered
They really aren't though. Just kill the rocketeer/grenadier. Or stand at the edge of the smoke so you're not clumped. Literally I have never been attacked with an advent rocket in probably 10+ 0% supply raids. I have flashed them sometimes... But that doesn't make the flashbang better than smoke or...
- Thu Feb 23, 2017 9:06 am
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52235
Re: Low Aim Rookies
Yeah, but what do you do when you have 5 guys in that aim bracket? Out of 20 soldiers you don't need 6 assaults (counting Gatecrasher) >.< Aim is quite possibly the least important stat in the game except on sharpshooters. Almost no one else is going to be primarily interested in shooting. (ok also...
- Thu Feb 23, 2017 8:54 am
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52235
Re: Low Aim Rookies
At LCPL grazing fire turns 50% of misses into grazes. With a 70 aim gunner this would provide an effective 12.5 aim on reaction shots (25% hits at half value). I am not certain but I think that grazes still apply special ammo. So if you've got poison or dragon rounds this is super effective. At CPL ...
- Thu Feb 23, 2017 8:36 am
- Forum: Long War 2
- Topic: Are Flashbangs overpowered
- Replies: 72
- Views: 90391
Re: Are Flashbangs overpowered
Short answer: no Medium answer: they're not even the best free support grenade. Longer answer: Flashbangs provide -25 aim and shut off abilities of a limited number of enemy troops. It also breaks active overwatch (if the unit was not disoriented before). That can be really valuable, especially agai...
- Thu Feb 23, 2017 4:10 am
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 52235
Re: Low Aim Rookies
They can also be assaults and gunners. Assaults get so much +aim from being close that the initial stat doesn't matter much*. Gunners can get a lot of +aim in the overwatch tree and grazing fire negates a lot of the need to have high aim as well. *additionally the stun gun line provides a 20-30 aim ...
- Thu Feb 23, 2017 4:05 am
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 5900330
Re: Psi Ops still suck?
If you're training level appropriate skills then tank time shouldn't be much of an issue(you can bring them on missions when still training after all). The 1.2 fix to create more dependencies should help this
- Wed Feb 22, 2017 9:53 pm
- Forum: Long War 2: Strategy
- Topic: Well-rounded flamerish Technical build
- Replies: 29
- Views: 34953
Re: Well-rounded flamerish Technical build
Yea i suppose that works if you want to micromanage your advisors.