[suggestion]IEDs

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saroscycler
Posts: 51
Joined: Thu Jan 26, 2017 5:45 pm

[suggestion]IEDs

Post by saroscycler »

IEDs are conventional-tier Proximity Mines. They are available at start for free.

Technicians have a Squaddie perk which gives them one free IED (one free proximity mine once it's researched) per mission.
wei270
Posts: 96
Joined: Mon Jan 30, 2017 6:07 am

Re: [suggestion]IEDs

Post by wei270 »

could just replace the middle talent tree with IEDs lets be real here does anyone here level up the middle tree for those guys lol
Ketchup4684
Posts: 44
Joined: Fri Feb 03, 2017 3:29 am

Re: [suggestion]IEDs

Post by Ketchup4684 »

wei270 wrote:could just replace the middle talent tree with IEDs lets be real here does anyone here level up the middle tree for those guys lol
For real though, Specialist, Ranger, and Technicalist all have Suppression in the middle tree. Why take that when you have an entire class dedicated to Suppression? Seems pointless. It was much better in LW1 when you didnt have timers constantly cramping the gameplay, but now we do.
saroscycler
Posts: 51
Joined: Thu Jan 26, 2017 5:45 pm

Re: [suggestion]IEDs

Post by saroscycler »

Johnny I beg you this suggestion is the absolute best please please implement in the upcoming versions :lol:
cmdrspyker92
Posts: 45
Joined: Thu Jan 26, 2017 6:48 am

Re: [suggestion]IEDs

Post by cmdrspyker92 »

I just want claymores and earlier proximity mines :lol:

With the patrol mechanics, you can't tell me a Shinobi with 3 claymores wouldn't be fun.
The Boz
Posts: 88
Joined: Wed Jan 25, 2017 1:01 pm

Re: [suggestion]IEDs

Post by The Boz »

Early low tech prox mines? Yes. Do it. Do it.
Do it.
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NoDebate
Posts: 43
Joined: Wed Feb 08, 2017 2:36 am

Re: [suggestion]IEDs

Post by NoDebate »

Ketchup4684 wrote: For real though, Specialist, Ranger, and Technicalist all have Suppression in the middle tree. Why take that when you have an entire class dedicated to Suppression? Seems pointless. It was much better in LW1 when you didnt have timers constantly cramping the gameplay, but now we do.
The Defender Tree for the Ranger has its merits, Suppression included. Ever Vigilant and Rapid Reaction offer a very different take on the Machinegunner Tree. Is an OW Ranger unwieldy at times? Sure. But, does that constitute something that is "pointless?" I would say not, sans Covering Fire (it needs some help). A topic for another day.

Specialist has a similar tree to the Defender because the Support Tree from Grenadier was probably determined to be too strong. Then again, who's going to take the Support tree on Specialist? Suppression does feel off but, my gut instinct tells me they have something else planned for the Specialist's middle tree.

That leaves us the Technical, our egregious offender in the Suppression category. We should scrap Suppression and shuffle in any of the following: Close Combat Specialist, Close Encounters, Untouchable (after its fixed), Implacable, Lightning Reflexes, Low Profile, Infighter - add a defensive ability in place of Suppression and we have a workable middle tree for Technical. Even something along the lines of "your Heavy Weapons gain an additional charge" would work (and also solve the Technical's late game staying power). Suppression does not belong.

I've changed my thoughts on the Technical. After test driving the class enough, I feel introducing mine skills to the center of the tree would destabilize the existing balance. Technicals have a lot of tools as is. They could use more staying power but, instead of giving them more toys, the existing needs to be buffed.

If IEDs, X4, mines, and other traps were to become a commonplace in LW2, it really should be on the back of a new class or on the Ranger.
Olin
Posts: 24
Joined: Mon Jan 23, 2017 10:38 pm

Re: [suggestion]IEDs

Post by Olin »

Necroing the thread as I recently had the same idea about early use of improvised proximity charges by the guerilla.
I basically agree with The Boz :)
The Boz wrote:Early low tech prox mines? Yes. Do it. Do it.
Do it.
I wouldn't tie the mine to a perk - just make it as an item that you can manufacture from the get go. It would cause less damage than proximity mine. I don't know if this is possible to code but it could also have a chance of misfire/not working.
deaconivory
Long War 2 Crew
Posts: 167
Joined: Tue Dec 29, 2015 1:12 am

Re: [suggestion]IEDs

Post by deaconivory »

What you are looking for is Musashi's Tactical X4 mod:

http://steamcommunity.com/sharedfiles/f ... =869801828
Olin
Posts: 24
Joined: Mon Jan 23, 2017 10:38 pm

Re: [suggestion]IEDs

Post by Olin »

The mod looks good. I think it is not too OP although I would probably add some cost to tier 1 and increase the cost of tier 2 explosives. Anyway, thanks for the info. I may try it out when 1.3 comes out :)
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: [suggestion]IEDs

Post by LordYanaek »

I just decided to test that mod a bit while waiting for 1.3 and noticed a few things.
  • Planting the charge costs 1 action (configurable) as written in the description but unlike what's seen in the video so it's not really easy to plant and move back. Careful planning is required which is nice since the charges are slightly stronger than grenades. Run n' gun/Command/Rescue protocol (1.3) will help you of course. Those charges can probably be amazing on tower assault thanks to unlimited timer.
  • Concealment is currently buggy when you use this mod. In my first test mission calling for evac didn't reveal me after planting a charge and detonating the charge only revealed the rest of the squad but not the soldier who detonated it. I reported the issue, hopefully Musashi will be able to fix it.
  • Don't believe the listed environmental damage (medium/high/very high). Environmental damage starts at "over the top" and just rises further over the top. This can be configured if you want to have something more balanced.
Olin
Posts: 24
Joined: Mon Jan 23, 2017 10:38 pm

Re: [suggestion]IEDs

Post by Olin »

Thanks for the feedback. I guess we'll need to wait a bit for the mod to get more polished.
Jacke
Posts: 623
Joined: Sat Jan 28, 2017 1:10 am

Re: [suggestion]IEDs

Post by Jacke »

LordYanaek wrote:
  • Concealment is currently buggy when you use this mod. In my first test mission calling for evac didn't reveal me after planting a charge and detonating the charge only revealed the rest of the squad but not the soldier who detonated it. I reported the issue, hopefully Musashi will be able to fix it.
I think this might have come from a fix to a previous problem when detonating the charge would reveal a Shinobi. Hopefully Musashi can get the nuance right.
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