Long War 2 feature announce: Coil weapons
- johnnylump
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Re: Long War 2 feature announce: Coil weapons
@ Musashi -- Can you PM or email me when you get a chance? Something I want to ask you about.
Can't get into secondaries today.
No new Hunter's-type weapons in the mod.
Can't get into secondaries today.
No new Hunter's-type weapons in the mod.
Re: Long War 2 feature announce: Coil weapons
Hi everyone. I have noticed in the screenshots from the official site that magnetic weapon have sleeves. It's normal
Re: Long War 2 feature announce: Coil weapons
Individual weapons (and maybe maybe not armour) has the potential to add a lot of extra busywork if you rotate squads a lot. Do you guys have any plans for auto equipping mechanics or some other way of mitigating this?
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- Long War 2 Crew
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Re: Long War 2 feature announce: Coil weapons
More so than weapon mods do?Gallion wrote:Individual weapons (and maybe maybe not armour) has the potential to add a lot of extra busywork if you rotate squads a lot.
Re: Long War 2 feature announce: Coil weapons
Maybe not.Gallion wrote:Individual weapons (and maybe maybe not armour) has the potential to add a lot of extra busywork if you rotate squads a lot. Do you guys have any plans for auto equipping mechanics or some other way of mitigating this?
With the "Clear weapons" button, you can unequit your favorite Sniper Rifle from onr sharpshooter to an other.
It won't change a lot of things. I do all my campaigns with a low number of weapons (named Shinobi One, Sniper One, Support One...). 7 weapons all in all, I swap them with every squad change.
And upgrade the 3 shotguns I use during all my playthrough, one by one instead of in a squad upgrade, it's really a minor adjustment too.
Re: Long War 2 feature announce: Coil weapons
Well yes, but the thing is you need to do it with armor, too. And if you forget a weapon in vanilla, you're only missing out on a few minor upgrades, in LW2, you'd basically have a useless soldier if he keeps the ballistic weapon.
I guess we'll have to get used to it or hope someone makes a mod to help, if they didn't implement that themselves.
I guess we'll have to get used to it or hope someone makes a mod to help, if they didn't implement that themselves.
Re: Long War 2 feature announce: Coil weapons
My biggest question, will coil guns be viable end-game? As viable as Plasma that is? One of the issues I have with Vanilla XCOM is that only Beam is viable in end game.
Re: Long War 2 feature announce: Coil weapons
Do all weapon tiers follow standard XCOM 2 procedure? That is to say
research in labs using generic materials => build in engineering using generic materials
Or is there a special research / build requirement for certain weapons like the plasma weapons in EW LW that needed a captured alien weapon?
I guess a more outlandish question is this: Is there special unlock requirements for certain weapon tier, like say you have to raid an advent weapon factory to gain insight on how to produce advanced magnetic weapons, unlocking coil guns?
research in labs using generic materials => build in engineering using generic materials
Or is there a special research / build requirement for certain weapons like the plasma weapons in EW LW that needed a captured alien weapon?
I guess a more outlandish question is this: Is there special unlock requirements for certain weapon tier, like say you have to raid an advent weapon factory to gain insight on how to produce advanced magnetic weapons, unlocking coil guns?
Re: Long War 2 feature announce: Coil weapons
I guess not a lot. I'm just making the assumption that regular cycling through a large roster will be an important LW2 mechanic so it'll come up a lot more than in vanilla.mattprice516 wrote:More so than weapon mods do?Gallion wrote:Individual weapons (and maybe maybe not armour) has the potential to add a lot of extra busywork if you rotate squads a lot.
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Re: Long War 2 feature announce: Coil weapons
Dear Johnny
A little off topic, but do you think that you could add the additional tiers and other such for DLCs after LW 2? I really like the out of cover option that sparks provide (Although if you are bringing SHIVS back...) and I think that me and many others would like to see that possibility. Although I do understand that you would be doing a tone more work and my request would delay your work on TI as well as your hard earned rest. If not, I hope that the rest of the modding community will provide on the additional DLC tiers for your best mod yet.
A little off topic, but do you think that you could add the additional tiers and other such for DLCs after LW 2? I really like the out of cover option that sparks provide (Although if you are bringing SHIVS back...) and I think that me and many others would like to see that possibility. Although I do understand that you would be doing a tone more work and my request would delay your work on TI as well as your hard earned rest. If not, I hope that the rest of the modding community will provide on the additional DLC tiers for your best mod yet.
Re: Long War 2 feature announce: Coil weapons
Unless I completely misunderstood what "DLC elements are adjusted to fit in with the scope of the mod for those who have them. " (part of JL's response to my question about mod compatibility) meant, SPARKs will be partially compatible with LW2 out of the box - the extra weapon tiers (and maybe any potential extra armour tiers) are all (maybe, I have no personal info on the mod, to be clear) that will be missing.LordCommander wrote: A little off topic, but do you think that you could add the additional tiers and other such for DLCs after LW 2?
I assume that (minus art assets, of course) any 'missing' content will probably not be that hard to tack on - in fact, given the option to use assets from other mods (something Pavonis can't do for legal reasons), I think there's enough SPARK mods on the workshop to integrate such items relatively seamlessly with (admittedly slightly unfitting) custom models et al.
- johnnylump
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Re: Long War 2 feature announce: Coil weapons
Basically it's a matter of resources and time -- we only had so much budget for art assets and we directed it toward stuff that would be accessible to everyone. The design certainly has space for laser- and coil-tier Spark primaries, but our art team needs to eat. So this is where I point you to Capnbubs' Patreon: https://www.patreon.com/capnbubs.
Re: Long War 2 feature announce: Coil weapons
Were you able to add tiers of weapons to the Spark and to other DLC that just use the same models? That wouldn't bother me one bit. It's nice to have custom graphics but the gameplay is what matters.
Re: Long War 2 feature announce: Coil weapons
Are you sure you chose the right work ?johnnylump wrote:but our art team needs to eat
Re: Long War 2 feature announce: Coil weapons
I currently use a mod which has variants of the existing Plasma tier weapons as I prefer the mod's looks (vanilla plasma looks too polished I think, the Mercenary Plasma Weapons mod makes them look more rough around the edges). Do you know if this sort of mod will remain compatible or will the re-ordering of the weapon tiers break it? I'd like to assume it won't change as adding the LW Laser Pack doesn't alter it, but I'd like to make sure.
Re: Long War 2 feature announce: Coil weapons
Wow, these new guns look amazing..... and a perfect fit.
I can't wait to stea.... 'play' with these guns.
I can't wait to stea.... 'play' with these guns.
Re: Long War 2 feature announce: Coil weapons
"Steady Weapon" some coil sniper rifles?Yzaxtol wrote:I can't wait to stea....
By the way, will it make a return? It was really nice sometimes to have a preparation move available.
- johnnylump
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Re: Long War 2 feature announce: Coil weapons
That's technically possible, yes, but it's funny, now that we've gone pro I feel like we should avoid stuff like that. Weird, I know -- it's the kind of thing we'd do in a heartbeat back in the LW/EW days. Easy enough for someone else to mod in; if I get time I can see about creating the templates so it'd be super-easy to do.Were you able to add tiers of weapons to the Spark and to other DLC that just use the same models? That wouldn't bother me one bit. It's nice to have custom graphics but the gameplay is what matters.
Re: Long War 2 feature announce: Coil weapons
It will most likely break because the new LW2 plasma tier will have different templates than the vanilla plasma tier.Cloista wrote:Do you know if this sort of mod will remain compatible or will the re-ordering of the weapon tiers break it?
But rest assured that i will make a compatibility mod for the mercenary plasma weapons if nobody else will do it first, since i do like them too as a visual replacement.
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Re: Long War 2 feature announce: Coil weapons
Of course I haven't played the mod, but I would assume no DLC weapons on tiers two and four would nullify their effectiveness.johnnylump wrote:That's technically possible, yes, but it's funny, now that we've gone pro I feel like we should avoid stuff like that. Weird, I know -- it's the kind of thing we'd do in a heartbeat back in the LW/EW days. Easy enough for someone else to mod in; if I get time I can see about creating the templates so it'd be super-easy to do.Were you able to add tiers of weapons to the Spark and to other DLC that just use the same models? That wouldn't bother me one bit. It's nice to have custom graphics but the gameplay is what matters.
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- Long War 2 Crew
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Re: Long War 2 feature announce: Coil weapons
Yes.Valaska wrote:My biggest question, will coil guns be viable end-game? As viable as Plasma that is? One of the issues I have with Vanilla XCOM is that only Beam is viable in end game.
Re: Long War 2 feature announce: Coil weapons
I actually like the idea of the DLC weapons being on what is fundamentally a different progression cycle, it means they won't always be automatic picks, narrowing down the use of other gear, and it also makes when you do get their upgrades more special.
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Re: Long War 2 feature announce: Coil weapons
I certainly see your point, however it should be achieved to try to avoid inconsistency during gameplay. One approach shouldn't be inferior depending on progress.Cloista wrote:I actually like the idea of the DLC weapons being on what is fundamentally a different progression cycle, it means they won't always be automatic picks, narrowing down the use of other gear, and it also makes when you do get their upgrades more special.
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Re: Long War 2 feature announce: Coil weapons
seen a lot of those who disagree with your weapons tiers order
so mb, you could cooperate with the author of this mod?
http://steamcommunity.com/sharedfiles/f ... =707548632
with that everyone can do as he likes
I would like to use your beautiful coil tier instead of water pistol looking vanilla plasma tier
PS sorry for my Google Translate
so mb, you could cooperate with the author of this mod?
http://steamcommunity.com/sharedfiles/f ... =707548632
with that everyone can do as he likes
I would like to use your beautiful coil tier instead of water pistol looking vanilla plasma tier
PS sorry for my Google Translate
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- Long War 2 Crew
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Re: Long War 2 feature announce: Coil weapons
I'll just say that I haven't found that to be the case in my LW2 campaigns. Do people who use the LW Laser Weapons right now find the DLC weapons to be useless? YMMV of course but I wouldn't personally worry too much about it.Badman_bacon777 wrote:Of course I haven't played the mod, but I would assume no DLC weapons on tiers two and four would nullify their effectiveness.johnnylump wrote:That's technically possible, yes, but it's funny, now that we've gone pro I feel like we should avoid stuff like that. Weird, I know -- it's the kind of thing we'd do in a heartbeat back in the LW/EW days. Easy enough for someone else to mod in; if I get time I can see about creating the templates so it'd be super-easy to do.Were you able to add tiers of weapons to the Spark and to other DLC that just use the same models? That wouldn't bother me one bit. It's nice to have custom graphics but the gameplay is what matters.
In any case - I have no doubt that someone will create DLC weapons for the other weapon tiers shortly after LW2 comes out, models or no models.