Search found 38 matches
- Sun Jul 09, 2017 9:33 pm
- Forum: Long War 2
- Topic: Arc Pulser Seems Week on Assaults
- Replies: 12
- Views: 18129
Re: Arc Pulser Seems Week on Assaults
@WanWhiteWolf Just to specifiy, I'm not saying all the stunner perks are bad, I'm saying arc pulser specifically is bad, even if you are going for a stun gun build you don't really need it, and it's not that good.
- Sun Jul 09, 2017 7:12 pm
- Forum: Long War 2
- Topic: Arc Pulser Seems Week on Assaults
- Replies: 12
- Views: 18129
Re: Arc Pulser Seems Week on Assaults
I mean If i got light em Up on an assault sure. But If I had an assault who's mobility was so bad I didn't want to give him a shotgun, I feel like Id be better off just making him a haven advisor. An assault without a shotgun is pretty much a rookie. It'd be hard to justify bringing him along to mis...
- Sun Jul 09, 2017 5:57 pm
- Forum: Long War 2
- Topic: Arc Pulser Seems Week on Assaults
- Replies: 12
- Views: 18129
Arc Pulser Seems Week on Assaults
The Arc Pulser Skill seems like a bad skill. It does 2-4 After Armor piercing damage, when your shotgun already does 2-4 after armor(No enemies have more than 2 armor for along time). As well you can pick up AP rounds and deal 4-6 with your basic shotgun, which has the advantage of 100% killing dron...
- Fri Jul 07, 2017 4:23 am
- Forum: Long War 2
- Topic: Luck in the Early Game
- Replies: 13
- Views: 19127
Re: Luck in the Early Game
@Steve-0 To me a doable mission is one that is reducible to extremely light with 5 soldiers. I have successfully done missions with 4, but it is much riskier, and depends soldiers you have. As well I rarely intentionally stealth missions, so I don't go in with less than that. As well, I'm not trying...
- Thu Jul 06, 2017 2:36 pm
- Forum: Long War 2
- Topic: Luck in the Early Game
- Replies: 13
- Views: 19127
Re: Luck in the Early Game
@stefan311 While losing 1 soldier doesn't lose a campaign, it can cause things to snowball very quickly. Especially early game when soldier will is low, and you could have multiple panics. A single yellow alert, hit into kill could be the difference between succeeding a mission with no wounds and fa...
- Thu Jul 06, 2017 4:32 am
- Forum: Long War 2
- Topic: Arguments Regarding Squad Upgrades & More
- Replies: 7
- Views: 12754
Re: Arguments Regarding Squad Upgrades & More
Personally I prefer the way LW 2 does it. Removing Squad upgrades creates smaller power spikes, instead of large changes to squad effectiveness when you finish a research. If something was to difficult to get, id rather decrease it's cost or research, over making it a squad upgrade.
- Thu Jul 06, 2017 3:09 am
- Forum: Long War 2
- Topic: Luck in the Early Game
- Replies: 13
- Views: 19127
Luck in the Early Game
I feel like the early game may be to swayed to much by luck. To me this is most felt by missions offered, faceless created and found, and soldiers 1 shot. To get into each specifically. For missions, I feel like you can have a huge swing in how many missions you are actually offered that are doable/...
- Tue Jun 27, 2017 10:59 pm
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 51004
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
I feel as though Death from above and Rapid targeting are both useful whereas, snap shot seems pointless. I feel this way, since from a class standpoint Id almost always rather have a ranger, than a snapshot sniper. At best, snapshot is making the best of a bad situation vs's working towards a class...
- Mon Jun 26, 2017 4:02 am
- Forum: Long War 2
- Topic: Hidden Armer on Objects
- Replies: 4
- Views: 7301
Re: Hidden Armer on Objects
If that is the case, maybe these targets should show 100%, instead of no aim at all. Since not showing aim implies its guaranteed damage like combat protocol. Where as 100% would make sense with graze band. Still I personally would prefer if there wasn't grazes on these objects at all.
- Mon Jun 26, 2017 2:33 am
- Forum: Long War 2
- Topic: Hidden Armer on Objects
- Replies: 4
- Views: 7301
Hidden Armer on Objects
Some attackable targets, like data taps, and exploding barrels cannot be missed. However sometimes I notice my soldiers dealing damage to them outside of the weapons damage range. IE a 3-5 weapon dealing 2 to a gas tank. So the only thing I can think is that there are hidden grazes or hidden armor. ...
- Thu Jun 22, 2017 6:26 am
- Forum: Long War 2
- Topic: Soldier XP Questions
- Replies: 7
- Views: 13269
Re: Soldier XP Questions
About # 4. I Thought I read somewhere that kill xp was capped per soldier, by mission xp. Are you saying there is currently no limit to the amount of xp 1 soldier can get in a mission by killing advent.
- Thu Jun 22, 2017 1:26 am
- Forum: Long War 2
- Topic: Soldier XP Questions
- Replies: 7
- Views: 13269
Soldier XP Questions
To my knowledge soldiers get XP from completing a mission and killing enemies but I was curiosity about some specifics 1. Do all enemies give the same kill XP 2. Is mission XP based on 100% infiltration, or does over and under infiltrating a mission change how much mission XP you get. 3. Since you c...
- Thu Jun 08, 2017 12:59 pm
- Forum: Long War 2: Bug Reports
- Topic: RNF overwatching
- Replies: 4
- Views: 8633
Re: RNF overwatching
It was a mec.
- Thu Jun 08, 2017 10:27 am
- Forum: Long War 2: Bug Reports
- Topic: RNF overwatching
- Replies: 4
- Views: 8633
RNF overwatching
I had an re-enforcement go into overwatch the same turn it dropped in. Is this supposed to happen or is this a bug?
- Tue May 30, 2017 2:46 am
- Forum: Long War 2
- Topic: Advent Supply Raid Low % penalty
- Replies: 10
- Views: 18940
Advent Supply Raid Low % penalty
To my knowledge advent gets a super command squad if you under infiltrate Supply raid's, and maybe certain other missions. So I had some question about the details of the command pod. What % do you see the command pod at. Do you have to face the command pod at anything under 100%. I infiltrated one ...
- Sat May 27, 2017 4:34 am
- Forum: Long War 2
- Topic: Minumum Pod Spawns
- Replies: 9
- Views: 13842
Minumum Pod Spawns
During the advent base assault I noticed that there were some big pods, and some small pods. As well there was a "command" Pod that was larger and more challenging. What this made me wonder is do some maps/missions have a minimum amount of stuff that is going to be assigned to a command po...
- Wed May 17, 2017 7:12 pm
- Forum: Resolved Bug Reports
- Topic: 1.3 Evac Bug
- Replies: 7
- Views: 29932
- Tue May 16, 2017 3:21 am
- Forum: Resolved Bug Reports
- Topic: 1.3 Evac Bug
- Replies: 7
- Views: 29932
Re: 1.3 Evac Bug
I'm trying to find the save game, But in the savedata file everything just has numbers(IE save1, save2... ext). How do I find which one is the correct save.
- Mon May 15, 2017 5:03 am
- Forum: Resolved Bug Reports
- Topic: 1.3 Evac Bug
- Replies: 7
- Views: 29932
Re: 1.3 Evac Bug
Yes, I still have the file. How do I post to these forums? Do I just find some random upload site, or is there a preferred method?
- Mon May 15, 2017 4:37 am
- Forum: Resolved Bug Reports
- Topic: 1.3 Evac Bug
- Replies: 7
- Views: 29932
1.3 Evac Bug
I was playing a smash and grab on 1.3, and I cannot Evac. The Evac spawned on the edge of the map so only 2/3 of it was visible. However even on the 2/3 it doesn't let you evac. When I save load, the indicator for evac shows up. but after doing any movement, it disappears. I was using gotcha again a...
- Tue Apr 25, 2017 1:52 am
- Forum: Long War 2
- Topic: Holotargeter animation should be shorter
- Replies: 8
- Views: 13045
Holotargeter animation should be shorter
I think it would be nice if the holotargeter animation was reduced as part of LW 2. As of right now it takes insanely long 2 cast each time and you can potentially cast it 3 times in 1 turn if your sniper is specced that way. Now I realize that you can MOD it to be shorter, and in fact existing mods...
- Mon Mar 20, 2017 6:09 am
- Forum: Long War 2
- Topic: [suggestion] Change dessign of the smoke grenade.
- Replies: 20
- Views: 30440
Re: [suggestion] Change dessign of the smoke grenade.
I have made the same mistake several times. Especially when I was starting, I would confuse the 2 all the time. Probably happened the most on faceless missions, where you have rebels with one or the other. Though I think I got used to checking because I don't make the mistake very often anymore. Ove...
- Sun Mar 19, 2017 6:40 am
- Forum: Long War 2
- Topic: Recruitment Raid Very Difficult
- Replies: 31
- Views: 41569
Re: Recruitment Raid Very Difficult
@aedn It may be a case of information like you say. I consider Recruitment Retals to be the least intuitive of any map mode I have played so far. Generally speaking for other maps, you lose once and you know what to do. But with RR you can play several times and still not really be clear on how to p...
- Fri Mar 17, 2017 12:24 am
- Forum: Long War 2
- Topic: Recruitment Raid Very Difficult
- Replies: 31
- Views: 41569
Re: Recruitment Raid Very Difficult
Difficulty Impossible Month: May (15) Advent Str: 5 Map Difficulty: Light No gameplay Mods besides LW2 I ended up doing to the mission 3 or 4 times, with different load outs + spawns and eventually beat it. I saved 1 civi, lost a Soldier, and got more than 50% of my A team wounded. I probably could ...
- Thu Mar 16, 2017 12:29 am
- Forum: Long War 2
- Topic: Recruitment Raid Very Difficult
- Replies: 31
- Views: 41569
Recruitment Raid Very Difficult
I had my first recruitment raid since I don't normally set many to recruit, and the mission seems darn close to impossible. I was spotted turn 0, by 2 groups, one of which Mind controlled one of my units. Moving uncovered a 3rd pod + a turret, and re-enforcement were set to come on turn 2. Now It's ...