Search found 28 matches
- Tue Jun 20, 2017 12:18 pm
- Forum: Long War 2
- Topic: Secondary weapon choice
- Replies: 7
- Views: 13527
Re: Secondary weapon choice
...or just equip a pistol as a secondary weapon.
- Thu May 25, 2017 12:36 pm
- Forum: Long War 2
- Topic: LW2 - Grenadier - balance and ammo
- Replies: 23
- Views: 31509
Re: LW2 - Grenadier - balance and ammo
I found support grenadiers (with sting grenades) a little op in 1.2. In 1.3 and on though they have been substantially nerfed and now it is not so clear to me whether I should take the support or damage route. I agree with some people here though that to be properly effective you need to chose early...
- Mon May 22, 2017 5:16 pm
- Forum: Long War 2
- Topic: Aliens hitting me frequently through full cover
- Replies: 110
- Views: 164826
Re: Aliens hitting me frequently through full cover
Well, statistics aside, there is definitely something amiss. To be fair though, it might not be LW2 - it might be Perfect Information (possibly combined with LW2) or just my understanding. I have just had a ranger shot through full cover, so let's check my understanding. The Advent in question was a...
- Fri May 19, 2017 11:15 am
- Forum: Long War 2
- Topic: Aliens hitting me frequently through full cover
- Replies: 110
- Views: 164826
Re: Aliens hitting me frequently through full cover
I'm wondering if this is simply a false reporting thing. I am using Perfect Information, and it tells me the Advent soldiers' aim and the chance that Advent had of making the shot. If this is giving a correct number, I agree with posters here that we are seeing too many successful shots. For example...
- Thu May 18, 2017 2:41 pm
- Forum: Long War 2
- Topic: Your least favorite things about 1.3 ?
- Replies: 26
- Views: 37013
Re: Your least favorite things about 1.3 ?
For me I think it is handling drones early in the game. At the start of the game (CI) the drones have 5 (or is it 4?) health and 2 armour. Early ballistic weapons do so little damage that they are seriously stymied by the armour. I am not sure if the number of drones has increased, or whether it jus...
- Wed May 17, 2017 4:14 pm
- Forum: Long War 2
- Topic: Fleche against Sectoids
- Replies: 9
- Views: 14011
Re: Fleche against Sectoids
I am slightly surprised no-one has modded in armoured/clothed sectiods.
- Wed May 17, 2017 4:11 pm
- Forum: Long War 2
- Topic: 1.3 Too many turns, too easy!!
- Replies: 20
- Views: 26123
Re: 1.3 Too many turns, too easy!!
I really like the replacement of the hard timer with reinforcements. This is something I had advocated way back when XCom 2 came out and think it is a vast improvement on gameplay and realism. In my view, this is the best single change in 1.3.
- Wed May 17, 2017 4:06 pm
- Forum: Long War 2
- Topic: Enemy shooting on reveal
- Replies: 17
- Views: 40737
Re: Enemy shooting on reveal
Yellow-alert actions include taking shots, but I don't think they can use AOE abilities or melee. Unless that has changed in 1.3, that is definitely not true. I recently had the Berserker King (Queen?) wander in on my flank from a previously unseen position. (S)He "scampered" (as much as ...
- Fri May 12, 2017 3:50 pm
- Forum: Long War 2
- Topic: Solution for 0% column ambush/supply raids.
- Replies: 31
- Views: 40949
Re: Solution for 0% column ambush/supply raids.
I would rather just remove infiltration from column ambush and supply raids entirely. Narratively, it makes sense that you wouldn't have time to infiltrate them. You are exploiting an Advent weakness that your intel has uncovered, but that weakness has to be acted on immediately or it is gone. With ...
- Sun Apr 30, 2017 10:50 am
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 145263
Re: 1.3 Changelog got updated.
Given the huges changes to Perks, does anyone know what would happen to a 1.2 save game if loaded in 1.3? Will it just break?
- Fri Apr 28, 2017 1:42 pm
- Forum: Long War 2
- Topic: Advice
- Replies: 96
- Views: 108860
Re: Advice
IMO Red Fog makes the game a little bit easier, as AOE damage can now assist with group control. Firing a rocket into an 8-pack of advent and injuring all of them, makes it much harder for them to do something back. Instead of taking a 20% shot at an enemy, you now throw a grenade to partially disa...
- Fri Apr 28, 2017 1:23 pm
- Forum: Long War 2
- Topic: Vigilance and the Avatar Project
- Replies: 9
- Views: 15163
Re: Vigilance and the Avatar Project
First of all, i think it makes sense from a narrative perspective that increased vigilance slows down AVATAR. Sure you are not directly acting against it but you are causing enough ruckus that ADVENT is busy with other considerations. They are spending resources trying to find you, moving troops an...
- Thu Apr 27, 2017 2:08 pm
- Forum: Long War 2
- Topic: Vigilance and the Avatar Project
- Replies: 9
- Views: 15163
Vigilance and the Avatar Project
One of the things that seems very mysterious to me in LW2 is the connection between vigilance and the avatar project. Indeed the link between them is something that I would never have got if I have not come to the Pavonis forums to seek LW2 strategies. While I like the notion of vigilance itself (i....
- Wed Apr 26, 2017 3:56 pm
- Forum: Off-topic
- Topic: Phoenix Point Crowdfunding campaign
- Replies: 12
- Views: 68573
Re: New game from Julian Gollop crowdfunding now!!
I think Gollop is entitled to make a game that is inspired by (the original) X-Com since he made it in the first place.Franzy wrote:Wow... It looks nothing like XCOM at all!
I think it looks awesome and I await it eagerly.
- Tue Apr 25, 2017 3:52 pm
- Forum: Resolved Bug Reports
- Topic: RestartLevel is not working properly
- Replies: 9
- Views: 35207
Re: RestartLevel is not working properly
Sorry, I didn't keep a save. It was in an Ironman game but with Bronzeman enabled, so I just restarted the mission (after losing most of the squad). I have occasionally seen the bug where if I restart I don't get any moves on the first turn, but in this case, I hadn't restarted before it happened. I...
- Mon Apr 24, 2017 4:09 pm
- Forum: Long War 2: Strategy
- Topic: Your strategy for missions with strong alien activity.
- Replies: 19
- Views: 26432
Re: Your strategy for missions with strong alien activity.
For the record, this was a recruitment raid. I had been trying to increase my rebel count (I had 5 I think) and managed the opposite.
- Mon Apr 24, 2017 3:00 pm
- Forum: Long War 2: Strategy
- Topic: Your strategy for missions with strong alien activity.
- Replies: 19
- Views: 26432
Re: Your strategy for missions with strong alien activity.
I feel for the OP. Just yesterday I suffered a squad wipe in a relation mission. It was very frustrating because there was nothing I could do - I was still quite early in the game so my guys had ballistic weapons and kevlar. Retaliation is important to counter if you want your rebels to survive, so ...
- Thu Apr 20, 2017 3:55 pm
- Forum: Long War 2
- Topic: Faceless question
- Replies: 12
- Views: 17420
Re: Faceless question
You can also tell if you have faceless left if you are still losing supplies. And using the retaliation missions you can even figure out who the faceless is. This can be quite frustrating, because there is nothing you can do about it - it would be nice if you could execute them.
- Wed Apr 05, 2017 1:10 pm
- Forum: Long War 2
- Topic: The Issue with Yellow Alert and Engagements
- Replies: 15
- Views: 26265
Re: The Issue with Yellow Alert and Engagements
That's a nice compromise. I like it.MacroNova wrote:There is a simple solution for yellow alert that I can't seem to get traction for. The shots should be treated like overwatch shots. Aim malus and no crit chance. Easy peasy, problem solved.
- Fri Mar 31, 2017 3:07 pm
- Forum: Long War 2
- Topic: Is the 'Beagle maneuver' still cheap?
- Replies: 14
- Views: 23091
Re: Is the 'Beagle maneuver' still cheap?
I agree that it is cheap. I would prefer that the pod simply get a full (i.e. normal) move, starting from the reveal. It should be a bad thing if your troops are caught out of cover. That would make opening with a flash-bang much more reasonable (which is how it would be done in reality unless every...
- Mon Mar 20, 2017 2:44 pm
- Forum: Long War 2
- Topic: Are mags better than lasers
- Replies: 15
- Views: 24181
Re: Are mags better than lasers
I think it depends on the soldier. Soldiers with excellent aim who will be fighting at close range benefit greatly from mag rifles. But if they have poor aim and firing from distance, they probably need all the aim assistance they can get. For this reason, I tend to run both simultaneously. However,...
- Thu Mar 09, 2017 5:26 pm
- Forum: Long War 2
- Topic: unrevealed faceless w/Intel gathering ?
- Replies: 12
- Views: 16342
Re: unrevealed faceless w/Intel gathering ?
I had a rather weird thing happen to me recently. A newish haven, with only 4 (I think) rebels and a haven adviser in it got the ambush faceless spy mission. Fine. But when the mission loaded, only my adviser was present! Does this mean that all 4 of the haven rebels were faceless?! I thought I woul...
- Thu Mar 09, 2017 5:17 pm
- Forum: Long War 2
- Topic: [Suggestion] Alternative Infiltration Model
- Replies: 5
- Views: 8698
Re: [Suggestion] Alternative Infiltration Model
Wouldn't it be easier to just remove the infiltration time bonus from having a squad of less than, say, 4 soldiers? (i.e. 1 soldier would take as long to infiltrate as 4.) Then if the timer is short you have to decide whether you are going to send your single stealth soldier into a heavily defended ...
- Sat Feb 18, 2017 3:23 pm
- Forum: Long War 2
- Topic: Question about Mobility and Grenades
- Replies: 14
- Views: 23119
Question about Mobility and Grenades
So, we all know that grenades reduce mobility by one when you take them on a mission. But, does this effect your mobility for the entire mission, or do you regain that mobility point once you have thrown the grenade? Logic would dictate the latter, though good gameplay would insist on the former.
- Tue Feb 14, 2017 9:07 pm
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 132800
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
Or easier still, remove infiltration entirely for these missions (except maybe HQ). It doesn't make sense narratively that you should be able to wait anyway.