Search found 15 matches

by Yenreb
Wed Feb 07, 2018 6:15 pm
Forum: Long War of the Chosen Development (Community Adaptation)
Topic: Suggestion: Don't Start With The Chosen Active
Replies: 12
Views: 17582

Re: Suggestion: Don't Start With The Chosen Active

Considering the game opens with XCOM recovering the Commander (AFAIK LW2 didn't change that plot point) - a major asset for the Elders - I think it makes sense that the Chosen be active from Day 1. The Elders didn't consider XCOM a threat... until they recovered the Commander.
by Yenreb
Thu Jul 13, 2017 8:53 pm
Forum: Long War 2
Topic: Switch AWC+Psi Staff to Engineers or Both?
Replies: 9
Views: 8947

Re: Switch AWC+Psi Staff to Engineers or Both?

What if you could assign engineers (beyond an advisor) as additional Haven personnel? Or retrain an engineer into a rookie at the GTS or AWC? (For symmetry, in principle, you should be able to do this with a scientist too. It's a testament to their differing value that you never would.) Also it migh...
by Yenreb
Fri Jun 23, 2017 4:25 pm
Forum: Long War 2
Topic: How to buff/balance Specialist Interference ability?
Replies: 14
Views: 12468

Re: How to buff/balance Specialist Interference ability?

I don't think it requires line of sight. I think I've had it where I could use interference on an enemy I couldn't combat protocol. But maybe combat protocol was on cool down or I wanted to save the charge. Hard to be sure. I later restarted the mission so no chance of a save.
by Yenreb
Tue Jun 20, 2017 9:34 pm
Forum: Long War 2
Topic: Secondary weapon choice
Replies: 7
Views: 7819

Re: Secondary weapon choice

In principle it should be possible for a mod to get all the perks right. I have a vision for such a mod (which in my vision would also allow multi-classing) but no time to finish even one LW2 campaign, let alone develop and test a mod for it.
by Yenreb
Tue Jun 13, 2017 1:50 pm
Forum: Long War 2
Topic: Using utilities increase mobility?
Replies: 9
Views: 8188

Re: Using utilities increase mobility?

Removing the -1 mobility from special ammo sounds like an easy mod. I've also heard of a special ammo "slot" which is disabled by default but there are mods which enable it.
by Yenreb
Mon Jun 12, 2017 3:38 pm
Forum: Long War 2
Topic: weird AI behaviour around drone corpse
Replies: 4
Views: 5093

Re: weird AI behaviour around drone corpse

Depending on difficulty level, overwatch may be a valid yellow alert activity. Finding a downed drone probably triggers yellow alert.
by Yenreb
Fri Feb 24, 2017 4:59 pm
Forum: Long War 2: Bug Reports
Topic: Red fog issues
Replies: 2
Views: 3013

Re: Red fog issues

Functions as designed. Archons and Sectopods are not affected by Red Fog.
by Yenreb
Tue Feb 21, 2017 7:17 pm
Forum: Long War 2
Topic: [QoL Suggestion] Not-Faceless-Marker
Replies: 13
Views: 12176

Re: [QoL Suggestion] Not-Faceless-Marker

After a rendezvous all faceless are removed from the haven, right? I don't know about any of the other premises.
by Yenreb
Thu Feb 16, 2017 8:22 pm
Forum: Long War 2
Topic: Patch 1.2
Replies: 37
Views: 30808

Re: Patch 1.2

RIP
by Yenreb
Thu Feb 16, 2017 7:37 pm
Forum: Long War 2
Topic: ADVENT's Agenda page on the Ufopaedia wiki
Replies: 4
Views: 5789

Re: ADVENT's Agenda page on the Ufopaedia wiki

Alketi wrote:Looks great. Thanks!

Are you also working on a section that highlights the Retaliation mechanic? I've heard having more than 4 Haven personnel plus perhaps other requirements need to be in place for certain retaliations to occur. Would be nice to know the exact numbers.
Exact numbers
by Yenreb
Wed Feb 15, 2017 3:41 pm
Forum: Long War 2: Strategy
Topic: Pistol Builds?
Replies: 47
Views: 37605

Re: Pistol Builds?

trihero wrote:
Officers have a few bonuses that relate to pistols
What are those?
Officers get both of these perks, usable only if they have a pistol equipped:
Commissar: shoot and kill a mind-controlled ally
You'll Need This: hand a basic pistol to an unarmed ally (VIP)
by Yenreb
Mon Feb 13, 2017 3:42 pm
Forum: Long War 2
Topic: Questions about game mechanics: Reinforcements
Replies: 23
Views: 16843

Re: Questions about game mechanics: Reinforcements

I decided to wait near the extraction point in a overwatch trap to gain some experience I read that experience comes from winning missions, not from kills, in LW2. (On a failed mission kills award experience, but not more than half what success would be.) You can farm for loot drops though, I guess.
by Yenreb
Sat Feb 11, 2017 3:04 pm
Forum: Long War 2
Topic: AWC perks related to other classes' weapons
Replies: 1
Views: 2850

AWC perks related to other classes' weapons

Can a class that doesn't carry a melee weapon get perks related to melee weapons from the AWC? Can a Sharpshooter get perks that don't work with the sniper rifle (Walk Fire and Cyclic Fire)? How does the Holo Targeting AWC perk work? Is the effect applied by the primary weapon (like in LW1) or does ...
by Yenreb
Sat Feb 11, 2017 3:23 am
Forum: Long War 2
Topic: AWC perks related to other classes' secondary weapons
Replies: 1
Views: 3196

AWC perks related to other classes' secondary weapons

This page lists all of the AWC perks. Several relate to particular weapons. Since the AWC perks are granted to classes that don't normally get those perks, how do they work? In particular: [*] Walk Fire and Cyclic Fire do not work with the sniper rifle. Can a sharpshooter roll these perks? [*] Cutt...
by Yenreb
Sat Feb 11, 2017 1:21 am
Forum: Long War 2: Bug Reports
Topic: Fortify tooltip displays no numbers on Haven Management screen
Replies: 0
Views: 1919

Fortify tooltip displays no numbers on Haven Management screen

Screenshot (Imgur)

1.1/Win10
The only other mod I have active is Evac All
Other tooltips I've seen on this screen do display numbers, and the in-mission tooltip for this rebel shows the right numbers too.