Search found 75 matches
- Tue Jul 11, 2017 2:21 am
- Forum: Long War 2
- Topic: Squad size
- Replies: 9
- Views: 15702
Re: Squad size
The main benefit was not the bounty of corpses (though that was a huge help to be sure) it was the soldier xp. After 2 or 3 supply raids they got exponentially easier because of your suddenly high ranking soldiers. You could potentially have a squad full of MSGTs in like... August. While your idea i...
- Thu Jul 06, 2017 4:51 am
- Forum: Long War 2
- Topic: Specialist Medic is useless
- Replies: 18
- Views: 28235
Re: Specialist Medic is useless
In the original Long War, medics were useful because they could heal a soldier's armor hit points, which were a lot like ablative in this game. This meant that if you healed soldiers before they took actual HP damage, you were much less likely to see wounds after a fight. Perhaps a similar approach ...
- Wed Jul 05, 2017 2:26 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 805174
Re: Please rethink this!
I see the argument thrown that "they are OP , they must be nerfed". Also, why is everyone saying that the incendiary last 2 turns ? It's either bugged for me but the grenade lasts 3 turns ( XCOM - Alien - XCOM) Means you can only disable an enemy for 1 turn ; not 2. The burning damage wil...
- Tue Jul 04, 2017 4:01 am
- Forum: Long War 2
- Topic: 1.5 Troop Column schedules
- Replies: 2
- Views: 6803
Re: 1.5 Troop Column schedules
How common are officers in the other pods in troop columns? I was thinking, if there was a 50/50 chance for a single officer to be at a troop column, and they were removed from Rendezvous missions but guaranteed on supply raids, it might nerf incendiaries to some extent (so maybe the burn chance cou...
- Fri Jun 30, 2017 5:26 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 805174
Re: Please rethink this!
Just thought of an alternate nerf: If ADVENT Officers were made much more rare on corpse-gathering missions, it would limit the ability to stack incendiaries. Even if they were just taken out of Rendezvous missions entirely, and replaced with a trooper variant, it would cut down on available officer...
- Thu Jun 29, 2017 12:16 am
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50965
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
Just to be more concrete on what we all mean by "AI improvements", here are some ideas for behavior for aliens who are being attacked from who-knows-where: (1) Clueless pods sprint away from danger and spread out much wider than normal to cover more area and try to catch a glimpse of XCOM...
- Wed Jun 28, 2017 3:45 am
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50965
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
I'm not sure Xavier is so far ahead. His squads still look undergeared and his research may not be advanced enough. I think he also needs more troops. But he's a really good player and can manage that on the strategic level for a while. But I also see him making silly mistakes in his battles becaus...
- Tue Jun 27, 2017 10:11 pm
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50965
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
I really like xwynns videos, but I absolutely hate it when he starts kvetching about balance out of context. An 11-enemy supply raid (no timer) at strength 2 against 4 high level XCom soldiers is really not the place to be making sweeping claims about the balance of a core perk. Sometimes missions ...
- Tue Jun 27, 2017 12:52 pm
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50965
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
I think this is an issue with AI, not sharpshooter balance. As DerAva mentioned, any two snipers could have taken advantage of that situation, DfA or otherwise. If the AI were instead coded to move cover-to-cover towards XCOM, hunkering along the way, xwynns would have had a hell of a time that miss...
- Mon Jun 26, 2017 12:45 am
- Forum: Long War 2
- Topic: Any workaround for incorrect rnf schedules in 1.4?
- Replies: 2
- Views: 5311
Any workaround for incorrect rnf schedules in 1.4?
I have been waiting patiently for 1.5 but I really want to start a new campaign. Instead of blatantly murdering innocent rookies, I will instead ask: Are there any INI edits we can make to fix the bad rnfs on haven defense and other missions? As a secondary question, will there be any issue continui...
- Mon Jun 26, 2017 12:35 am
- Forum: Long War 2
- Topic: Combatives proc
- Replies: 7
- Views: 12792
Re: Combatives proc
I saw the Hive Queen going underground. I didn't know how to make it spawn so I sent my Shinoby in the proximity. Plan was to proc combatives and then take it down with the Kubikiri Sniper. The Sniper did his job just fine. Shinoby came home in a bag tho. I wonder if this has something to do with t...
- Mon Jun 26, 2017 12:25 am
- Forum: Long War 2
- Topic: So, about flamers and napalm-X
- Replies: 7
- Views: 12410
Re: So, about flamers and napalm-X
Every time I see a thread about Technicals, I play a game where I try to guess whether people are complaining about them being completely useless, or wildly OP. I'm usually wrong, but at least I'm never disappointed by it being neither :D I agree with the principle behind what LordYanaek is saying, ...
- Sat Jun 24, 2017 12:17 am
- Forum: Elevated Bug Reports
- Topic: Liberating Regions-Doom Tracker?...v1.4
- Replies: 5
- Views: 29306
Re: Liberating Regions-Doom Tracker?...v1.4
Check if there's actually any doom on the fortress to begin with. If all your doom is coming from facilities and nothing is on the fortress then there's nothing you can remove to begin with. From the 1.3 patch notes: - Doom reduction (e.g. from main story missions) now can reduce doom in facilities...
- Tue Jun 20, 2017 9:56 pm
- Forum: Long War 2
- Topic: Is underinfiltrating 1 enemy-count level bearable?
- Replies: 6
- Views: 12138
Re: Is underinfiltrating 1 enemy-count level bearable?
If you are confident in your squad, their loadout, and your skill as a commander, underinfiltrating by 1 or even 2 alert levels is absolutely doable (on most mission types). Another thing people haven't mentioned -- underinfiltrating increases the chance of green-alert or yellow-alert reactions by 1...
- Tue Jun 20, 2017 9:48 pm
- Forum: Long War 2
- Topic: Secondary weapon choice
- Replies: 7
- Views: 13530
Re: Secondary weapon choice
This would be so awesome! I play as close to default LW2 as possible, meaning zero ini tweaks, but I would break that rule in a heartbeat if the ability to replace secondary weapons with pistols was toggleable in the ini.Severian wrote:...or just equip a pistol as a secondary weapon.
- Tue Jun 20, 2017 9:44 pm
- Forum: Long War 2
- Topic: 1.3 QOL - Haven Leaders Loadout
- Replies: 12
- Views: 17066
Re: 1.3 QOL - Haven Leaders Loadout
Hooray. The concerns raised here are being fixed in the QOL update for 1.5 :D - Allow Liaison soldiers to be added to squads. - Allow soldiers in a squad to be assigned to Liaison duty in a Haven and dim their icon to make sure they appear unavailable like others in training/wounded. This may sound...
- Tue Jun 20, 2017 9:40 pm
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64647
Re: On the oddities and failures of Kill Zone/Covering Fire
Hrm, looking over this discussion reminds me of something very, very similar discussed early on in the release of XCOM2. My memory tells me that the issue was that you will only trigger Reaction Fire (Overwatch, Bladestorm, CCS, etc) on an unit entering a tile, not leaving. Either that or that the ...
- Tue Jun 20, 2017 9:31 pm
- Forum: Long War 2
- Topic: Non timed missions?
- Replies: 3
- Views: 7460
Re: Non timed missions?
There are quite a few missions where you both do not have a timer, and collect all of the corpses and other loot upon mission completion: Supply raid Troop column Rendezvous Assault ADVENT HQ Secure landed UFO Some of the Golden Path missions too, I believe There are also some missions where there i...
- Sat Jun 10, 2017 7:44 am
- Forum: Long War 2
- Topic: Overwatch perk comparison -- the numbers
- Replies: 2
- Views: 6492
Overwatch perk comparison -- the numbers
I made a spreadsheet to compare the OW shots for varying hit-chance and number of available targets, which computes the average number of shots landed: https://docs.google.com/spreadsheets/d/1AtB87w7ts25m-hytemXPODXNV63qVruzE_gua-IENnM/edit?usp=sharing Some caveats: There may be an error in my math ...
- Mon May 29, 2017 4:18 am
- Forum: Long War 2
- Topic: Holo-Sniper Lead-By-Example Officer
- Replies: 9
- Views: 16409
Re: Holo-Sniper Lead-By-Example Officer
Wonder how effective a DfA officer would be. In theory sniper shot + command sounds pretty good, and the officer abilities give them something to do when they need to change positions. Unfortunately since they are an officer you would have to give up potentially good sniper nests to stay near the sq...
- Sat May 20, 2017 3:31 am
- Forum: Long War 2
- Topic: Shotgun weapon range applying incorrectly...?
- Replies: 18
- Views: 23114
Re: Shotgun weapon range applying incorrectly...?
As far as the fringe case thing, main thing I can think of is what other people have been saying about stepping out. It possible all my adjacent shots have been such that neither my soldier nor the enemy are stepping out "into" each other. Perhaps try getting adjacent to a drone again to m...
- Sat May 20, 2017 3:23 am
- Forum: Long War 2
- Topic: What do you all use Aggression for on the Assault tree?
- Replies: 6
- Views: 10415
Re: What do you all use Aggression for on the Assault tree?
Good points all around, trihero. Didn't even consider unflankable enemies, so easy to forget about them when considering crit builds and hit 'n' run. I usually just pick BeO without thinking, and it might still come in handy if your weapon tech is a bit behind, but Untouchable and CCS are almost cer...
- Sat May 20, 2017 3:10 am
- Forum: Long War 2
- Topic: Shotgun weapon range applying incorrectly...?
- Replies: 18
- Views: 23114
Re: Shotgun weapon range applying incorrectly...?
Have logged ~20 hours in 1.3 so far and can absolutely confirm I have not seen this despite standing immediately adjacent to aliens with both normal shotguns and sawed-off ones many, many times. What I have seen is that I get the 60% bonus whether I am immediately adjacent, or flanking-around-a-corn...
- Sat May 20, 2017 2:22 am
- Forum: Long War 2
- Topic: What do you all use Aggression for on the Assault tree?
- Replies: 6
- Views: 10415
What do you all use Aggression for on the Assault tree?
I ask because I realized that in the "ultimate problem solver" build (CaP + Killer Instinct + Rapid Fire) really has enough crit already (30% from CaP, 40% flanking, natural shotgun crit + laser sight) and doesn't really need it, better to pick Extra Conditioning. So then what do people us...
- Sat May 20, 2017 2:01 am
- Forum: Long War 2
- Topic: v1.3 Gunner Skill Balance
- Replies: 22
- Views: 28753
Re: v1.3 Gunner Skill Balance
Uh... well, yes you're right about the suppression thing, but they can still tank. They just need to be a bit closer, and you need to screw around with Defense scores (basically choose a soldier with low defense from NCE and/or put them in low cover while the rest of your squad is in high cover).