Search found 72 matches
- Thu Aug 17, 2017 9:01 am
- Forum: Long War 2: Bug Reports
- Topic: Reinforcement pod... of 0.
- Replies: 7
- Views: 12565
Re: Reinforcement pod... of 0.
Interesting. This specific save has been pretty interesting so far as well. I've been getting bombarded by UFOs in the mid game insanely hard, I'm doing more UFO supply missions than even troop movement missions almost, and it isn't because Advent isn't trying to move troops. My current Vigilance in...
- Thu Aug 17, 2017 8:17 am
- Forum: Long War 2
- Topic: Aliens hitting me frequently through full cover
- Replies: 110
- Views: 166932
Re: Aliens hitting me frequently through full cover
I use Perfect Information, and a basic ADVENT Trooper (65 aim) that was disoriented still got a reported 40% chance to hit against a soldier standing in full cover who had Aid Protocol cast on him. I don't see how that's possible. Make sure you are using LW2's version of Perfect information. The no...
- Thu Aug 17, 2017 8:01 am
- Forum: Long War 2
- Topic: Kubikiri. Good or way too good?
- Replies: 37
- Views: 58686
Re: Kubikiri. Good or way too good?
Why do you consider Snipers crucial for GOps in the late game? Hell, you can practically stop doing GOP missions late game and just prioritize GP or Liberation/Facility missions. Snipers are great, don't get me wrong, but they are in no way crucial for late game GOP missions. Also, if you so much as...
- Thu Aug 17, 2017 6:49 am
- Forum: Long War 2
- Topic: Kubikiri. Good or way too good?
- Replies: 37
- Views: 58686
Re: Kubikiri. Good or way too good?
Aggression caps out at 30% though, not 15%. The times you most want Kubikori is when you have a large pod that has a high threat Secto/Gatekeeper in play. Also, if you make a spotter Sniper (officer, at that, letting you have both the officer and spotter as a single person) you can easily set up an ...
- Thu Aug 17, 2017 12:09 am
- Forum: Long War 2
- Topic: Where are the Alien Leaders from Alien Hunters DLC?
- Replies: 5
- Views: 10566
Re: Where are the Alien Leaders from Alien Hunters DLC?
They only show up on Liberation 5 and Golden Path missions.
People say they can show up on troop columns, but I've literally never once seen one show up there in LW2, but I can fight em back to back to back in 3 Nerve Center missions if I so please.
People say they can show up on troop columns, but I've literally never once seen one show up there in LW2, but I can fight em back to back to back in 3 Nerve Center missions if I so please.
- Wed Aug 16, 2017 9:45 am
- Forum: Long War 2
- Topic: Infiltration base duration cost
- Replies: 9
- Views: 13038
- Wed Aug 16, 2017 8:19 am
- Forum: Long War 2
- Topic: Infiltration base duration cost
- Replies: 9
- Views: 13038
Re: Infiltration base duration cost
There is. It will show you the exact infiltration time both with and without a boost.Dong101 wrote:Is there a mod that calculate the 100% infil rate time with intel boost?
Currently rely on my trusty calculator
- Wed Aug 16, 2017 7:53 am
- Forum: Long War 2: Bug Reports
- Topic: Reinforcement pod... of 0.
- Replies: 7
- Views: 12565
Re: Reinforcement pod... of 0.
The save in this zip file should have that first turn of the mission. http://www.mediafire.com/file/132eord4jnav194/Stuff_for_LW2_Devs.7z As for the other folder, that SHOULD be my mod loadout with .inis, at least, its what I should have copied from my steam workshop folder for Xcom2. I specifically...
- Tue Aug 15, 2017 12:43 pm
- Forum: Long War 2: Bug Reports
- Topic: Reinforcement pod... of 0.
- Replies: 7
- Views: 12565
Re: Reinforcement pod... of 0.
It was on a completely valid area for reinforcements, it was a standard rooftop where I had spawned in. I went out of my way to get a copy of the first turn's save file, so it should give you the proper setup for the situation of the spawn, it'll just depend on me getting a chance to set it up to se...
- Tue Aug 15, 2017 4:13 am
- Forum: Long War 2
- Topic: Run & Gun + Killer Instinct + Command?
- Replies: 2
- Views: 6145
Re: Run & Gun + Killer Instinct + Command?
Have to say that I haven't tried it yet, but I'm pretty certain that your turn basically ends after you take your first shot, so the 2nd shot after the command will probably not get the Run&Gun bonus. The reason why I think it will work this way is the way Command and Run&Gun interact with ...
- Tue Aug 15, 2017 4:04 am
- Forum: Long War 2
- Topic: CyberBall stupid AI
- Replies: 21
- Views: 32670
Re: CyberBall stupid AI
In XCOM 2 I never allowed a gatekeeper to take a single action across several playthrus. In LW2 it seems if you encounter one without all your god-tier troops, you are completely screwed. Stupid AI or not. Na, they are entirely handlable, you just need a high amount of shred for them. By the time y...
- Tue Aug 15, 2017 2:43 am
- Forum: Long War 2: Bug Reports
- Topic: Reinforcement pod... of 0.
- Replies: 7
- Views: 12565
Reinforcement pod... of 0.
Was playing a mission (Still am at the time of writing this) where it had first turn reinforcements, played out the animation and all... and the reinforcement was empty. Was just an empty airship. Nothing came out. Just... hot air. Sort of interesting, to say the least. 1) The version of Long War yo...
- Tue Aug 15, 2017 2:23 am
- Forum: Long War 2
- Topic: Grenadiers suck.
- Replies: 58
- Views: 82555
Re: Grenadiers suck.
I didn't realise this at all and its something I could make some good use out of... Yea, its not really intuitive because you wouldn't think that the Exo gets benefit, but Needle specificly states that it just prevents your explosives from destroying corpses. This applies to any explosive that woul...
- Tue Aug 15, 2017 2:08 am
- Forum: Long War 2
- Topic: Killzone bugged or am I doing something wrong.
- Replies: 9
- Views: 18744
Re: Killzone bugged or am I doing something wrong.
Here is a few things you should know about Overwatch shots in general. 1. They only go off if a target moves more than 2 continuous tiles INSIDE the Overwatch zone. 2. Killzone still obeys LoS, it just lets you do it at Squadsight range. Make sure that the soldier using KZ has full LoS within said z...
- Mon Aug 14, 2017 11:45 pm
- Forum: Long War 2
- Topic: Grenadiers suck.
- Replies: 58
- Views: 82555
Re: Grenadiers suck.
The ways I handle Grenadiers. 1. Check AWC perks. I play with all AWC perks shown, because it massively changes how you might use a guy if you know he'll have access to Cool under Pressure as an Assault, or Kubikori as a Shinobi, or just decides how you may want to spec your perks. A Sting Grenadier...
- Mon Aug 14, 2017 11:00 pm
- Forum: Long War 2
- Topic: Perks that are amazing if they were on a different class
- Replies: 27
- Views: 36852
Re: Perks that are amazing if they were on a different class
Pistol skills work very well on sharpshooters. Their aim is high enough that they can actually hit and cause considerable damage on their targets. DfA sharpshooters work well, particularly if you score a kill, you can then use the extra shot from several of the pistol skills to finish off a wounded...
- Thu Aug 03, 2017 11:35 pm
- Forum: Long War 2
- Topic: OW Tactics
- Replies: 7
- Views: 12200
Re: OW Tactics
Overwatch rangers are good because they let you amp the number of hits you can do per turn from 2 all the way up to 4. Thanks to Cool Under Pressure and Covering Fire, you get an aim bonus, the ability to crit, and apply an aim malus on the enemy. Ever Vigilant lets you aggressively move for the fla...
- Thu Aug 03, 2017 6:17 pm
- Forum: Long War 2
- Topic: Least valuable class in 8-man squad?
- Replies: 18
- Views: 26907
Re: Least valuable class in 8-man squad?
Heavily depends on context. The least valuable class is probably a Technical for long missions. Their whole snick is limited use, but insanely high impact, abilities in the Flamethrower and Rocket Launcher. But those times you get a 4-5 pod Firestorm.... damn. Especially good if you have a Psi who c...
- Tue Aug 01, 2017 2:36 am
- Forum: Long War 2
- Topic: Switch AWC+Psi Staff to Engineers or Both?
- Replies: 9
- Views: 14808
Re: Switch AWC+Psi Staff to Engineers or Both?
Also it might be nice if you could train Haven personnel into rookies and vice versa. That would be so lovely at times. You know those personnel who just have godlike stats sometimes that you wish you could have... My record was a haven personnel who had 8 base HP, 70 base aim, and 16 mobility base...
- Fri Jul 28, 2017 4:55 pm
- Forum: Long War 2
- Topic: SPARKs Feedback
- Replies: 16
- Views: 24722
Re: SPARKs Feedback
To be honest, sparks being able to use weapon mods fixes most of these issues. +15 aim to reaction buffs guardian/overwatch builds, or scope enables the more offensive one.
Considering they are enabling sparks to use mods in vanilla, I'm assuming LW will probably also do so.
Considering they are enabling sparks to use mods in vanilla, I'm assuming LW will probably also do so.
- Thu Jul 27, 2017 10:47 pm
- Forum: Long War 2
- Topic: Stun Lancer - restricting unconscious status effect to already wounded units
- Replies: 25
- Views: 37153
Re: Stun Lancer - restricting unconscious status effect to already wounded units
Flashbangs tend to get relegated to support grenadiers come mid game, unless you're lucky enough to have flashbang AWC perk on another frontliner who can use it (Better yet if they also roll Volatile Mix, Bombardier, and/or Rapid Deployment to go with it), as you generally start needing to flash ene...
- Thu Jul 27, 2017 10:38 pm
- Forum: Long War 2
- Topic: Shinobi Stab Animation
- Replies: 4
- Views: 7502
Re: Shinobi Stab Animation
99% sure that animation is supposed to only be for the gunner's knife, but its bugged to show up on other melee attacks that it shouldn't (very notable one being the knock VIP unconscious animation).
Also, just a minor fun fact, the gunner can get Fleche from the AWC.
Also, just a minor fun fact, the gunner can get Fleche from the AWC.