When do you get "Haven Evacuation" missions and when "Stop the Massacre" ones, btw?
Is the Evacuation a detectable precursor to the Massacre?
Search found 96 matches
- Mon Feb 13, 2017 8:31 pm
- Forum: Long War 2: Strategy
- Topic: Rebel jobs in liberated regions
- Replies: 21
- Views: 23627
- Mon Feb 13, 2017 8:24 pm
- Forum: Long War 2: Strategy
- Topic: Shinobi Builds
- Replies: 17
- Views: 29277
Re: Shinobi Builds
I'm not talking about enemy VIPs - I'm talking about prisoners and escortees (I thought the term applied to every important civilian).
The idea is to sedate a friendly civilian with your first move, put them on your shoulder and profit from the soldier's superior movement.
The idea is to sedate a friendly civilian with your first move, put them on your shoulder and profit from the soldier's superior movement.
- Mon Feb 13, 2017 7:17 pm
- Forum: Long War 2: Strategy
- Topic: Rebel jobs in liberated regions
- Replies: 21
- Views: 23627
Re: Rebel jobs in liberated regions
Interesting video. If I understand all of you correctly, the only reason to go intel in a liberated region - and the only mission you can find there - is the prelude to an invasion. Never had an invasion so far. Is it worth to catch the precursing supply raid? Will it make the invasion more manageab...
- Mon Feb 13, 2017 6:09 pm
- Forum: Long War 2: Strategy
- Topic: Rebel jobs in liberated regions
- Replies: 21
- Views: 23627
Rebel jobs in liberated regions
Is there any need for intel in a liberated zone or can you go full supply here?
- Mon Feb 13, 2017 6:04 pm
- Forum: Long War 2: Strategy
- Topic: Avenger Defense
- Replies: 10
- Views: 13768
Re: Avenger Defense
So there is no way to increase your chance of avoiding it? Staying on the ground? Flying to the other side of the world? The UFO can catch you whatever you do and the only way to get rid of it is to pass the evasion check? Any way to influence that, by the way? Upgrading Officer Bradford with some h...
- Mon Feb 13, 2017 5:29 pm
- Forum: Long War 2: Strategy
- Topic: Shinobi Builds
- Replies: 17
- Views: 29277
Re: Shinobi Builds
Picking up unconscious soldiers does break stealth. Ah, so much for that idea, then. Good - one shouldn't be able to do that. Still curious, though: Can a soldier use Conceal while carrying somebody? If so, then this exploit would work again. In any case, it might be a sensible option to carry a se...
- Mon Feb 13, 2017 5:21 pm
- Forum: Long War 2: Strategy
- Topic: Ranger builds
- Replies: 49
- Views: 70060
Re: Ranger builds
Once you never miss a reaction shot on a baddie in high cover, you're feeling pretty smug. ;) I like overwatch rangers very much too, but they have some disadvantages: a) They can get outmaneuvered by aliens with Lightning Reflexes. b) You cannot choose whom to shoot at and sometimes they "was...
- Mon Feb 13, 2017 9:18 am
- Forum: Long War 2: Strategy
- Topic: Shinobi Builds
- Replies: 17
- Views: 29277
Re: Shinobi Builds
and since shinobi arguably has the most defenses skills one could potentially make one for enemy vip extraction mission where he is just the one that carry the vip and run That gives me an idea. *If* (!) picking up unconscious characters doesn't break stealth (never tested that) and medkits can be ...
- Mon Feb 13, 2017 12:12 am
- Forum: Long War 2: Strategy
- Topic: Ranger builds
- Replies: 49
- Views: 70060
Ranger builds
Haven't found a dedicated topic for this one yet. Maybe it's self-evident, just a question of how much survivability to mix in. Still, I'm not sure about a couple of picks, so here it goes. 1) Reliable damage dealer and finisher Walk Fire - Locked on - (a) Aggression/Center Mass - Executioner - (b) ...
- Sat Feb 11, 2017 11:41 pm
- Forum: Long War 2
- Topic: Stealth missions in the age of chryssalids
- Replies: 6
- Views: 10319
Re: Stealth missions in the age of chryssalids
Thanks, that's helpful advice. I wasn't aware it was a dark event, just assumed the chryssalids were part of the regular gang after a certain point. Does it really end after a month? This dark event's text doesn't say so, unlike others. Which dark events stick around and which disappear? Are only th...
- Sat Feb 11, 2017 10:20 am
- Forum: Long War 2
- Topic: Stealth missions in the age of chryssalids
- Replies: 6
- Views: 10319
Stealth missions in the age of chryssalids
This is a steep difficulty spike, to say the least. Up till now, my shinobi duo was quite capable of ... well, duoing, most free-or-retrieve-whatever missions. But, now, in the age of burrowed chryssalids, they have become more or less useless - even with a monstrous amount of save-scumming. How can...
- Wed Feb 08, 2017 6:54 pm
- Forum: Long War 2
- Topic: Too many faceless
- Replies: 15
- Views: 21356
Re: Too many faceless
Sounds like a trap mission. Now THAT was the right answer regarding my problem. :D I never even knew those existed. This time around, I encountered more than 8 faceless in addition to the regular pods. So much for the people who suggested bringing battle scanners and "getting good". So wh...
- Tue Feb 07, 2017 8:46 am
- Forum: Long War 2
- Topic: Upgrade for Psi Lab?
- Replies: 8
- Views: 14108
Upgrade for Psi Lab?
Is it possible somewhere down the line to install another training chamber in the psi lab?
With training times of a month per ability, you can barely develop one good operative. But during that time, you cannot start or continue training a second ot third one. Am I missing something here?
With training times of a month per ability, you can barely develop one good operative. But during that time, you cannot start or continue training a second ot third one. Am I missing something here?
- Tue Feb 07, 2017 8:15 am
- Forum: Long War 2
- Topic: Too many faceless
- Replies: 15
- Views: 21356
Re: Too many faceless
It is part of the dark VIP mission. OK, good to know. If it is a special feature of a certain mission type, you can plan accordingly. Might even be just a special feature of the Liberation chain, now that I think of it. I was just saying that having to expect so many faceless on every mission would...
- Tue Feb 07, 2017 1:56 am
- Forum: Long War 2
- Topic: Too many faceless
- Replies: 15
- Views: 21356
Re: Too many faceless
Yeah, but with the Chrysalids, you at least know that they are there, somewhere in the ground - and they are part of the maximum number of enemies for the mission, aren't they? Apart from that, since it isn't a dark event, it's not a month-related problem, but a general one. Also, overwatch is no re...
- Tue Feb 07, 2017 1:26 am
- Forum: Long War 2
- Topic: Too many faceless
- Replies: 15
- Views: 21356
Re: Too many faceless
It isn't an active dark event, at least in my case - I checked. Just four faceless randomly hanging out in front of the mission objective. Thing is, the mission was a pretty close affair to begin with. I had just positioned my guys to deal with the activated pod inside the building, when suddenly - ...
- Tue Feb 07, 2017 12:45 am
- Forum: Long War 2
- Topic: Too many faceless
- Replies: 15
- Views: 21356
Too many faceless
I just played a moderate assassination mission where suddenly 4 (!) faceless revealed themselves after my squad had just engaged the troops inside the target buidling. That's too much and definitely not fun - I'd consider throwing grenades at large groups of civilians from now on, just to see if the...
- Mon Feb 06, 2017 11:34 pm
- Forum: Long War 2
- Topic: Crowdsourcing translations #3: UI text and additional explanations -- DONE YOU ARE FANTASTIC PEOPLE
- Replies: 38
- Views: 52304
Re: Crowdsourcing translations #3: UI text and additional explanations -- PLEASE HELP, MULTILINGUAL PEOPLE!
#2 (German) <Bullet/> Schalldämpfer reduzieren auch den Lärm der Hauptwaffe beim Schießen, wodurch die Gefahr sinkt, feindliche Patrouillen anzulocken. #3 (German) <Bullet/> Diese Fähigkeit bietet keinen Verteidigungsbonus, wenn die Einheit brennt, desorientiert, betäubt, in Panik verfallen oder and...
- Mon Feb 06, 2017 11:14 pm
- Forum: Long War 2
- Topic: Crowdsourcing translations #3: UI text and additional explanations -- DONE YOU ARE FANTASTIC PEOPLE
- Replies: 38
- Views: 52304
Re: Crowdsourcing translations #3: UI text and additional explanations -- PLEASE HELP, MULTILINGUAL PEOPLE!
#1 (German) <Bullet/> Raketengenauigkeit hängt ab von der Zielsicherheit des Soldaten und der Entfernung zum Ziel, und davon, ob der Soldat in diesem Zug bereits eine Aktion durchgeführt hat. Raketen mit niedriger Genauigkeit haben höhere Streuungswerte – es ist also wahrscheinlicher, dass sie weite...
- Thu Jul 21, 2016 9:26 pm
- Forum: Modders' Forum
- Topic: How difficulty works
- Replies: 1
- Views: 5753
Re: How difficulty works
OK, I found at least one mistake in my formula. "MonthlyDifficultyAdd" doesn't increase the Alert Level, at least not in Guerilla missions (maybe for Council missions etc. - still have to test this). Therefore, there doesn't seem to be a way to increase the number of enemies as the game pr...
- Tue Jul 19, 2016 8:55 pm
- Forum: Modders' Forum
- Topic: How difficulty works
- Replies: 1
- Views: 5753
How difficulty works
Hey guys, this is my understanding of how difficulty works in the game. I'd appreciate it if someone knowledgable could confirm my theory (or debunk it). Difficulty is defined by ALERT Level (how many enemies are on the map) and FORCE Level (what kind of enemies will show up). FORCE level grows line...