Search found 339 matches
- Sat Jan 21, 2017 4:31 am
- Forum: Long War 2
- Topic: Any difference between the two ranger classes other then starting weapons?
- Replies: 31
- Views: 40538
Re: Any difference between the two ranger classes other then starting weapons?
...you should not have duplicate classes, no. It sounds like the game hasn't properly disabled the base XCOM2 classes or you've left the Long War Perk Pack enabled. The correct combo there is the AR+sawnoff. V. much a bug, likely caused by you and/or the game not disabling mods properly. Hmmm. Gues...
- Sat Jan 21, 2017 4:08 am
- Forum: Long War 2
- Topic: Any difference between the two ranger classes other then starting weapons?
- Replies: 31
- Views: 40538
Re: Any difference between the two ranger classes other then starting weapons?
...you should not have duplicate classes, no. It sounds like the game hasn't properly disabled the base XCOM2 classes or you've left the Long War Perk Pack enabled.
The correct combo there is the AR+sawnoff.
V. much a bug, likely caused by you and/or the game not disabling mods properly.
The correct combo there is the AR+sawnoff.
V. much a bug, likely caused by you and/or the game not disabling mods properly.
- Sat Jan 21, 2017 1:56 am
- Forum: Modding Long War 2
- Topic: Class Selection on Level-ip
- Replies: 7
- Views: 12340
Re: Class Selection on Level-ip
What I was suggesting was to tweak the class assignment to be based off the stats a soldier has. If greater than 4 HP then you get Assault, Gunner, Grenadier(example only). If the mobility is higher then you go with Shinobi or Assault on the roll, etc. Problem is the ranges are so tight and the opt...
- Sat Jan 21, 2017 1:10 am
- Forum: Long War 2
- Topic: How have status effects changed?
- Replies: 5
- Views: 8803
Re: How have status effects changed?
From having one of my soldiers disoriented by a sectoid's mindspin, it locks out grenade use and I assume most other abilities, on top of the aim+mobility reduction.
- Fri Jan 20, 2017 10:15 pm
- Forum: Long War 2
- Topic: Infinite Reinforcements?
- Replies: 22
- Views: 30048
Re: Infinite Reinforcements?
Also improves the survivability of the reinforcements, since you will more likely than not spread out your soldiers to cover a bigger area and thus get less reaction shots on them. Also means you can't spike the reinforcement flare with incendiary/gas/acid/proximity explosives. In my experience the...
- Fri Jan 20, 2017 10:13 pm
- Forum: Long War 2
- Topic: Accessing SPARKS
- Replies: 5
- Views: 9752
Re: Accessing SPARKS
Which is fair enough. I've not been using the extraction item, so a soldier still has to get over to the target, pick them up, and then get to extraction. Stealing the corpses is generally a careful decision rather than just a case of taking everything that isn't nailed down.
- Fri Jan 20, 2017 8:07 pm
- Forum: Long War 2
- Topic: Accessing SPARKS
- Replies: 5
- Views: 9752
Re: Accessing SPARKS
Drone Wrecks seem to be the main gate here. Some kind of integrated Extract Corpses type functionality would be a godsend given the shift in warfare priorities the mod introduces. FWIW it's already (mostly) compatible- I've already taken a Viper and MEC wreck as 'prizes' from the battlefield. It doe...
- Fri Jan 20, 2017 11:04 am
- Forum: Long War 2
- Topic: Soldier XP
- Replies: 9
- Views: 16954
Re: Soldier XP
Note sure if it had been captured, but yes, Mission XP is in and is weighted more heavily than kill xp. So even if you go on a stealth mission and never kill a single unit, you'll still get the good chunk. IIRC it's somewhere around 75/25 or 80/20. You mean 75(or80) for mission completion, and 25(o...
- Fri Jan 20, 2017 7:55 am
- Forum: Long War 2
- Topic: Long War 2 Resources (including mod compatibilities)
- Replies: 24
- Views: 38060
Re: Long War 2 Resources (including mod compatibilities)
Judging by the comments and values defined in XComLW_Overhaul.ini , a soldier has a 90% chance to go into bleedout if they're reduced to exactly 0hp. For every (effective) negative hitpoint they're reduced to, the chance drops by 20%; -1 = 70%, -2 = 50%, and so on. If a soldier is massively overkill...
- Fri Jan 20, 2017 7:48 am
- Forum: Long War 2: Strategy
- Topic: Sharpshooters?
- Replies: 14
- Views: 22602
Re: Sharpshooters?
The trick is not to treat them as enemy deletion machines until they hit max rank, unless you get some great rolls, because high cover (which the AI loves) is a pretty significant defensive bonus. I find there's two ideal roles for early snipers - ambush starters (pick off a critical target, e.g. se...
- Fri Jan 20, 2017 5:38 am
- Forum: Long War 2
- Topic: So far, so good - but one little thing...
- Replies: 5
- Views: 9115
Re: So far, so good - but one little thing...
Deacon's compatible mod list could answer that question for you.... ;) But yes. Flamethrower panic works in LW2 how it's intended to work in LW2. Note that you do need a perk to make things panic from the flamer, but it should work. :) The PDF? It could , but it sure doesn't because I already check...
- Fri Jan 20, 2017 4:25 am
- Forum: Long War 2: Strategy
- Topic: Skipping missions
- Replies: 5
- Views: 12689
Re: Skipping missions
I feel I should also point out the Boost Infiltration option, which allows you to spend Intel (which you will probably be gaining a reasonable amount of!) in order to increase your infiltration rate quite significantly. Something to keep in mind if you want to hit something hard but are under time p...
- Fri Jan 20, 2017 4:21 am
- Forum: Long War 2
- Topic: So far, so good - but one little thing...
- Replies: 5
- Views: 9115
Re: So far, so good - but one little thing...
Feels like this isn't the first time I've heard of a game referencing Fahrenheit 451 for one reason or another. As for the vehicle type- I did actually figure that was a probable connection. It's neat and all, just seems kinda incongruous compared to the class' actual purpose. Still, curious to see ...
- Thu Jan 19, 2017 10:51 pm
- Forum: Long War 2
- Topic: So far, so good - but one little thing...
- Replies: 5
- Views: 9115
So far, so good - but one little thing...
So I'm liking what I'm seeing so far, but one thing really jumps out at me- The Technical class and its Fireman tree seem really awkwardly named, given their focus(es). I like the idea of the class, it just has a really weird name. :? That minor concern and having to root out a complete of minor mod...