Search found 138 matches
- Tue Jul 04, 2017 9:24 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 775376
Re: Please rethink this!
I see the argument thrown that "they are OP , they must be nerfed". I don't think anyone argues that incendiary is the most powerful grenade. What people are argue and complaining is that this nerf will simply remove the item from the game. What most people - per my understanding - would e...
- Mon Jul 03, 2017 9:11 pm
- Forum: Long War 2
- Topic: 1.5?
- Replies: 33
- Views: 59097
Re: 1.5?
Can we please get some info on the 1.5 release? I imagine people would like to start new campaigns and I am curious if 1.5 is around the corner or it comes in something like 2 months. I don't mind waiting but I try to avoid the situation where I spend a full day editing 1.4 files for common bugfixes...
- Mon Jul 03, 2017 8:58 pm
- Forum: Long War 2: Bug Reports
- Topic: Cyclic Fire - Third shot
- Replies: 2
- Views: 4962
Re: Cyclic Fire - Third shot
My experience with bugs like this is that it's usually an issue with the perfect information mod, and the skills themselves are working properly. The perfect info mod was created, i think, before lw2 even came out and has not been maintained by it's creator. It's not optimized for skills like cycli...
- Sun Jul 02, 2017 12:56 pm
- Forum: Long War 2: Bug Reports
- Topic: Cyclic Fire - Third shot
- Replies: 2
- Views: 4962
Cyclic Fire - Third shot
I am not sure how to properly test this one.
On Cyclic Fire, if the first shot lands and the second shot misses, the third shot does not have % shot displayed. From my experiments it's either that the third shot always misses or is not taken at all.
I have no issue if the first or 3rd shot misses.
On Cyclic Fire, if the first shot lands and the second shot misses, the third shot does not have % shot displayed. From my experiments it's either that the third shot always misses or is not taken at all.
I have no issue if the first or 3rd shot misses.
- Sun Jul 02, 2017 2:00 am
- Forum: Long War 2: Strategy
- Topic: A happy medium between stealth and assault
- Replies: 4
- Views: 8099
Re: A happy medium between stealth and assault
During my recent 1.3 campaigns I've been struggling to find a balance between stealth and assault. Although 1.3 was aimed at increasing the effectiveness of medium sized squads I don't think I've been able to utilize these changes optimally. I can still cheese 2-3 man stealth missions, and going in...
- Sun Jul 02, 2017 12:20 am
- Forum: Long War 2
- Topic: Campaign End: Commander 1.4 Feedback
- Replies: 0
- Views: 3553
Campaign End: Commander 1.4 Feedback
Finished first campaign 1.4. (and first LW2 campaign for that matter) It was my third attempt. I played a very recruit aggressive strategy (had 10 full squads + some leftovers on January). I ended up having 115 soldiers in barracks and 11 casualties. I liberated 7 regions and ended up in May (well o...
- Sat Jul 01, 2017 9:41 pm
- Forum: Long War 2: Bug Reports
- Topic: Invasion Mission - Squadsight Relay
- Replies: 0
- Views: 3130
Invasion Mission - Squadsight Relay
I am not sure if this is a bug or it's implemented this way, but you can snipe the relay on invasion missions without any soldier nearby to provide squadsight. It happend to me 3 times already (3 separate missions). How to reproduce. - On an invasion mission take a sniper (doesn't matter if it's DFA...
- Sat Jul 01, 2017 9:28 pm
- Forum: Long War 2
- Topic: So much cool gear, unusued.
- Replies: 12
- Views: 20515
Re: So much cool gear, unusued.
Viper rounds are getting cheaper. Gas grenades are getting AoE and damage buff. Vests are getting hp buffs. Troop columns at high FL are getting a chance to have all-alien pods instead of rainbow pods, so they are harder but more likely to give you corpses for high level toys. I think PI doesn't li...
- Sat Jul 01, 2017 9:00 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 775376
Re: Please rethink this!
Incendiaries were never designed to be a cheap item that a rookie can use to shut down a Muton Elite with perfect reliability [....] The ability to reliabily shut down a super powerful enemy with a consumable was never intended to exist in the first place. If that's the case, why is combatives stil...
- Thu Jun 29, 2017 8:00 pm
- Forum: Long War 2: Strategy
- Topic: Legendary: dilemma on haven management
- Replies: 2
- Views: 6639
Re: Legendary: dilemma on haven management
I think you should start on a lower difficulty until you get familiar with the mod. You may be able to savescum till' the end of time on missions but you will have a hard time on strategical layer. As a general strategy for Haven Management you keep your rebels on intel most of the time. When you ca...
- Thu Jun 29, 2017 7:41 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 775376
Re: Please rethink this!
Fire grenades are very powerful. They need a nerf / change. RNG based change is however a poor choice. Even Hearthstone has more strategy than XCOM nowadays. I am pretty sure that 100% -> 75% change will make them pretty useless. I would rather go with a sting flashbang (50% stun , 50% dissorient). ...
- Tue Jun 27, 2017 8:56 pm
- Forum: Long War 2
- Topic: Overdrive Serum, what's the point of making it consumable?
- Replies: 2
- Views: 5958
Re: Overdrive Serum, what's the point of making it consumable?
My first question would be: can they make it a non-consumable? Is it hard-coded to be a consumable? If that would be a problem, they could simply reward you one at the end of the mission. I would prefer it if it would be more expensive but have more charges. This way you don't have to micromanage i...
- Tue Jun 27, 2017 8:48 pm
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50202
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
RT goes for a support build. I think it's hard to compare a support vs a hitter build; as support enhances everyone else. Whether that is powerful enough; that's a more complex debate. As for SS vs DFA, I don't think DFA is more powerful. DFA is more powerful on non-timed missions. SS is more powerf...
- Mon Jun 26, 2017 12:16 am
- Forum: Long War 2
- Topic: So, about flamers and napalm-X
- Replies: 7
- Views: 12228
Re: So, about flamers and napalm-X
I feel napalm-X is quite mandatory for a flame build. I mean ... as long as you are comfortable with 80% chance to disable, then you don't need it. But if you want it to be more reliable, then you need the napalm-X. Plus it combos well end game with Coup'de Grace. Had 6/8 panicked once. You can pret...
- Mon Jun 26, 2017 12:03 am
- Forum: Long War 2
- Topic: MECs seem underwhelming
- Replies: 14
- Views: 21906
MECs seem underwhelming
Probably haven't tested them properly but so far: PROs - They can tank 1-2 more hits - They can move freely / don't care about cover - You can take them wounded in missions CONs - They are very expensive - They infiltrate harder than soldier (I can almost take 2 soldiers instead of a MEC) - Their ai...
- Sun Jun 25, 2017 11:51 pm
- Forum: Long War 2
- Topic: Combatives proc
- Replies: 7
- Views: 12676
Re: Combatives proc
I once had a turn where 2 stun lancers dashed at my shinobi. The first got parried. The second just hit me. 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. T...
- Sun Jun 25, 2017 11:43 pm
- Forum: Long War 2: Strategy
- Topic: Best 5 man Squad for loot missions
- Replies: 4
- Views: 8695
Best 5 man Squad for loot missions
In the mid-game you have the chance to spawn a lot of missions. Definitely more missions than what you can do. From infiltration perspective, you can usually deploy 5/6 squad on a Smash&Grab / Save VIP ..etc. Assuming we are talking about SGT / SSGT level, what do you guys find the best combo? F...
- Sun Jun 25, 2017 10:46 pm
- Forum: Long War 2
- Topic: Combatives proc
- Replies: 7
- Views: 12676
Combatives proc
What does combatives proc on? From what I see: Works: - Mutons - Zombies - Berserker Doesn't work: Faceless (AOE attack) Andromedon (AOE attack) Cryssalid (..bug?) Lancer (..bug?) Not tested: Archon I would guess it works on Archon but not on Berserker but I didn't get the chance to test it. I was e...
- Sun Jun 25, 2017 10:36 pm
- Forum: Long War 2: Bug Reports
- Topic: To much activity on Globe causes game crash
- Replies: 0
- Views: 3067
To much activity on Globe causes game crash
I am 1 year in the campaign. I took all regions. I have around 11 squads. I could probably finish but I wanted to test some of the end-game combos ; experiment with everything that is out there. That being said, there are moments when my game crashes on the Globe. It always happens when all teams ar...
- Sun Jun 25, 2017 10:11 pm
- Forum: Long War 2
- Topic: Not sure if bug or...[1.4-RNF mechanic]
- Replies: 10
- Views: 15565
Re: Not sure if bug or...[1.4-RNF mechanic]
I used your save. I didn't see anything unusual. There is one shinoby concealed and 1 VIP. I rescued the VIP and waited like 5-6 turns. No RNF drop. Then I broke concealment and killed the sectoid pod. Still no RNF. I don't have the mods that you are using; so maybe it's one of them. Try using your ...
- Sat Jun 24, 2017 10:15 am
- Forum: Long War 2: Strategy
- Topic: What am I doing wrong? Commander Ironman
- Replies: 6
- Views: 10761
Re: What am I doing wrong? Commander Ironman
You are focusing to much on controlling the battlefield. Early game you don't have the tools to do so; and even if you build around that, it's a mistake since postponing the kill increases the odds of another pod running into you. Then you will have no cc tools available (you already used them) and ...
- Fri Jun 23, 2017 8:17 pm
- Forum: Resolved Bug Reports
- Topic: Experimental Powered Weapon project bug
- Replies: 9
- Views: 29189
Re: Experimental Powered Weapon project bug
Yep, happened to me as well. For me at least it seems to give different amo types for W.A.R suits. I completed it like ...10 times and checked the inventory of a soldier with a W.A.R. suit. Was pretty much full of all types of amo. Not that it matters that much since I don't have many W.A.R. suits b...
- Fri Jun 23, 2017 8:01 pm
- Forum: Long War 2
- Topic: Missions in about to be liberated region
- Replies: 6
- Views: 9981
Re: Missions in about to be liberated region
You get the 50% intel boost on all of them (or something in that range) but it only applies to the current progress. So if you have a 8 day mission on 100% and 4 day infiltrated, you will get the chance to run the mission as 6 day infiltrated (75% infiltrated) or abort it. That's obviously less than...
- Wed Jun 21, 2017 1:56 am
- Forum: Long War 2: Strategy
- Topic: What are the uses of Air Controller?
- Replies: 2
- Views: 6451
Re: What are the uses of Air Controller?
Air controller lets you do some 2 man missions. For example a Specialist + Shinoby Officer with Air Controlle can do reliably the 8 turn hack mission. You find a spot within the dashing distance from hacking the objective. You make sure you see no enemy -> drop the evac where you need to dash-> pop ...
- Wed Jun 21, 2017 1:34 am
- Forum: Long War 2
- Topic: Mind Controlled aliens do not drop corpses?
- Replies: 6
- Views: 11888
Re: Mind Controlled aliens do not drop corpses?
If you use mind control or hack you lose the corpse. I hacked a Sectopod and I didn't get it after the mission.
I don't know if it's intended or bug.
I don't know if it's intended or bug.