Musashi's stealth mods, and why they rock.

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warbrand2
Posts: 105
Joined: Thu Jul 14, 2016 5:55 am

Musashi's stealth mods, and why they rock.

Post by warbrand2 »

http://steamcommunity.com/sharedfiles/f ... =846729221

Ok this is for anyone wanting to do a spec ops run with long war 2.

but here is a recomendation for long war 2 for people looking to run a small 2 or 3 man stealth squad for lesser missions.

mods recomended
http://steamcommunity.com/sharedfiles/f ... =844955101
http://steamcommunity.com/sharedfiles/f ... =721031946
http://steamcommunity.com/sharedfiles/f ... =677573817

and if using grimmys loot mod (not fully compatible with lw2 has some problems but all are minor)
http://steamcommunity.com/sharedfiles/f ... =735931361


ok reason for my statement in the title

the stealth mods musashi adds are great for a more black ops tactical feel for things like hack missions and rescue missions where you can send in 2 or three soldiers designed to stealthfully take out pods with out alerting the main force get the objective and get out.

while yes at a glance these mods may look OP, and hell they are at end game. they are far from it in long war 2 and are much less OP then in the base game, as if you mess one thing up instead of having 2 or 3 small pods on your stealth team you now have 3 or 4 large ass groups and reinforcements on your stealth team.

Sorry I suck at explaining why these are good and a must have for anyone augmenting their long war 2 experience. I am just a player who loves to have fun with unique play stiles and the stealth play added in these mods is one of the best ones ever.

cause even if you managed to pull everything off just right you may end up exposing your black ops guys do to one wrong move or one shot that didn't kill.
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JLtheking
Posts: 105
Joined: Sat Jan 21, 2017 12:11 pm

Re: Musashi's stealth mods, and why they rock.

Post by JLtheking »

Yep! Absolutely agreed! Musashi did a great job in developing his stealth suite of mods that I consider essential in any XCOM 2 playthrough with stealth classes. I love that there is even a (configurable!) risk in abusing stealth kills by breaking concealment, encouraging you to only do it to finish off enemies, and only once every few turns.

Now Shinobis are even more overpowered(!!!) in that they can activate a pod before your main squad encounters them, allowing you to engage them without giving them an extra action. :P That is, if you can manage to kill someone with your attack with a crit. (Shadowstrike best perk ever :lol: )

His Covert Ops gear pack and LW2 Tactical Suppressors are identical though, not sure why you would want to duplicate it. Also, Grimy's Loot Mod seems to have some reported bugs with some attachments so I'll hold off on it for now.
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warbrand2
Posts: 105
Joined: Thu Jul 14, 2016 5:55 am

Re: Musashi's stealth mods, and why they rock.

Post by warbrand2 »

ok to anyone using Musashi's stealth mods, the plant x4 ability that the spec ops class has is OP as hell. seriously it allows you to blow up large pods with out worry do to the fact they keep to their patrol route and some times even head strait for it.


EDIT: yeah realized ot late the duplication problem so I screwed one of my games, and grimmys loot mod is apparently working on patches.
No1currz
Posts: 30
Joined: Tue Jan 17, 2017 8:12 pm

Re: Musashi's stealth mods, and why they rock.

Post by No1currz »

I love that he gave suppressors an actual function on the tactical map.

Now, if only I could figure out how to mod the chameleon suit to give it's wearer reduced detection radius...

Does anyone know which ini I need to dig through?
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