In fact with 1.1, this mechanic was removed from Rookie as well, replaced with an extra 5 aim for all soldiers, so what you see is what you get.
The other difficulties shouldn't have any.
Search found 13 matches
- Sun Jan 29, 2017 7:33 pm
- Forum: Long War 2
- Topic: Cheating Difficulty?
- Replies: 3
- Views: 6178
- Fri Jan 27, 2017 10:03 pm
- Forum: Long War 2
- Topic: Is this right...issues post regional HQ mission
- Replies: 3
- Views: 6606
Re: Is this right...issues post regional HQ mission
I believe this is a feature. When you liberate an area, ADVENT pulls out, so they aren't working on projects in the region anymore, and thus no more missions there.
- Fri Jan 27, 2017 5:53 am
- Forum: Long War 2
- Topic: Not getting scientists.
- Replies: 7
- Views: 9367
Re: Not getting scientists.
Are you certain you didn't save an engineer instead?
Also, any personnel listed with the supply drop have to be bought from the Black Market, similar to how you had to buy from HQ in vanilla.
Also, any personnel listed with the supply drop have to be bought from the Black Market, similar to how you had to buy from HQ in vanilla.
- Fri Jan 27, 2017 12:46 am
- Forum: Long War 2
- Topic: radio relays, avatar project, alien rules questions
- Replies: 6
- Views: 10264
Re: radio relays, avatar project, alien rules questions
Be advised, your starting region comes with an automatic relay just like in vanilla, so if you are looking for the button on that Haven's screen, you won't find it.
- Fri Jan 27, 2017 12:34 am
- Forum: Long War 2
- Topic: Upcoming Flamethrower Improvements
- Replies: 54
- Views: 67130
Re: Upcoming Flamethrower Improvements
>Flamethrower Improvements
>Everything under Balance is a nerf
So you're saying flamethrowers are OP if you can actually hit your targets with them?
>Everything under Balance is a nerf
So you're saying flamethrowers are OP if you can actually hit your targets with them?
- Fri Jan 27, 2017 12:25 am
- Forum: Long War 2
- Topic: Snap Shot perk suggestion
- Replies: 11
- Views: 18449
Re: Snap Shot perk suggestion
So you mean as an ability that adds an attack option without removing your normal squadsight attack?
Even in LW1 it removed squadsight permanently (if only because they were placed on the same rank as mutually exclusive options).
Even in LW1 it removed squadsight permanently (if only because they were placed on the same rank as mutually exclusive options).
- Thu Jan 19, 2017 4:18 am
- Forum: Long War 2
- Topic: Changes to the tactical layer
- Replies: 71
- Views: 129564
Re: Changes to the tactical layer
According to the video, low cover provide 30% defense, and high cover provide 45% now. :shock: Does high ground defense change as well? I saw the playthrough video, XCOM shooted a Drone. That information show Drone , which fly on roof, dont have any high ground defense. XCOM2 (and if I remember cor...
- Thu Jan 19, 2017 3:14 am
- Forum: Long War 2
- Topic: Changes to the tactical layer
- Replies: 71
- Views: 129564
Re: Changes to the tactical layer
The weapon mod changes sound good, but I hope Steady Weapon is more useful in LW2. As it was in the Perk Pack it didn't really seem useful at all. It boosts both aim AND crit, and the amount is determined by tier. Your basic Stock gives +10 of each, with an additional +5 for the second tier. I assu...
- Thu Jan 19, 2017 1:07 am
- Forum: Long War 2
- Topic: Changes to the tactical layer
- Replies: 71
- Views: 129564
Re: Changes to the tactical layer
Speaking of "promoting" and "demoting" damage tiers, is a graze still half damage, and a crit still +1 damage per tier for most weapons?
- Thu Jan 19, 2017 1:05 am
- Forum: Long War 2
- Topic: Changes to the tactical layer
- Replies: 71
- Views: 129564
Re: Changes to the tactical layer
[*]This is referred to as the “Graze Band.” The measure of “close” is configurable in-game, and defaults to +/- 10%. Okay hold your horses, I need to ask about this. Something confused me here. The Graze Band is +/-10% default, that's fine. But is that put on top of the Hit zone (meaning a 40% hit ...
- Wed Jan 18, 2017 4:52 am
- Forum: Long War 2
- Topic: Long War 2 feature announce: Strategy layer changes
- Replies: 176
- Views: 205296
Re: Long War 2 feature announce: Strategy layer changes
1)Psi score is invisible at first but contributes to stat trades. So, Psi Power is going to be a relevant enough stat to be tracked for normal soldiers? Interested to see how you do psionics if that's the case. 3)Our main pass at psionics, which we are testing now, will be in our first big update. ...
- Wed Jan 18, 2017 2:50 am
- Forum: Long War 2
- Topic: Long War 2 feature announce: Strategy layer changes
- Replies: 176
- Views: 205296
Re: Long War 2 feature announce: Strategy layer changes
I didn't use the squad management system that much.... until the officer leadership mechanic was added. Now it's one of my favorite features. :) I'll even record particularly epic missions a squad has in the squad history field (the paragraph JL mentioned). I haven't used the Officers from the LWS ...
- Tue Jan 17, 2017 10:34 pm
- Forum: Long War 2
- Topic: Long War 2 feature announce: Strategy layer changes
- Replies: 176
- Views: 205296
Re: Long War 2 feature announce: Strategy layer changes
What changes have you made to the weapon mod system to account for the increased number of weapons you will need and the single-item-buying system? I'm worried about tying up all of my upgrades in ballistics that I eventually won't use, and not having enough to modify most of my weapons anyway.