Search found 297 matches

by Devon_v
Sun Feb 05, 2017 6:54 pm
Forum: Long War 2: Strategy
Topic: Do Aim & Crit buff skills affect Rockets & Grenades ?
Replies: 2
Views: 4886

Re: Do Aim & Crit buff skills affect Rockets & Grenades ?

Yeah, as long as the bonus is being added to the soldier, not the weapon, and it doesn't rely on a special attack type, then it will work.
by Devon_v
Sun Feb 05, 2017 6:25 pm
Forum: Long War 2: Strategy
Topic: Defense or Dodge?
Replies: 3
Views: 12851

Re: Defense or Dodge?

It was three rolls in EU/EW. It's one roll with all of the factors worked in to it in X2. LW2 alters it again however, where you suffer penalties to Crit based on your to-hit chance so that low accuracy shots aren't guaranteed crits if they do hit, and dodge adds on to the graze band now as I unders...
by Devon_v
Sun Feb 05, 2017 6:20 pm
Forum: Long War 2: Strategy
Topic: EXO Suits
Replies: 5
Views: 9029

Re: EXO Suits

Actually I really like rockets, but the option to put the shredder cannon on a Technical would be nice.
by Devon_v
Sun Feb 05, 2017 6:17 pm
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 64478

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

Yeah, I don't care about the mobility debuff, I just use it to hose down clustered enemies without having to roll to hit against them. I used to use Flush just as a +30 to hit attack in LW1 as well. (With Flak ammo it actually works REALLY well against Floaters) I'm not personally a fan of reaction ...
by Devon_v
Sat Feb 04, 2017 10:10 pm
Forum: Long War 2: Strategy
Topic: Using skills to force enemy movement
Replies: 2
Views: 5522

Re: Using skills to force enemy movement

Flush was great in LW1 when it wasn't up against such better skills. It was also the go to ability for hitting and finishing weak/evasive enemies. The existence of Iron Curtian, Hail of Bullets, Walk Fire, and Grenadiers allowing you to bring a lot more grenades than Engineers could back then really...
by Devon_v
Sat Feb 04, 2017 10:05 pm
Forum: Long War 2: Strategy
Topic: "Mimic Beacons" .. far out -- of reach!
Replies: 5
Views: 11059

Re: "Mimic Beacons" .. far out -- of reach!

Even Firaxis realized how utterly BS Mimic Beacons were and nerfed them in vanilla. :)
by Devon_v
Sat Feb 04, 2017 10:02 pm
Forum: Long War 2: Strategy
Topic: How do you properly "stealth" the whole mission?
Replies: 14
Views: 19218

Re: How do you properly "stealth" the whole mission?

The Tactical Dark Events never expire. They're how the aliens tech up against you. You have to try to detect and prevent them beforehand. As far as I know, they can only attempt each one once, so if you stop it, that upgrade will never happen. Some of them have multiple events however, like there ar...
by Devon_v
Sat Feb 04, 2017 9:50 pm
Forum: Long War 2: Strategy
Topic: Picking Soldier Classes for Rookies Not Created Equally
Replies: 12
Views: 18541

Re: Picking Soldier Classes for Rookies Not Created Equally

Crap aim should become flame Technicals or Grenadiers. Poor mobility, decent aim can be sniper Sharpshooters. Use them as haven advisors and on missions without timers. High aim high mobility make epic Kenshi Shinobi. 100% Fleches from half a map away, especially with +50% crit, do absurd amounts of...
by Devon_v
Sat Feb 04, 2017 9:42 pm
Forum: Long War 2: Strategy
Topic: Technical Builds?
Replies: 8
Views: 13076

Re: Technical Builds?

Those rockets are pretty much the only thing left in the game that makes terrain go away en mass. If you've tried the shredder cannon, it feels good, but doesn't obliterate everything in its cone anymore. Rockets tend to do that. The flamer is something of a precision tool, oddly enough. Very powerf...
by Devon_v
Sat Feb 04, 2017 9:33 pm
Forum: Long War 2: Strategy
Topic: How do you properly "stealth" the whole mission?
Replies: 14
Views: 19218

Re: How do you properly "stealth" the whole mission?

Over infiltration reduces enemy strength (to the minimum of Extremely Light as you noted), reduces the number of turns it takes Firebrand to arrive when called (as of 1.1 you can see this now), and eventually reduces detection, which it never actually tells you. The break points are at 125, 150, and...
by Devon_v
Sat Feb 04, 2017 9:04 pm
Forum: Long War 2: Strategy
Topic: How do you properly "stealth" the whole mission?
Replies: 14
Views: 19218

Re: How do you properly "stealth" the whole mission?

Depending on the mission type, send one (1) Shinobi. If hacking is involved, also send one (1) Specialist. SMGs on everyone. Infiltrate to 200%. Laugh at the tiny little detection ranges the pods have, run to the objective and win. At 200% you should have an evac timer of 1, assuming anything can ev...
by Devon_v
Sat Feb 04, 2017 8:57 pm
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 64478

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

Retaliations and ambushes play very differently from the usual timed missions. Especially the ones that drop pods on you non-stop. You can't afford to save up abilities or set up optimal shots, you just have to kill as fast as possible. Many of those also last long enough to get even long cooldowns ...
by Devon_v
Sat Feb 04, 2017 6:36 pm
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 64478

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

DoT ignores armor, but not shields. Iron Curtain is, IMO, far superior to Demolition. Gunners have far better things to do than take out one lousy tile of cover. Maybe. The E.X.O. Suit comes with the shredder cannon now, not the rocket, so those aren't very available outside of Technicals. (A Techn...
by Devon_v
Sat Feb 04, 2017 6:34 pm
Forum: Long War 2
Topic: SPARKs: Are Multiple Classes Being Considered?
Replies: 9
Views: 14269

Re: SPARKs: Are Multiple Classes Being Considered?

Hmm. Not aware that I have any SPARK mods installed. Pretty sure I saw them from my first install of LW2. I'll have to take a look.

A shame if they aren't doing them, SPARKS are so boring compared to LW MECs.
by Devon_v
Sat Feb 04, 2017 6:31 pm
Forum: Long War 2
Topic: Flamethrower boost
Replies: 16
Views: 23499

Re: Flamethrower boost

I did not know the exo suit added more flame attacks. This is very cool news. Technicals have the option to take an extra rocket or a larger fuel tank as their heavy weapon. The E.X.O. defaults to the shredder cannon now. Inclined to agree it could do with either its range or its damage back. Doing...
by Devon_v
Sat Feb 04, 2017 6:23 pm
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 64478

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

DoT ignores armor, but not shields. Iron Curtain is, IMO, far superior to Demolition. Gunners have far better things to do than take out one lousy tile of cover. Maybe. The E.X.O. Suit comes with the shredder cannon now, not the rocket, so those aren't very available outside of Technicals. (A Techni...
by Devon_v
Thu Feb 02, 2017 3:24 pm
Forum: Long War 2: Strategy
Topic: Sapper/needle grenades, heat/tandem, combat engineer/full kit
Replies: 51
Views: 64478

Re: Sapper/needle grenades, heat/tandem, combat engineer/full kit

I take Sapper every time because you don't get to take home the bodies most of the time anyway, and you get to plan ahead for those missions that do allow it. Cover destruction is still the best move next to auto-hits. Tandem seems better to me because pod sizes just keep going up, and so does the p...
by Devon_v
Thu Feb 02, 2017 3:05 pm
Forum: Long War 2: Strategy
Topic: Radio Relays and Continent Bonus?
Replies: 11
Views: 19562

Re: Radio Relays and Continent Bonus?

The resistance radios are far more complex than they outwardly appear. The radio transmitter itself is irrelevant, the guts of the thing are the computer system that links up with the ADVENT network and disguises its transmissions among all the other comm traffic. That's what Tygan spent a week work...
by Devon_v
Thu Feb 02, 2017 2:38 pm
Forum: Long War 2: Strategy
Topic: Inventory Management / Black Market Use
Replies: 7
Views: 16714

Re: Inventory Management / Black Market Use

They're all situationally useful. Almost everything requires corpses to build, so it's more down to how difficult they are to acquire. ADVENT troops are pretty safe to sell, while drones and Mutons are generally worth much more than cash. All corpses are also alloys and elerium via the render mechan...
by Devon_v
Thu Feb 02, 2017 4:33 am
Forum: Long War 2
Topic: Dark Event missions?
Replies: 2
Views: 5086

Re: Dark Event missions?

As far as I can tell, rather than just gaining stat bonuses because X months have passed, the aliens' primary means of teching up is completing Dark Events. This also means that the precise nature of the alien forces varies from campaign to campaign based on what they tried to develop and what you s...
by Devon_v
Thu Feb 02, 2017 4:27 am
Forum: Long War 2
Topic: Make Single Target Suppression Useful vs Area Suppression?
Replies: 4
Views: 6871

Re: Make Single Target Suppression Useful vs Area Suppression?

It also won't fire on any other target potentially depleting ammunition before the main target moves.

Suppression is available to several other classes, any bonuses it gains directly devalue the Gunner's innate ability.
by Devon_v
Thu Feb 02, 2017 2:16 am
Forum: Long War 2: Strategy
Topic: How important is it to build Proving Ground and Skulljack?
Replies: 12
Views: 24237

Re: How important is it to build Proving Ground and Skulljack?

Liberation does it. The proving grounds are nowhere near as valuable as vanilla since you can't do the random bombs from day one. You need it eventually, but until you get some good alien corpses to fuel it it's a waste of money and power compared to the GTS and AWC, which I would build in that order.
by Devon_v
Thu Feb 02, 2017 2:01 am
Forum: Long War 2: Strategy
Topic: Holy smokes, that first tower mission?!!!
Replies: 32
Views: 42270

Re: Holy smokes, that first tower mission?!!!

Sounds like ADVENT strength was quite high. I did the tower in a strength 3 region and they had two snakes, two sectoids, and a muton for aliens and some trash ADVENT troops. Strike where the enemy is weak. I feel if you're going to go for liberation, you do it all in one shot. Any delay will cause ...
by Devon_v
Thu Feb 02, 2017 1:43 am
Forum: Long War 2
Topic: Shens Last Gift doesnt appear
Replies: 15
Views: 20328

Re: Shens Last Gift doesnt appear

There's a tech requirement for SPARKs even if you disable the narrative mission. It's one of the robotics ones, you probably need it researched now before Julian gives you a ring.
by Devon_v
Thu Feb 02, 2017 1:32 am
Forum: Long War 2
Topic: My first Commander / I campaign, - Liberation Q.
Replies: 9
Views: 14282

Re: My first Commander / I campaign, - Liberation Q.

Do you not have resistance contacted in other regions? Losses are going to happen, if you really get ADVENT mad without chasing them out of the region they'll eventually overwhelm you. Every legion they move into a region came from somewhere though, so you can build up the resistance in other region...