Search found 55 matches
- Mon Aug 14, 2017 1:46 pm
- Forum: Long War 2
- Topic: CyberBall stupid AI
- Replies: 21
- Views: 32294
Re: CyberBall stupid AI
In XCOM 2 I never allowed a gatekeeper to take a single action across several playthrus. In LW2 it seems if you encounter one without all your god-tier troops, you are completely screwed. Stupid AI or not.
- Tue Aug 01, 2017 4:19 pm
- Forum: Long War 2
- Topic: No Reinforcement Farming vs No Experience
- Replies: 23
- Views: 36020
Re: No Reinforcement Farming vs No Experience
LordYanek, I'm definitely not insulted by your argument. As I see it, there are a lot of players who will exploit any advantage available to them to win. Even if said exploit is unfun and grindy. You make the tradeoff argument that the time spent isn't worth it. My counterpoint: the time spent playi...
- Sat Jul 29, 2017 4:52 pm
- Forum: Long War 2
- Topic: No Reinforcement Farming vs No Experience
- Replies: 23
- Views: 36020
Re: No Reinforcement Farming vs No Experience
NephilimNexus, that will just incentivize people to stand in the evac and not overwatch, and then kill all the enemies on their own turn, until it gets too difficult to do so. I hate farming reinforcements, but I do it because I feel like I have to. Mission XP should be buffed and reinforcement XP d...
- Wed Jul 19, 2017 7:29 pm
- Forum: Long War 2
- Topic: Combatives fix
- Replies: 37
- Views: 65777
Re: Combatives fix
If the Muton AI is fixed to shoot instead of melee, then that will also make combatives useless. Honestly, combatives is a bandaid on a deep-rooted problem in XCOM 2 - a huge abundance of melee attacks that make cover irrelevant. If combatives is nerfed into the ground by making it unreliable then e...
- Wed Jul 19, 2017 7:14 pm
- Forum: Long War 2: Strategy
- Topic: How do you deal with yellow alert flanking shots?
- Replies: 25
- Views: 43869
Re: How do you deal with yellow alert flanking shots?
No, sometimes they get a "flanking job" where they move around to come at you from the side. There is also a guard job, where a yellow alerted pod will move towards the objective.Psieye wrote:do pods that get yellow-alerted from noise always run towards the noise source?
- Wed Jul 19, 2017 1:15 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 59410
Re: A Tale of two players
As far as I know JL has neither the desire nor the intention to do any of those things. Hence this thread to try to convince him? Sheesh. DerAva makes an excellent point about randomness that can't be influenced leading to highly binary and disparate outcomes. Xwynns made a very similar point about...
- Sun Jun 18, 2017 6:44 pm
- Forum: XCOM: Long War General Discussion
- Topic: Unable to run in Offline Mode
- Replies: 4
- Views: 12412
Unable to run in Offline Mode
Randomly out of nowhere, the game stopped running in offline mode. It says Preparing to run... and then "Failed to contact Steam servers." Ultimately I had to uninstall Steam and then redownload and install XCOM / Long War. Now, oddly, it still won't launch in offline mode, but it will run...
- Wed Jun 07, 2017 12:53 pm
- Forum: Long War 2
- Topic: 1.4 Some feedback notes
- Replies: 13
- Views: 18905
Re: 1.4 Some feedback notes
I realize that the graze band covers both sides of the to-hit chance. I was focusing on the hits that were turned into grazes because those are the shots that can result in more wounds if the graze band is turned down. It's also wrong, in my opinion, to look at average damage. What we really care ab...
- Tue Jun 06, 2017 3:00 pm
- Forum: Long War 2
- Topic: 1.4 Some feedback notes
- Replies: 13
- Views: 18905
Re: 1.4 Some feedback notes
If Advent has a 30% chance to hit you, it means all their rolls in the 20-30 range are grazes. If you turn the graze band down, all those shots become full hits. So it's not at all surprising that you're taking more wounds.
- Wed May 31, 2017 5:23 pm
- Forum: Long War 2
- Topic: How do you get more recruits?
- Replies: 20
- Views: 41603
Re: How do you get more recruits?
The Black Market usually offers a trickle of new soldiers for a price... THIS! lol how has no one mentioned this before now as an answer to a troop shortage post? Is it almost certainly worth the supplies to grab the one or two guys from the black market each month. The price rises over time but so...
- Tue May 30, 2017 6:39 pm
- Forum: Long War 2
- Topic: Any way to change muton melee AI?
- Replies: 28
- Views: 38618
Re: Any way to change muton melee AI?
"Really, it's the idea that Mutons are hard counters for melee that's more of the issue rather than the perk itself" Totally agree, Swiftless. Like, once you know this, the fact that the game even allows you to target Mutons with melee attacks feels like a bug or UI failure more than anyth...
- Tue May 30, 2017 3:27 pm
- Forum: Long War 2
- Topic: Any way to change muton melee AI?
- Replies: 28
- Views: 38618
Re: Any way to change muton melee AI?
A cooldown to avoid the multi-turn lockdown is a good idea.
I just want to point out that if the muton knew you had combatives and refused to melee you because of it, that would make combatives the most worthless perk in history because it would never be triggered.
I just want to point out that if the muton knew you had combatives and refused to melee you because of it, that would make combatives the most worthless perk in history because it would never be triggered.
- Fri May 19, 2017 7:48 pm
- Forum: Long War 2
- Topic: 1.3 Managing Corpse
- Replies: 4
- Views: 7608
Re: 1.3 Managing Corpse
Sounds like letting a region get to Strength 4 so troop columns spawn is pretty important.
- Fri May 19, 2017 1:20 pm
- Forum: Long War 2
- Topic: Feedback about Liberation
- Replies: 18
- Views: 25100
Re: Feedback about Liberation
I will do Liberation 1 and 2 in a region if the mission looks good (Very Light or Extremely Light, decent infiltration time, decent rewards, and I have a squad available). It's when Liberation 3 comes around that I start to doubt whether it's a good idea. Because as I understand it, exposing the net...
- Wed May 17, 2017 6:49 pm
- Forum: Long War 2
- Topic: PI thoughts on mod that gives player vigilance information
- Replies: 20
- Views: 31783
Re: PI thoughts on mod that gives player vigilance information
One thing a vigilance indicator could do is solve the problem of infiltrating a mission that is supposed to get to a certain advent strength, only to find the strength higher than anticipated when the mission expires because strength entered the region. Isn't that based on vigilance? I can tell you ...
- Wed May 17, 2017 4:39 pm
- Forum: Long War 2: Strategy
- Topic: (LW1.3)Sawed-off-focused Ranger is awesome 1.1!
- Replies: 11
- Views: 17576
Re: (LW1.3)Sawed-off-focused Ranger is awesome 1.1!
Haha, thanks guys.
It's funny because he was so skeptical that I would like that my character had that spec, but I already had a low aim, high mobility sawed off ranger in my 1.2 campaign and she was kicking untold amounts of ass. No complaints here!
It's funny because he was so skeptical that I would like that my character had that spec, but I already had a low aim, high mobility sawed off ranger in my 1.2 campaign and she was kicking untold amounts of ass. No complaints here!
- Wed May 17, 2017 1:19 pm
- Forum: Long War 2: Strategy
- Topic: (LW1.3)Sawed-off-focused Ranger is awesome 1.1!
- Replies: 11
- Views: 17576
Re: (LW1.3)Sawed-off-focused Ranger is awesome 1.1!
Completely agree that this build is hella-fun and very effective on Guerrilla Op missions or even light troop columns.
Really you should be doing this with any Ranger that has terrible aim and decent mobility. Give them an SMG and keep it up to date, and they will generally perform very well.
Really you should be doing this with any Ranger that has terrible aim and decent mobility. Give them an SMG and keep it up to date, and they will generally perform very well.
- Tue May 16, 2017 2:03 pm
- Forum: Long War 2
- Topic: Does reinforcement kill farming give EXP?
- Replies: 6
- Views: 19155
Re: Does reinforcement kill farming give EXP?
As long as it gives *some* XP, there is an incentive to wait around on overwatch as long as possible.
- Mon May 15, 2017 7:21 pm
- Forum: Long War 2
- Topic: Lothing for the new patch 1.3
- Replies: 48
- Views: 64503
Re: Lothing for the new patch 1.3
It's more than a game - it's ego and identity. Especially for streamers and content creators. We can't all be NorthernLion, who is truly awful at xcom and still somehow considered fabulously entertaining. Everyone else has fallen into the trap of believing that the only content worth watching is iro...
- Mon May 15, 2017 1:06 pm
- Forum: Long War 2
- Topic: Stealth missions in LW 1.3
- Replies: 4
- Views: 9385
Re: Stealth missions in LW 1.3
I really think stealth is going to be almost impossible in 1.3, especially early game, and something you're not going to want to try unless you absolutely have to. The problem is the infiltration time. It takes just as long to infiltrate one or two guys as it does 4 guys. And for stealth missions yo...
- Mon May 15, 2017 2:08 am
- Forum: Long War 2
- Topic: Burning mechanic
- Replies: 3
- Views: 6827
Re: Burning mechanic
If burning didn't make us complacent, we wouldn't have those moments where a Naja on fire runs to a flank position in a fountain, putting out its fire, and then crit kills a soldier. Not saying that recently happened to me or anything....
- Sat May 13, 2017 9:53 pm
- Forum: Long War 2
- Topic: Solution for 0% column ambush/supply raids.
- Replies: 31
- Views: 40975
Re: Solution for 0% column ambush/supply raids.
If we can enforce 100% infiltration on HQ Assaults and golden path missions, we should be able to enforce 50% infiltration on Supply Raids and Troop columns. I don't like the idea of adding fatigue. It makes quick response missions like retaliations too harsh. It's harder than it sounds. Those miss...
- Fri May 12, 2017 2:30 pm
- Forum: Long War 2
- Topic: 1.3 balanced around squadwipes?
- Replies: 22
- Views: 28769
Re: 1.3 balanced around squadwipes?
I heard joinrbs talking about this on a stream, and he said the general idea he was pushing for was that you can suffer major setbacks and still have a small chance to claw your way back (I mean, it should be hard, right?) or you can be stomping the aliens and still have a small chance to get your b...
- Fri May 12, 2017 2:22 pm
- Forum: Long War 2
- Topic: Solution for 0% column ambush/supply raids.
- Replies: 31
- Views: 40975
Re: Solution for 0% column ambush/supply raids.
If we can enforce 100% infiltration on HQ Assaults and golden path missions, we should be able to enforce 50% infiltration on Supply Raids and Troop columns.
I don't like the idea of adding fatigue. It makes quick response missions like retaliations too harsh.
I don't like the idea of adding fatigue. It makes quick response missions like retaliations too harsh.
- Mon May 08, 2017 6:43 pm
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 145369
Re: 1.3 Changelog got updated.
I am checking the subreddit and forums to see when 1.3 hits. If it hits and I don't want to upgrade at that particular moment, I'll run Steam in offline mode until I'm ready.