Search found 236 matches
- Mon Jan 30, 2017 5:49 pm
- Forum: Long War 2
- Topic: Napalm-X Mechanics?
- Replies: 8
- Views: 13246
Re: Napalm-X Mechanics?
Similarly I've tried using MEC intimidate with the second level armor. It's activated 10+ times but has not panicked once it's insane.
- Mon Jan 30, 2017 5:43 pm
- Forum: Long War 2
- Topic: "Stopping the main tech-up path"
- Replies: 2
- Views: 5134
Re: "Stopping the main tech-up path"
I believe you simply have to take the steps necessary to deny any other Dark Event.
This seems to imply that to detect the counter mission you'd need intel in all regions so you could be sure you detected it. That alone seems to make it unfeasible (no supply) but beyond the obvious I don't know.
This seems to imply that to detect the counter mission you'd need intel in all regions so you could be sure you detected it. That alone seems to make it unfeasible (no supply) but beyond the obvious I don't know.
- Mon Jan 30, 2017 5:31 pm
- Forum: Long War 2
- Topic: Tactical DEs
- Replies: 5
- Views: 8491
Re: Tactical DEs
Tactical DEs can be stopped, though the health upgrades are particularly difficult to detect (they're supposed to be almost automatic). Also note that not all enemies get them. Active Tactical DEs have a % chance to apply to any given enemy. That's odd, shouldn't the enemy scaling just be built int...
- Mon Jan 30, 2017 5:24 pm
- Forum: Long War 2
- Topic: Game says I dont have any main/story researches to do. Also, I'm not picking up corpses
- Replies: 4
- Views: 6953
Re: Game says I dont have any main/story researches to do. Also, I'm not picking up corpses
You have to autopsy a trooper to autopsy an officer. If you haven't already.
- Mon Jan 30, 2017 5:10 pm
- Forum: Long War 2
- Topic: Do Scopes, Lasers, Steady Weapon affect Rocket Scatter?
- Replies: 12
- Views: 17198
Re: Do Scopes, Lasers, Steady Weapon affect Rocket Scatter?
It's then reduced by 30 if the character has moved this turn, and further reduced if the shot is long range (-3 per tile beyond range 9.) So if you move/blue move your aim decreases AND the number of rolls increases? Also everybody seems to be disregarding the aim perks. It seems that steady weapon...
- Mon Jan 30, 2017 6:53 am
- Forum: Long War 2
- Topic: Aliens getting free shots
- Replies: 36
- Views: 48382
Re: Aliens getting free shots
The only way to do that is to rely on guaranteed damage, much of which Pavonis has mostly removed in LW2. This is untrue. Combat protocol is still in as the first chooseable perk for the specialist, hail of bullets for the gunner as his second rank. It is true though, almost every source of guarant...
- Mon Jan 30, 2017 4:44 am
- Forum: Long War 2
- Topic: Several questions
- Replies: 17
- Views: 21571
Re: Several questions
One more question about intel rebel jobs. As I understand assigning scientists\rebels in a region to intel job results in more appropriate missions. But does it influence on amount of missions? So if I am assigning more rebels to this job - would I get more missions or just better missions? Could b...
- Mon Jan 30, 2017 4:40 am
- Forum: Long War 2
- Topic: Steady Weapon cost
- Replies: 11
- Views: 14932
Re: Steady Weapon cost
He just told you a use for it. Why would giving up your turn be a big deal before an ambush (assuming no timer on the mission)? What if you expect a patrol to path into you but can't see them yet and you're in a perfect position? What if you have just reloaded and don't need to move again? Again mo...
- Mon Jan 30, 2017 4:37 am
- Forum: Long War 2
- Topic: Steady Weapon cost
- Replies: 11
- Views: 14932
Re: Steady Weapon cost
Manifest, you aren't telling me anything I already don't know. It just seemed that for what it does it didn't need to end my turn. Having to give up your move to use it is not inconsequential. If this is how Steady weapon is intended to work then I see little reason to use it anywhere but the black...
- Mon Jan 30, 2017 2:58 am
- Forum: Long War 2
- Topic: Steady Weapon cost
- Replies: 11
- Views: 14932
Re: Steady Weapon cost
Is the steady weapon modification supposed to use up the whole turn? Why is it not a single action point ability? Seems unnecessary to use up the whole turn. Am I missing something? It is not meant to be a huge aim buff for shooting right now, it is meant to be an alternative to overwatch. Mostly y...
- Mon Jan 30, 2017 1:47 am
- Forum: Long War 2: Bug Reports
- Topic: Haven Civilians Trigger Overwatch when Avoiding
- Replies: 0
- Views: 2692
Haven Civilians Trigger Overwatch when Avoiding
LW 1.1 PC, this behavior makes sense, I'm just calling attention to it in case it's not consciously intended. A reinforcement pod with MECs dropped first on an invasion, the MECs went on Overwatch, another pod walked in and activated, I think this caused one of the untouched Haven Civilians to move ...
- Mon Jan 30, 2017 1:41 am
- Forum: Long War 2
- Topic: AWC Perks, Some doubts
- Replies: 6
- Views: 10897
Re: AWC Perks, Some doubts
If you look in the AWC Perk List for a soldier, you'll see there are three trees of length 3-7-3, you can get all of these perks, you must go in order down a tree however. The offense and defense trees give random perks from a list, the first perks are usually worse than the second and third perks i...
- Mon Jan 30, 2017 12:24 am
- Forum: Long War 2: Bug Reports
- Topic: Spark Starting Missions with Used Ammo
- Replies: 0
- Views: 2446
Spark Starting Missions with Used Ammo
I've only played one mission with the new Mag Spark Rifle, but even though the Mag Rifle has higher ammo capacity (4 instead of 3), the spark will start the mission with 3 bullets in their magazine and can reload to get 4 and fill up the empty tick.
- Mon Jan 30, 2017 12:22 am
- Forum: Elevated Bug Reports
- Topic: XP for failed mission
- Replies: 11
- Views: 17025
Re: XP for failed mission
Without fighting anything, really? You can evac and get some xp for kills (in addition to kill xp, you'll get mission xp based on kills), even if another unit killed them.
- Mon Jan 30, 2017 12:10 am
- Forum: Long War 2
- Topic: Do Scopes, Lasers, Steady Weapon affect Rocket Scatter?
- Replies: 12
- Views: 17198
Do Scopes, Lasers, Steady Weapon affect Rocket Scatter?
I was just browsing Reddit and while the Rocket Scatter spreadsheet and the fact that aim affects it is relatively well-known by now, it seems nobody knows if aim buffs work with rocket scatter (except for PCS aim which is pretty much taken for granted), so could we get clarification on this now? Do...
- Sun Jan 29, 2017 10:07 pm
- Forum: Long War 2: Bug Reports
- Topic: Dark Event Reveal Still Shows 40 intel cost (LW 1.1)
- Replies: 0
- Views: 2600
Dark Event Reveal Still Shows 40 intel cost (LW 1.1)
"Reduced reveal cost of dark events to 5 intel" was in the 1.1 notes.
![Image](http://i.imgur.com/sF6KPeV.jpg)
On this note, some of my intel boosts on infiltration cost 40 when they used to more often cost 30. What affects this ingame?
![Image](http://i.imgur.com/sF6KPeV.jpg)
On this note, some of my intel boosts on infiltration cost 40 when they used to more often cost 30. What affects this ingame?
- Sun Jan 29, 2017 9:29 pm
- Forum: Long War 2
- Topic: Upcoming Flamethrower Improvements
- Replies: 54
- Views: 68741
Re: Upcoming Flamethrower Improvements
Definitely feel like this merits a bump. (Flamethrower range nerf) (Also, I love you Pavonis and thanks for all your work.)
- Sun Jan 29, 2017 9:26 pm
- Forum: Long War 2
- Topic: Aliens getting free shots
- Replies: 36
- Views: 48382
Re: Aliens getting free shots
Even if you removed the alien's free shots, if you're unlucky you can still lose soldiers through no fault of your own. The keyword being you had to be unlucky, and even then it usually was in your power to stop it (by giving up the objective or something). These things shouldn't happen with such f...
- Sun Jan 29, 2017 11:11 am
- Forum: Long War 2
- Topic: Baffling Design Decisions
- Replies: 7
- Views: 11596
Re: Baffling Design Decisions
Hey all, There are a number of design decisions in Long War 2 that really confuse me, and I was hoping somebody could shed some light or point me in the direction of some answers. Please feel free to answer some subset of these! I have a huge number of questions, and I'd love to hear any answers pe...
- Sun Jan 29, 2017 8:47 am
- Forum: Long War 2
- Topic: What is the "to-hit" crit penalty?
- Replies: 10
- Views: 15853
Re: What is the "to-hit" crit penalty?
Great, that's a good system. So if you have a 70% hit chance and 70% crit chance that's still a guaranteed hit every time you crit correct? (Well, no, cause of the graze band. But you'll hit a true hit 60% of the time, so 60% of the time it'll be a crit right?)
- Sun Jan 29, 2017 8:04 am
- Forum: Modding Long War 2
- Topic: Reverting Flamethrowers to 1.0 State
- Replies: 2
- Views: 4501
Re: Reverting Flamethrowers to 1.0 State
I don't know about the burn chances, but you should be able to tweak the damage ranges in XComGameData_WeaponData.ini , just look for; [XComGame.X2Item_HeavyWeapons] Line 737. Oh, thanks. But I'm mostly uninterested in only buffing them. I'd like to change their aim back to the old restrictive stat...
- Sun Jan 29, 2017 7:37 am
- Forum: Long War 2
- Topic: Upcoming Flamethrower Improvements
- Replies: 54
- Views: 68741
Re: Upcoming Flamethrower Improvements
Was flamethrower range also nerfed? I didn't see it in these balance section of the OP. Shot cardinally they used to be able to reach 7 tiles ahead, as seen in pictures in the OP http://i.imgur.com/nSfU68b.png But now cardinal range is only 6 tiles. Around corners or otherwise http://i.imgur.com/Gke...
- Sun Jan 29, 2017 7:07 am
- Forum: Long War 2
- Topic: Does LW2 affect Shen's Last Gift?
- Replies: 10
- Views: 17151
Re: Does LW2 affect Shen's Last Gift?
1. There was an additional Advent Trooper near the beginning. I'm not really sure what he was doing there, as he doesn't fit the narrative, nor did he meaningfully change how the fight played out.] Lol, yeah. I've played two campaigns and both of them had that guy. I like to imagine he fooled Julia...
- Sun Jan 29, 2017 5:19 am
- Forum: Modding Long War 2
- Topic: Reverting Flamethrowers to 1.0 State
- Replies: 2
- Views: 4501
Reverting Flamethrowers to 1.0 State
I was wondering if there was an easy way to reattain the base flamethrower (in terms of stats, targeting, burning), or whether it was completely chucked out the window. I know that making the new targeting formula was definitely not easy and it took lots of effort, so it's not that important, just a...
- Sun Jan 29, 2017 4:02 am
- Forum: Long War 2: Bug Reports
- Topic: Ridiculous amounts of Reinforcements on next mission after securing region.
- Replies: 6
- Views: 9301
Re: Ridiculous amounts of Reinforcements on next mission after securing region.
and I also just got a Retaliation mission with reinforcements EVERY TURN in a different region, and they're only at 4 str there. ...Is that not supposed to happen? I thought Retaliation missions all had reinforcements every turn, but just had no pods on the map to begin with (except for faceless ha...