Search found 13 matches

by Jarno Mikkola
Mon Dec 24, 2018 4:46 pm
Forum: Long War 2
Topic: Skulljack problem
Replies: 3
Views: 7187

Re: Skulljack problem

prokolyo wrote:Did you make a skulljack?
Aka, one needs to build the Proving Ground first, in where they get to do projects, one of which gives the skulljack, with which this can be done. And it can be remade as many times as one needs... but it will take 10 days each...
by Jarno Mikkola
Thu Oct 26, 2017 9:09 am
Forum: Long War 2
Topic: Is there a target preview style mod for long war 2? If so which one is best to use with long war 2?
Replies: 7
Views: 14990

Re: Is there a target preview style mod for long war 2? If so which one is best to use with long war 2?

You need to see the pod to tell if it'll activate. As you know, sometimes the fog of war bugs out and reveals a pod that shouldn't be seen but that's not the mod's fault. If an inactive pod is visible for whatever reason (hello battle scanner), then the mod will tell you which tiles will activate i...
by Jarno Mikkola
Sun Oct 22, 2017 1:46 pm
Forum: Long War 2
Topic: Why do Shinobi's get 5 hacking per level?
Replies: 11
Views: 19346

Re: Why do Shinobi's get 5 hacking per level?

There are two separate chance numbers - the first is to actually hit your target, which is a flat 70% and can not be modified, or at least I have never seen it modified. This is the to-hit-chance of the skulljack, it's set in the <gameinstallfolder>/XComGame/Config/DefaultGameGore.ini, under the [X...
by Jarno Mikkola
Sun Oct 01, 2017 8:40 pm
Forum: Long War 2
Topic: Perks that are amazing if they were on a different class
Replies: 27
Views: 35135

Re: Perks that are amazing if they were on a different class

I have shredding Gunner. Only two classes capable of shredding should be Technical and Grenadier . Shredding should be removed from grenades and should come as perk for Grenadier. Rest should use AP rounds. Well if you increase the grenade damage by 1, or make it just a standard 4 with dropping dam...
by Jarno Mikkola
Sat Sep 30, 2017 3:20 pm
Forum: Long War 2
Topic: How important is mobility?
Replies: 29
Views: 54448

Re: How important is mobility?

Right, but if the enemy is already dead, you don't need to suppress them.
And the flashbang grenades work from behind walls and good cover. Well, most of the time. Yes, the grenadiers are good at more than just offensive & cover removal.

But that's of course play style difference.
by Jarno Mikkola
Sat Sep 30, 2017 3:06 pm
Forum: Long War 2
Topic: Reapers in Long War
Replies: 17
Views: 30558

Re: Reapers in Long War

If you want to nerf the Reapers, but make them useful still... nerf the stealth skill a bit, so it's not -90% reveal distance, but say -50%, but give them more claymore's and Sting shots, aka they can make more silent attacks and explode things and remain invisible. Yeah, the -90% makes the usual en...
by Jarno Mikkola
Sat Sep 30, 2017 2:14 pm
Forum: Long War 2
Topic: How important is mobility?
Replies: 29
Views: 54448

Re: How important is mobility?

A small part of the high mobility problem is, that the enemy tile counts, even the not revealed player chars... aka you can't get to a flanking position normally with a blue move, you'll nearly always be 1 tile out. Specialists should have high mobility... except that they don't normally have a squa...
by Jarno Mikkola
Wed Aug 16, 2017 8:26 pm
Forum: Long War 2
Topic: Perks that are amazing if they were on a different class
Replies: 27
Views: 35135

Re: Perks that are amazing if they were on a different class

Run & Gun and shredder on my 18 base mobility pump action Ranger was sick. With wraith armor and combat fitness he just runs across the universe and either both barrels or rapid fires in the face for 40 crit then walks away with implacable. The most fun / op combination I've ever played, hands ...
by Jarno Mikkola
Sun Jul 02, 2017 11:35 pm
Forum: Long War 2
Topic: MECs seem underwhelming
Replies: 14
Views: 21408

Re: MECs seem underwhelming

They aren't really slow, a 15 mobility ranger with a rifle will also end up with 12 mobility. They're just average speed. Yeah... you might say that, but the (Advent) Heavy MEC mobility is 17. (at least on the hardest difficulty). Normal, Advent MEC's have 14 mobility. You can see those if you play...
by Jarno Mikkola
Tue Jun 13, 2017 10:43 am
Forum: Long War 2
Topic: XCOM 2 expansion + Long War 2: (11/7/17 UPDATE: See announcement thread)
Replies: 260
Views: 1005706

Re: XCOM 2 expansion + Long War 2: Nothing to announce

... Also not being able to have LW2 classes is a major No-No in my book. Or going back to 4 to 6 soldier per mission only... I am actually happy that Pavonis takes it's time to let us to familiarize ourselves to the new environment, cause much alike with LW2, I predict that it's going to take a LOT...
by Jarno Mikkola
Mon Jun 12, 2017 2:46 pm
Forum: Modding Long War 2
Topic: Adding start menu "Continue" -button.
Replies: 2
Views: 6014

Re: Adding start menu "Continue" -button.

Uuh, so the last update (20th of may) added the LW compatibility, unlike the files own description implies.
Good to know, and thanks.
by Jarno Mikkola
Sat Jun 10, 2017 10:34 pm
Forum: Modding Long War 2
Topic: Adding start menu "Continue" -button.
Replies: 2
Views: 6014

Adding start menu "Continue" -button.

Like the topic title says, I request that someone re-makes this steam mod, so that it works with(in) LW2, so there's no need to go to the load menu and waste like 20 seconds at each start up ... for everyone.
by Jarno Mikkola
Wed Feb 15, 2017 7:55 pm
Forum: Long War 2
Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
Replies: 116
Views: 128618

Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse

I have a new proposition. detection radius This would be the best variable to modify in the supply raids, and troop column counter infiltrations. With a set number of enemies, not dependent on the infiltration rate. So a Moderate mission would always have the same amount of enemies. Not 40+ with 0%,...