Search found 21 matches

by artifixer
Wed Oct 18, 2017 2:05 pm
Forum: Long War 2
Topic: XCOM 2 expansion + Long War 2: (11/7/17 UPDATE: See announcement thread)
Replies: 260
Views: 1003827

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

ClodRaker wrote: Despite my love for the talents of Jeremy Soule and Nobuo Uematsu, Kirill Pokrovsky may be my favorite composer for fantasy-themed game tracks.
Yes, he was great composer. Sadly, he died couple years ago, so DOS2 soundtrack made by someone else.
by artifixer
Fri Sep 22, 2017 9:04 am
Forum: Long War 2: Strategy
Topic: Psionics - which skills to pick in what order?
Replies: 6
Views: 30691

Re: Psionics - which skills to pick in what order?

Why everyone so positive about stasis? It have some uses but overall nothing special. You can't even put it on your soldier initially.
by artifixer
Fri Sep 22, 2017 8:48 am
Forum: Long War 2: Strategy
Topic: Make redscreen rounds work
Replies: 12
Views: 22026

Re: Make bluescreen rounds work

Phaseless wrote:Oops, mixed them up.
I found them completely useless because of reasons you've mentioned. For better hacking I have Bluescreen Bombs on every grenadier and a Skulljack on every specialist. It's usually enough.
by artifixer
Fri Sep 22, 2017 8:31 am
Forum: Long War 2: Strategy
Topic: LW2 1.5 Specialist Builds
Replies: 47
Views: 68496

Re: LW 1.5 Specialist Builds

Specialist React/Medic Sentinel - Field Surgeon / Interference - Medical Protocol - Ever Vigilant - Cool Under Pressure - Full Override - Restoration I have one remark for you to think around about this build. In my opinion any OW-built soldier without Covering Fire feels not complete and very unre...
by artifixer
Fri Sep 22, 2017 8:00 am
Forum: Long War 2: Strategy
Topic: Make redscreen rounds work
Replies: 12
Views: 22026

Re: Make bluescreen rounds work

Phaseless wrote:1) Since you want a safe hit for a safe hack, you should give them to a soldier with good aim. That
Maybe you mean Redscreen Rounds? Because Bluescreen Rounds just increase damage to robotic enemies.
by artifixer
Thu Sep 21, 2017 12:01 pm
Forum: Long War 2: Strategy
Topic: LW 1.5 Grenadier builds
Replies: 113
Views: 300595

Re: LW 1.5 Grenadier builds

Sapper without Combat Engineer ?! I think for cover destruction it's best to respec for RD instead of Sapper and CE instead of FK as CE is twice as powerfull as Sapper in terms of inv. dmg. from what I've heard. But it's just a theory. Thing is, Sapper is available from LCpl, so you can destroy cov...
by artifixer
Thu Sep 21, 2017 11:46 am
Forum: Long War 2: Strategy
Topic: LW2 1.5 Specialist Builds
Replies: 47
Views: 68496

Re: LW 1.5 Specialist Builds

First of all, I'd like to say, that specialists are great officers. I don't train other classes for officers in my current campaign and happy with that decision. What you should keep in mind though, is that officer speci just won't have enough actions for something beyond aids, hacks, commands and o...
by artifixer
Thu Sep 21, 2017 10:30 am
Forum: Long War 2: Strategy
Topic: LW 1.5 Grenadier builds
Replies: 113
Views: 300595

Re: LW 1.5 Grenadier builds

I'm in a mid-late game and mostly use 2 builds so far, both became more or less the same in the end. Sapper: Sapper - Heavy Ordinance - Bluescreen Bombs - HEAT Warheads - Sting Grenades - Volatile Mix - Full Kit. Usually goes with Fire and Flash in utility slot and Plasma in grenade slot. Sometimes ...
by artifixer
Thu Sep 21, 2017 9:49 am
Forum: Long War 2: Bug Reports
Topic: Burning not working?
Replies: 4
Views: 6818

Re: Burning not working?

Phaseless wrote: Oh, ok. Didn't know that. Well that sux.
I'll let my shinobi know that it's ok if they're on fire.
Yes, though I'm not shure if they can fleche while burning. Maybe you will be restricted to a blue move and slash attack.
by artifixer
Thu Sep 21, 2017 8:42 am
Forum: Long War 2: Bug Reports
Topic: Burning not working?
Replies: 4
Views: 6818

Re: Burning not working?

As far as I know, burning does not prevent melee attacks, only ranged ones, so it's not a bug.
by artifixer
Mon Sep 18, 2017 11:21 am
Forum: Modding Long War 2
Topic: More awc training stations
Replies: 2
Views: 6042

Re: More awc training stations

Thank you for a reply! :) Think I'll just allow instantaneous training from armory and will not use soldiers for corresponding amount of time after I train them like that. Or may be play as it is, it's a game about hard choices after all! :) P.S. Could you please also answer about Killzone mechanics...
by artifixer
Fri Sep 15, 2017 11:56 am
Forum: Long War 2
Topic: 1.5 playthrough questions and observations
Replies: 37
Views: 58242

Re: 1.5 playthrough questions and observations

I should point out that the vip rescue missions where you start with an evac already placed are an exception to the rule and the reinforcements starts ticking the moment the map starts, hence why you can see the green reinforcements warning. So yes you still have just 12 turns, despite the lies of ...
by artifixer
Fri Sep 15, 2017 9:12 am
Forum: Long War 2
Topic: 1.5 playthrough questions and observations
Replies: 37
Views: 58242

Re: 1.5 playthrough questions and observations

I don't really see a way to get anywhere near the goal undetected. Not with hunter drones everywhere, with massive detection radius, and a DE up that apparently makes us even more detectable. But even without the DE, those drones cover every approach on many maps i have encountered. Sometimes you c...
by artifixer
Fri Sep 15, 2017 6:40 am
Forum: Long War 2
Topic: 1.5 playthrough questions and observations
Replies: 37
Views: 58242

Re: 1.5 playthrough questions and observations

Gotta say, timers are alright in LW2. Most unforgiving IMO are those vip rescue timers where you see 24 turns remaining but doom reinforcements start dropping at about 12, 14 turns remaining. One every two rounds. That is hell, especially when you first find out about this. The moment when doom rei...
by artifixer
Wed Sep 13, 2017 12:40 pm
Forum: Modding Long War 2
Topic: More awc training stations
Replies: 2
Views: 6042

More awc training stations

Is there a way to increase the number of awc training stations via some ini changes? Or, maybe allow to build multiple awc?
Learning times are high enough, so there's no hope to learn even the most well-rolled perks on soldiers I want, having only two training stations.
by artifixer
Wed Sep 13, 2017 12:28 pm
Forum: Modding Long War 2
Topic: Killzone and Squadsight
Replies: 2
Views: 18958

Killzone and Squadsight

Killzone description says it utilizes squadsight, even if soldier does not have Long Watch ability. But apparently it does not work beyond range of vision, if soldier have no squadsight, wich is the case for Gunners and Specialists. Is it a bug or a feature? If it's a planned feature, is there a way...
by artifixer
Tue Sep 05, 2017 9:32 am
Forum: Long War 2: Strategy
Topic: Liberated regions and intel
Replies: 5
Views: 14763

Liberated regions and intel

Is there any reason to keep some people on Intel activity in liberated regions? Any missions available there?
Also, I know for shure that there are some Faceless left in my liberated region. Can I drive them out with soldier liaison without any personel put on Intel job?
by artifixer
Tue Aug 29, 2017 6:51 pm
Forum: Long War 2: Bug Reports
Topic: Smash & Grab with negative time remaining
Replies: 30
Views: 43150

Re: Smash & Grab with negative time remaining

List of mods in attachment.
Sorry for initial post not in English, don't know how this happened. :oops:
by artifixer
Tue Aug 29, 2017 11:42 am
Forum: Long War 2
Topic: How much vigilance spikes up from doing Network Tower?
Replies: 7
Views: 11766

Re: How much vigilance spikes up from doing Network Tower?

Liberation missions don't actually generate additional vigilance in the way people imagine they do. They generate the standard vigilance any mission does, though, and having to do 4 missions in a region (to get done with the tower/get a free tower in the region from the mission being run) is notice...
by artifixer
Tue Aug 29, 2017 10:16 am
Forum: Long War 2: Bug Reports
Topic: Smash & Grab with negative time remaining
Replies: 30
Views: 43150

Re: Smash & Grab with negative time remaining

Mission description on infiltration preview screen says something about missing content.
Were there any changes in missions ini between 1.4 and 1.5 about Smash&Grab?
by artifixer
Mon Aug 28, 2017 2:57 pm
Forum: Long War 2: Bug Reports
Topic: Smash & Grab with negative time remaining
Replies: 30
Views: 43150

Re: Smash & Grab with negative time remaining

Same issue.
You can actually go on this mission - it starts immediately and can be finished, but it does not vanishes from the list after that, so I assume it can be played on and on.

Have save, but cant attach it as it is too large.