Search found 80 matches
- Fri Jul 21, 2017 11:22 am
- Forum: Long War 2
- Topic: Steady Weapon suggestion
- Replies: 5
- Views: 9651
Re: Steady Weapon suggestion
I use stocks on Assaults because they are not always in a position to fire but I agree it would be nice if it was a single AP non-turn ending action.
- Fri Jul 21, 2017 7:27 am
- Forum: Long War 2
- Topic: No Auto Striping
- Replies: 1
- Views: 3885
Re: No Auto Striping
Yes, I too find it annoying when my soldiers come out of training looking like zebras. Theres a mod 'Load from Character Pool' which I use to reset their appearance. But seriously, them losing their gear is a pain and I'd like a way to stop it. It may be something that can't be changed in the base g...
- Thu Jul 20, 2017 4:01 pm
- Forum: Long War 2: Strategy
- Topic: What's your views on ammo use?
- Replies: 40
- Views: 67026
Re: What's your views on ammo use?
It's almost like Incendiary Grenades again...stefan3iii wrote:Basically, there is one ammo type that is available early, is abundant, and is among the best ammo types. Why bother unlocking anything else? Wish there was more progression here, hard to unlock ammo should just be better, or it should be easier to get.
- Thu Jul 20, 2017 12:05 pm
- Forum: Long War 2: Strategy
- Topic: What's your views on ammo use?
- Replies: 40
- Views: 67026
Re: What's your views on ammo use?
Since the changes, I love Stiletto rounds. They are my go to now as the guaranteed +1 against everything is great and they're cheap and plentiful if you do a lot of Rendezvous missions.
- Mon Jul 17, 2017 9:34 am
- Forum: Long War 2
- Topic: Let's talk Gunner
- Replies: 43
- Views: 56486
Re: Let's talk Gunner
I find my Suppression Gunners with Mayhem do an enormous amount of damage, given how hard Cannons hit for by default. The base damage is like a Ranger's crit, even before you add on CUP. Also frequently on multiple targets if you can Area Suppress a choke point. My best Gunner also rolled Covering F...
- Fri Jul 14, 2017 11:02 am
- Forum: Long War 2: Strategy
- Topic: v1.4 Officer Skills and Tricky Tradeoffs
- Replies: 15
- Views: 30971
Re: v1.4 Officer Skills and Tricky Tradeoffs
I would like to see someone mod in the ability to keep training Officer Skills, where the cost in time continues with every skill trained but you could eventually train them all like with Psi Ops. The closest I've seen for that is the mod that trains both officer skills, coupled with doubling the ti...
- Thu Jul 13, 2017 6:51 am
- Forum: Long War 2
- Topic: Switch AWC+Psi Staff to Engineers or Both?
- Replies: 9
- Views: 14357
Re: Switch AWC+Psi Staff to Engineers or Both?
Engineers are vital early and then become useless later on in the Avenger, but you then stuff them into Liberated regions. However I still have 3 idle engineers with nothing I can do with them in my current campaign. It would be nice if Engineers had some kind of passive effect when not assigned, li...
- Mon Jul 10, 2017 4:17 pm
- Forum: Long War 2
- Topic: Liberate them ALL! Or maybe not?
- Replies: 4
- Views: 7866
Re: Liberate them ALL! Or maybe not?
I believe that was a bug. It would be really nice if there was a liberation victory condition.
- Sat Jul 08, 2017 7:04 am
- Forum: Long War 2: Strategy
- Topic: Which classes do you like to use for Officers?
- Replies: 15
- Views: 24523
Re: Which classes do you like to use for Officers?
I use non-overwatch Specialists and Support Grenadiers for my officers. I don't use Shinobis for that role because when you need that clutch Command, it often competes with Fleche of death across the map. I quite often put my (always DFA regardless of stats, I just vary up the spec and add Tracers) ...
- Thu Jul 06, 2017 8:55 am
- Forum: Long War 2
- Topic: Specialist Medic is useless
- Replies: 18
- Views: 27655
Re: Specialist Medic is useless
I take Field Medic on hacker/support Specialist Officers, but never take any other medic skills, because as said above, its always better to prevent wounds by killing/CC than healing them back afterwards (which also requires more investment in science and manufacturing too). Medkits fall out of use ...
- Thu Jul 06, 2017 8:48 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
In the hands of a normal soldier, hitting only a single target, the Incendiary would have 25% chance to not burn. In the hands of a Grenadier, hitting two targets (which is very frequently possible), there is only a 6.25% chance neither will be lit, before you even consider them running from a burni...
- Thu Jul 06, 2017 7:16 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
A funny thing from S2E62 of XWynns campaign: 'Fire grenades are OP as they will take this (single enemy) out of the game (once for 2 turns). I wish I had Combatives on Gee so I could continue to lock down (all) Mutons (and Archons indefinitely and turn Berserkers into harmless fluffy kittens).' Howe...
- Wed Jul 05, 2017 7:50 am
- Forum: Long War 2
- Topic: Boosting with Intel
- Replies: 6
- Views: 9897
Re: Boosting with Intel
Its 75% of what you have already infiltrated not a flat +75%, I believe.
- Mon Jul 03, 2017 3:26 pm
- Forum: Long War 2
- Topic: So much cool gear, unusued.
- Replies: 12
- Views: 20173
Re: So much cool gear, unusued.
That would be an interesting solution: A Weapons Cache that has a few of your current tier weapon, chosen at random. Or an Armour Cache with a few suits/vests. Or Ammo Cache with specialist ammo or grenades.
- Mon Jul 03, 2017 10:08 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
I'm not familiar with the AI code (and thus if it would work) but disabling melee would be a good effect to team with Gas as it turns it into an excellent area denial weapon. With its large radius and the cloud persisting for a while, melee enemies would either have to waste the time to run around i...
- Mon Jul 03, 2017 7:51 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
Anything that is an automatic go-to will (and should) be changed. The creation of viable choice makes the game richer and more engaging. I would however like to see more viability in the other choices. I think there really should be more rock/paper/scissors with the grenades though and for you to go...
- Fri Jun 30, 2017 8:35 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
Charge based should be reliable due to the opportunity cost. I am in agreement with the view to hard limit the number you can take (like grenade slot only, rather than soft-limit by making them more expensive to create/infiltrate to avoid success/fail snowballing).
- Thu Jun 29, 2017 2:23 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
A zero-damage incapacitating fire grenade is both a) non-sensical b) a flashbang
- Thu Jun 29, 2017 12:45 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
No! Just seen this in the patch notes:
* Arc thrower now has a chance to stun the user on a miss.
* Arc thrower now has a chance to stun the user on a miss.
- Thu Jun 29, 2017 8:30 am
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 48850
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
Advent Troops: Expendable and obedient, can be sent forward to be gunned down Mutons: Fearless and aggressive, should be easy to coax into dangerous positions Sneks: These should take cover and be more careful as they are more intelligent than the others Sectoids: Like snakes, I see them as the sort...
- Thu Jun 29, 2017 7:24 am
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 48850
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
I do like number 2, I think pods should absolutely be hunkering more versus non-visible assailants. Number 4 is good as well. As for the rest, well, I don't see a problem with straight up giving the AI the location of the sharpshooter(s). Makes sense both realism-wise (sniper rifles are incredibly ...
- Wed Jun 28, 2017 3:34 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
Maybe a better question would be how to buff Poison/Acid so that Fire was not an automatic go-to? I myself take HO on every single grenadier regardless of any other perks to give them 2 fire grenades as its so potent. Thinking more about it, a better form of RNG control would be that the enemy could...
- Wed Jun 28, 2017 2:22 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
While I wholeheartedly agree RNG is the worst form of balance, there is more to the problem solving aspect of finding the correct 'solution' to each turn. Shots already miss. Vital shots you must hit. The nerf adds a new angle to the problem solving. It goes from straight Soldier A locks down enemy ...
- Wed Jun 28, 2017 1:20 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 692640
Re: Please rethink this!
For where they are in the tech tree, they are ridiculously powerful. There is no reason to use any other grenade (other than sting) all the way to the end. They already do a lot of damage so I would treat the burning as a bonus. It also ignites their tile, so there's a good chance they will burn any...
- Wed Jun 28, 2017 10:18 am
- Forum: Long War 2
- Topic: Anyway to avoid cheating mods?
- Replies: 4
- Views: 7326
Re: Anyway to avoid cheating mods?
You can only really tell by trying them or at least reading the description thoroughly. Also, what is cheating? Gotcha - should it be baseline? Reliable Ever Vigilant - cheat or bugfix? Peek From Concealment - cheat or better implementation? True Concealment? Thank you Pavonis for weaning me off thi...