Search found 301 matches
- Thu Aug 03, 2017 3:43 am
- Forum: Long War 2
- Topic: User Interface Design
- Replies: 26
- Views: 47312
Re: User Interface Design
Maybe a colored border for the different upgrade icons. Green, Blue, Purple for basic, advanced, superior (although not sure if blue and purple would be different enough) Green, yellow, red? Green->Blue->Purple as an upgrade path is a time-honored MMO tradition and uses some form of pre-existing kn...
- Wed Aug 02, 2017 10:46 pm
- Forum: Long War 2: Bug Reports
- Topic: [1.4] Double Tap has no Squadsight penalty
- Replies: 5
- Views: 8584
Re: [1.4] Double Tap has no Squadsight penalty
THERE WE GO, found my twelve-forsaken issue: I use EU Aim Rolls for it's Perfect Information functionality, however, you really do need to fine-tune all the dang configs of the thing to enable just that. Particularly, despite there being a function that disables the hit roll modifier, there is one t...
- Wed Aug 02, 2017 5:00 pm
- Forum: Long War 2
- Topic: User Interface Design
- Replies: 26
- Views: 47312
Re: User Interface Design
For the mods, I replaced "RoboJumpers Squad Select" by "LW2: ShowMeTheSkills Evolved". For sure RJSS has a lot more features but SMTSE has some keys advantages: - It shows the attributes and that point destroy the RJSS nice design choice to allow do anything directly from Squad ...
- Wed Aug 02, 2017 11:32 am
- Forum: Long War 2: Bug Reports
- Topic: [1.4] Double Tap has no Squadsight penalty
- Replies: 5
- Views: 8584
Re: [1.4] Double Tap has no Squadsight penalty
LW2 disables the specific squadsight penalty in vanilla (SQUADSIGHT_DISTANCE_MOD=0, SQUADSIGHT_CRIT_MOD=0; xcomgamecore.ini), so if you were seeing a squad sight penalty before your game was acting up then and isn't now :) The range penalty remains, and as mentioned DFA will offset it. Extremely go...
- Wed Aug 02, 2017 3:34 am
- Forum: Long War 2: Bug Reports
- Topic: [1.4] Double Tap has no Squadsight penalty
- Replies: 5
- Views: 8584
Re: [1.4] Double Tap has no Squadsight penalty
You're a pretty experienced player, so I hesitate to even say this, but -- If your sniper has Death From Above, they shouldn't be getting squadsight penalties on any shot, right? Incorrect. Death From Above grants a positive bonus to your shots, rather than simply not apply a negative. Furthermore ...
- Tue Aug 01, 2017 12:49 pm
- Forum: Long War 2: Strategy
- Topic: Black site mission question 1.4
- Replies: 4
- Views: 9124
Re: Black site mission question 1.4
The evac is fixed to the spawn point, so you have to go aaaaall the way to the vial and then aaaaaall the way back. Also I think RNF start dropping as soon as you grab the vial, regardless of the RNF timer, but you get plenty of turns to kill everything before you grab the vial, if you aren't OW le...
- Tue Aug 01, 2017 10:15 am
- Forum: Long War 2
- Topic: SPARKs Feedback
- Replies: 16
- Views: 24492
Re: SPARKs Feedback
1Warmonger, some of the stuff you mention sound like features of the Metal Over Flesh mod (Close Combat Specialist, heavy weapon with two ammo). You sure that isn't the case?
- Tue Aug 01, 2017 3:39 am
- Forum: Long War 2
- Topic: Lily Shen and the Trial of Unstaffed Engineers
- Replies: 23
- Views: 36153
Re: Lily Shen and the Trial of Unstaffed Engineers
Ahahaha, oh man you have one free engineer... That's cute.
I got eight. There's no hope of employing all of them at any point in time (very late game Commander game)
I got eight. There's no hope of employing all of them at any point in time (very late game Commander game)
- Tue Aug 01, 2017 12:27 am
- Forum: Long War 2: Bug Reports
- Topic: [1.4] Double Tap has no Squadsight penalty
- Replies: 5
- Views: 8584
[1.4] Double Tap has no Squadsight penalty
I first want to verify whether this is intended or not, but does the first shot of Double Tap not have a Squadsight penalty by design or is my game acting up?
- Sat Jul 29, 2017 4:16 am
- Forum: Long War 2
- Topic: SPARKs Feedback
- Replies: 16
- Views: 24492
Re: SPARKs Feedback
I tried Sacrifice, didn't work for me because my SPARK is usually ahead of the soldiers I want to defend and they're usually not packed close enough to get all of them in the bubble. I pick Impact Fields and sometimes use it on turns when you can't move+flank. Helps with the stray shot that manages...
- Fri Jul 28, 2017 8:00 pm
- Forum: Long War 2
- Topic: SPARKs Feedback
- Replies: 16
- Views: 24492
Re: SPARKs Feedback
Sacrifice actually makes usage of the SPARK's defense, meaning if you buff it and cover an area enemies are easily shooting at a target they have a very low chance to hit since they don't believe they're hitting the SPARK. And the way it works with AoE damage is that it redirects all of the hits to...
- Fri Jul 28, 2017 5:06 pm
- Forum: Long War 2
- Topic: SPARKs Feedback
- Replies: 16
- Views: 24492
Re: SPARKs Feedback
Sacrifice actually makes usage of the SPARK's defense, meaning if you buff it and cover an area enemies are easily shooting at a target they have a very low chance to hit since they don't believe they're hitting the SPARK. And the way it works with AoE damage is that it redirects all of the hits tow...
- Fri Jul 28, 2017 2:26 am
- Forum: Long War 2
- Topic: Shinobi Stab Animation
- Replies: 4
- Views: 7434
Re: Shinobi Stab Animation
Actually if you check the 1.5 changes you're going to notice that it's somewhat unitended, they would up using the Gunner's stab animation on some abilities because of some issue.
- Fri Jul 28, 2017 2:24 am
- Forum: Long War 2
- Topic: Balance
- Replies: 25
- Views: 32312
Re: Balance
Tac vests are probably about equally strong as nanovest\hazmat now, or pretty close. The issue is they're much more expensive to research and build, so why bother? It's definitely a luxury for the Legendary economy (I presume, never tried L myself). It's nice when combined with Predator, Will to Su...
- Thu Jul 27, 2017 3:00 pm
- Forum: Long War 2
- Topic: Stun Lancer - restricting unconscious status effect to already wounded units
- Replies: 25
- Views: 36723
Re: Stun Lancer - restricting unconscious status effect to already wounded units
As far I know there's no item to revive unconscious soldier, only two skills of one class allow it, and then medkit can increase the number of use if I remember well, or not. If I remember well Medkit are only for stabilizing, you won't get back the soldier and will have to carry him. Actually it's...
- Thu Jul 27, 2017 12:19 pm
- Forum: Long War 2
- Topic: Balance
- Replies: 25
- Views: 32312
Re: Balance
Does anyone know if xp carries over, i. E. my soldier needs 100 xp for next level and gets 120, what happens with the rest? You get to keep all 120 xp. Basically you get to keep all the XP you earn after gaining a level, but if you earn more than one level in the mission then it prevents you from g...
- Thu Jul 27, 2017 12:07 pm
- Forum: Long War 2: Bug Reports
- Topic: Concealed Specialist causing weird pod behavior
- Replies: 1
- Views: 4152
Re: Concealed Specialist causing weird pod behavior
Very certain that this is a Vanilla bug, particularly the bug is that the Gremlin is an actual unit AND doesn't get concealed unless you get squadwide conceal.
That means that it can activate pods, vanilla I even had it activate pods when doing squadsight actions.
That means that it can activate pods, vanilla I even had it activate pods when doing squadsight actions.
- Wed Jul 26, 2017 3:48 am
- Forum: Long War 2
- Topic: Solving supply convoy reinfs before 1.5
- Replies: 4
- Views: 9025
Re: Solving supply convoy reinfs before 1.5
I thought that WAS fixing it entirely ourselves. Not quite a complete fix. What that fix does is change the offset (meaning the reinforcements don't start at the tail end of the reinforcement schedule), but it doesn't changes the actual reinforcement table being used, since that can't be done via ....
- Fri Jul 21, 2017 8:02 pm
- Forum: Long War 2: Strategy
- Topic: What's your views on ammo use?
- Replies: 40
- Views: 71270
Re: What's your views on ammo use?
Bluescreen rounds aren't worth unlocking, unless there is something special about them I don't understand. Well, their big secret is that all the big nasty endgame enemies are vulnerable to them (sectopod, codex, gatekeeper), they're essentially anti-boss ammo. I actually don't even know, does Stil...
- Fri Jul 21, 2017 1:15 pm
- Forum: Long War 2: Strategy
- Topic: What's your views on ammo use?
- Replies: 40
- Views: 71270
Re: What's your views on ammo use?
Well, their big secret is that all the big nasty endgame enemies are vulnerable to them (sectopod, codex, gatekeeper), they're essentially anti-boss ammo.stefan3iii wrote:Bluescreen rounds aren't worth unlocking, unless there is something special about them I don't understand.
- Thu Jul 20, 2017 10:22 am
- Forum: Long War 2
- Topic: Combatives fix
- Replies: 37
- Views: 65678
Re: Combatives fix
Players don't like RNG they can't manipulate. I believe almost nobody will choose Combatives in 1.5 if this change goes live. Same for Incendiary greandes. Why bother with unstable grenade what will put you down every 1 of 4 uses? I will just pick Shadowstep, just to have free overwatch removal too...
- Wed Jul 19, 2017 1:10 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 59321
Re: A Tale of two players
I think the highest likelihood is for them to remove entirely the fire effect on fire grenades and add more damage than make then reliable CC
- Wed Jul 19, 2017 11:19 am
- Forum: Long War 2
- Topic: Lily Shen and the Trial of Unstaffed Engineers
- Replies: 23
- Views: 36153
Re: Lily Shen and the Trial of Unstaffed Engineers
I really can't understand how those voice clips even register in people's hearing anymore after all this time, you're not even the first one I see complaining
- Tue Jul 18, 2017 6:36 pm
- Forum: Long War 2
- Topic: Painful Skill Tree Changes
- Replies: 34
- Views: 57652
Re: Painful Skill Tree Changes
Are you fundamentally opposed to a grenadier who isn't great with grenades but is actually useful with a gun after all the consumables have run out? The centre tree could certainly do with some work, but is the concept of "shooter with a grenade launcher" something undesired? No, not at a...
- Tue Jul 18, 2017 6:07 pm
- Forum: Long War 2
- Topic: Suggestion: cadavers and experience according to infiltration percentage
- Replies: 3
- Views: 6295
Re: Suggestion: cadavers and experience according to infiltration percentage
I choose less infiltration for much more fun battles