Search found 829 matches
- Thu Jul 06, 2017 10:47 am
- Forum: Long War 2: Strategy
- Topic: Which classes do you like to use for Officers?
- Replies: 15
- Views: 24817
Re: Which classes do you like to use for Officers?
I tried shinobi officers on my first playthrough and I didn't like it much. Mainly because they're always up and out ahead scouting, so they're rather far away from the rest of the squad which can make it awkward since several units may be out of command range. Even when in stealth I wouldn't consi...
- Thu Jul 06, 2017 10:24 am
- Forum: Long War 2: Strategy
- Topic: Running intel on high-vigilance regions viable?
- Replies: 12
- Views: 17909
Re: Running intel on high-vigilance regions viable?
Let's consider a 13 rebel haven with 5 rebel promotions (reasonable, maybe even conservative), a tower, and a Scientist advisor. That's 15.5*5*1.2*1.2 = 111.6 intel a day. If you don't use a scientist, either because you're trying to root out spies with a soldier, or because you just don't want to ...
- Thu Jul 06, 2017 9:50 am
- Forum: Long War 2
- Topic: Specialist Medic is useless
- Replies: 18
- Views: 28068
Re: Specialist Medic is useless
My unorthodox 8-man GOp squad (Veteran, non-Ironman, June, Peek from Concealment) mandates I bring 2~3 specialists of which at least 1 is a medic. Preferably 2. Instead of lots of 4~6-man squads with a "nobody should ever take wounds" doctrine, I have one 8-man squad doing 10% infiltration...
- Thu Jul 06, 2017 9:36 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
Thank you for the quick clarification.
- Thu Jul 06, 2017 9:35 am
- Forum: Long War 2
- Topic: Luck in the Early Game
- Replies: 13
- Views: 19002
Re: Luck in the Early Game
While your overall point is valid, the specific examples you mention are weak. If you allow a gunner to shoot at anyone who doesn't have 65 Def (cover + aid protocol or smoke or hunker or you've disorientated the gunner) then that's a tactical mistake you could have prevented. Even the chance of a y...
- Thu Jul 06, 2017 9:17 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
This is the most interesting post in this thread. For 1.5 if it proves successful? Or 1.6+?Saph7 wrote:I'm trying out a different class to replace the Grenadier
- Thu Jul 06, 2017 8:13 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
The poison buff still looks very weak to me. In XCOM, most enemies die in 1 turn, and some enemies die in 2 turns. If something is alive for 3 turns then shit has hit the fan and you're probably taking damage on your soldiers. So the damage output of a poison grenade is pretty awful, because usuall...
- Wed Jul 05, 2017 6:02 pm
- Forum: Long War 2: Strategy
- Topic: I don't understand when I should recruit/supply/intel
- Replies: 3
- Views: 9544
Re: I don't understand when I should recruit/supply/intel
I've read some really gamey stuff where people don't use supply havens at all and just sell cores/whatever for their stuff but I'm not playing on legendary and not really interested in that. I don't consider that gamey at all. It's ordinary play to never set any haven to supply until you've liberat...
- Wed Jul 05, 2017 4:47 pm
- Forum: Long War 2: Strategy
- Topic: Commander Level After Action Report
- Replies: 52
- Views: 77637
Re: Commander Level After Action Report
UFO Parking Scam was insane. Not just for the number of UFOs you caught but how all your earlygame regions are at high Str. I currently only have one region at 'high' Str (5). Said region has suffered rebel attrition and is down to 5 guys. Without viewing vigilance numbers, it'd be harder to manipul...
- Wed Jul 05, 2017 4:35 pm
- Forum: Long War 2: Strategy
- Topic: Preferred method for picking classes
- Replies: 8
- Views: 14116
Re: Preferred method for picking classes
With a scientist-first opener, saving amazing rookies for later means less missions in the earlygame. Looking back at my Veteran non-Ironman campaign, I'd have preferred weird-statted random classes that still get earlygame missions done over tailoring classes for 6 starter rookies.
- Tue Jul 04, 2017 6:35 pm
- Forum: Long War 2
- Topic: Mass Snapshot Snipers and Tank Shinobis
- Replies: 12
- Views: 18746
Re: Mass Snapshot Snipers and Tank Shinobis
So, after that 8-man HQ squad came back? They never disbanded. 20% infiltration is considered "good enough" for this squad to do GOps. It's June, I have mag rifles and laser lances. Probably just a luxury that can't be afforded in Commander/Legendary (at least, without an officer to Interv...
- Sat Jul 01, 2017 9:59 pm
- Forum: Long War 2
- Topic: Reinforcement Farming
- Replies: 19
- Views: 30442
Re: Reinforcement Farming
Ah, the familiar bogeyman: the hypothetical hyper-optimal player. Has infinite playtime and patience to min/max the tiniest advantage. It is a game designer's choice on how much to court this bogeyman. I'd say PI has a reasonable approach to suppress grinding. Completely negating reinforcement grind...
- Fri Jun 30, 2017 11:39 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
The loss of reliable controls together with a difficulty to just tank enemies exacerbates the importance of quickly killing everything - eventually returning to a vanilla "kill everything before they get to act" situation. This would in turn reduce the tactical options and make the game m...
- Fri Jun 30, 2017 5:12 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
That's fair. I have the feeling it'd take a fair bit of work to code, though, even assuming we could agree on what variables the burn chance should be dependent upon (which doesn't seem like a question with an obvious correct answer), so I suspect it'll be fairly far down the priority list. As a fe...
- Fri Jun 30, 2017 5:03 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
See, I'm just not really convinced that having attacks work off an absolute RNG chance as opposed to a scaling one is such a big deal. We had the same argument back with the Flashbang nerf, and I didn't find it all that convincing then either, for the simple reason that practically every attack in ...
- Fri Jun 30, 2017 2:53 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
I understand that you don't like control attacks depending on a random number roll, but my counterargument to that would be that a control attack which doesn't have some chance of failure is probably overpowered. I believe the acceptable middle ground in principle would be a random number roll that...
- Fri Jun 30, 2017 11:58 am
- Forum: Long War 2: Strategy
- Topic: Commander Level After Action Report
- Replies: 52
- Views: 77637
Re: Commander Level After Action Report
My original plan was to liberate EastUs once strength hits 5, but I don't think that's a good idea. Vigilance is through the roof because of all of those UFOs I've caught there. Liberating it would zero out all of those points and significantly aid the AVATAR project. I think I'd prefer to double d...
- Fri Jun 30, 2017 10:48 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
given that the prevailing opinion of a lot of the posters in this thread seems to be that to win missions you need a 100% accuracy, high-damaging attack that automatically disables its target for a turn I don't blame you for arriving at this incorrect conclusion. The feedback has been disorganised ...
- Thu Jun 29, 2017 3:02 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
Perhaps the most fundamental question that people are assuming they know the answer to: "is the player expected to lose high-level soldiers in the lategame?"
Why are you listing enemies that are 100% vulnerable to flashbang in a thread about the incendiary nerf?Noober wrote: But now how?
- Thu Jun 29, 2017 2:23 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
As to comments re balancing through RNG, it seems fair enough to me given all of XCom is based on managing risk. There are 2 separate complaints about "balance by RNG": 1) "There is RNG at all" 2) "The RNG is static and cannot be influenced by player action" The former...
- Thu Jun 29, 2017 8:01 am
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50531
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
Clueless pods So your only concern is the AI for pods that can't see anyone? You're fine with the AI when the pod sees someone else? It's not hard to convince the AI to keep flanking themselves to snipers while fighting the rest of your squad. Sometimes they'll take up the exact same tile that a po...
- Wed Jun 28, 2017 2:16 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 784107
Re: Please rethink this!
Since this is the balance-change reaction thread: - Troop Maneuvers after midgame will often have a pod that includes certain FL-appropriate aliens that show up rarely to ensure those corpses are available more often (Gatekeeper, Andromedon, Archon and Codex) - Gas grenades gain 1 AOE and half-point...
- Wed Jun 28, 2017 10:52 am
- Forum: Long War 2: Strategy
- Topic: Commander Level After Action Report
- Replies: 52
- Views: 77637
Re: Commander Level After Action Report
I find it admirable you set aside someone to get Trial by Fire up and running by mid-May. My current (Veteran non-Ironman) campaign is around the same point and there's always another mission to send my healthy bodies to. Currently that means 5 simultaneous infiltrations (one for a Network tower). I...
- Tue Jun 27, 2017 8:53 pm
- Forum: Long War 2
- Topic: MECs seem underwhelming
- Replies: 14
- Views: 22065
Re: MECs seem underwhelming
Sparks simply need to be able to add mods to their weapons just like everyone else. A Spark's heavy rifle with scope+exp mag+autoloader would definitely not be a joke. I'd be fine if the typical wep mods were added as passives to certain perks. There are 3 intended builds for Sparks: heavy artiller...
- Tue Jun 27, 2017 7:47 am
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50531
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
I don't think Rapid Targetting needs to be balanced against the other two at all. It exists for sharpshooters who have bad aim. Any sharpshooter who has high aim is going to pick a different perk.