Search found 364 matches
- Wed Mar 22, 2017 9:51 am
- Forum: Long War 2
- Topic: Why sometimes I can´t decrease activity with infiltration?
- Replies: 22
- Views: 23829
Re: Why sometimes I can´t decrease activity with infiltration?
Sounds like ufopedia is wrong. Excepting the special modifiers for certain missions, each step reduces activity by a whole category. Light > Very Light > Extremely Light for instance. A normal Light-Moderate can always be reduced to Extremely Light if you 200% it. No, this is the part that is wrong...
- Wed Mar 22, 2017 9:19 am
- Forum: Long War 2
- Topic: Changing infiltration math to balance small squad ops
- Replies: 45
- Views: 50186
Re: Changing infiltration math to balance small squad ops
On Rookies/Squaddies being effectively free, if you're finding that you're able to translate an effectively free resource into more valuable things maybe the simplest solution is just to make that resource not free anymore? It doesn't really make any sense for XCOM to be adding Rookies at a point i...
- Wed Mar 22, 2017 1:09 am
- Forum: Long War 2
- Topic: ADVENT role clarity
- Replies: 9
- Views: 13519
Re: ADVENT role clarity
A note about Gunners - while other enemies can use Suppression, I don't believe there are any others that can use Area Suppression , which is what Gunners do. Their AI could perhaps prioritise it a little bit more (though care needs to be taken to ensure they aren't doing it in situations where it ...
- Wed Mar 22, 2017 12:51 am
- Forum: Long War 2
- Topic: "Eliminate ADVENT spy" needs personal in Intel to trigger?
- Replies: 4
- Views: 6817
Re: "Eliminate ADVENT spy" needs personal in Intel to trigger?
This mission has no requirement for your rebels being on intel. It is only affected by having a soldier as an advisor. The chance to detect is based off the soldier's rank and any officer ranks they may have. Also psionic soldiers are generally much better at higher levels. The last rank of psionic ...
- Wed Mar 22, 2017 12:45 am
- Forum: Long War 2
- Topic: Why sometimes I can´t decrease activity with infiltration?
- Replies: 22
- Views: 23829
Re: Why sometimes I can´t decrease activity with infiltration?
This... _really_ doesn't match up to ufopedia, which quotes 'Extremely Light' at 6-9 aliens. I have never seen a mission spawn with less than 8. I run with a mod that shows the total aliens on the map. Extremely Light missions have always showed up with either 8 or 9, I don't think it can go lower ...
- Wed Mar 22, 2017 12:43 am
- Forum: Long War 2
- Topic: Why sometimes I can´t decrease activity with infiltration?
- Replies: 22
- Views: 23829
Re: Why sometimes I can´t decrease activity with infiltration?
Are you sure of this? It directly contradicts Ufopedia; if you're right then Ufopedia needs to be updated, because there's a huge difference between -4.5 aliens and going from Light-Moderate to Extremely Light. I'm 99.824% sure that infiltrating to 200% will not turn a Light-Moderate into an Extrem...
- Wed Mar 22, 2017 12:33 am
- Forum: Long War 2
- Topic: Why sometimes I can´t decrease activity with infiltration?
- Replies: 22
- Views: 23829
Re: Why sometimes I can´t decrease activity with infiltration?
Thanks a lot for answer. I thought that it worked on fixed steps, I thought that an 100% Extremely light was the same as a 124% extremely light. So (correct me if I am wrong) a longer infiltration time can decrease alien numbers instead the description of alert was the same, for example the E-L 100...
- Tue Mar 21, 2017 11:27 pm
- Forum: Long War 2
- Topic: Changing infiltration math to balance small squad ops
- Replies: 45
- Views: 50186
Re: Changing infiltration math to balance small squad ops
I think the real problem here is not so much infiltration timers. It's the risk vs reward of these missions. In fact, at least on lower difficulties, you can basically win a whole LW2 campaign without firing a shot outside of the Tower/HQ missions and last mission. I think I remember JoINrbs joking ...
- Tue Mar 21, 2017 10:39 pm
- Forum: Long War 2
- Topic: Changing infiltration math to balance small squad ops
- Replies: 45
- Views: 50186
Re: Changing infiltration math to balance small squad ops
That seems to only really apply to Jailbreaks, though? Every other stealthy mission type requires you to throw the evac yourself or doesn't start you off concealed. A couple of extra squaddies are actually a non-trivial liability for everything but jailbreaks, aren't they? Extract VIP from city is ...
- Tue Mar 21, 2017 9:47 pm
- Forum: Long War 2
- Topic: Why sometimes I can´t decrease activity with infiltration?
- Replies: 22
- Views: 23829
Re: Why sometimes I can´t decrease activity with infiltration?
This is not really how activity works. The infiltration pct has 12 steps leading up to 100% and 3 steps after. The first 12 steps are every 8.333% and the last 3 steps are at 125/150/200. Each of these steps reduces alien presence by 1.5(+/- 0.5) aliens. For example a 0% mission will often contain 1...
- Tue Mar 21, 2017 9:14 pm
- Forum: Long War 2
- Topic: It's a trap!
- Replies: 12
- Views: 19100
Re: It's a trap!
BTW there are trap missions in Long War 2 ; what are the conditions to get them ? Here's a full list of the requirements/info that I could find between the configs and the template. There can only be 1 in the world. It has a 21-32 day global cooldown. It only spawns in a contacted region. The regio...
- Tue Mar 21, 2017 10:47 am
- Forum: Long War 2
- Topic: Recruitment Raid Very Difficult
- Replies: 31
- Views: 41538
Re: Recruitment Raid Very Difficult
Yes, you might be right, actually. I was working from my memory of this thread: http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=16&t=24425 There are several ProtectRegionEarly activities in Vigilance 1 regions, which I assumed were contacted (because I didn't think the AI generated tho...
- Mon Mar 20, 2017 8:41 pm
- Forum: Long War 2
- Topic: [suggestion] Change dessign of the smoke grenade.
- Replies: 20
- Views: 30403
Re: [suggestion] Change dessign of the smoke grenade.
I believe this is what the icon looked like in LW1, so that could be used.Raven496 wrote:To the OP...YES they look glaringly similar...would be nice to have smoke grenade icon...of smoke...
- Mon Mar 20, 2017 7:14 pm
- Forum: Long War 2
- Topic: Recruitment Raid Very Difficult
- Replies: 31
- Views: 41538
Re: Recruitment Raid Very Difficult
Also if the region has been contacted it seems like vigilance is bound to a minimum of 2. I don't think this is actually true, but the resistance runs operations (which generates vigilance) before you contact a region, so most regions start with vigilance above 0. The place I got this from was in t...
- Mon Mar 20, 2017 7:03 pm
- Forum: Long War 2
- Topic: Suggested Fix for Field Surgeon
- Replies: 4
- Views: 7425
Re: Suggested Fix for Field Surgeon
One idea I had for this perk would be to make it scale with damage taken. This would make it more % based like the AWC Scientist. The problem with flat amounts is that they are either too weak to matter once you have large HP bars or if you make the flat amount higher it becomes too strong when you ...
- Mon Mar 20, 2017 6:53 pm
- Forum: Long War 2
- Topic: AWC Balance
- Replies: 50
- Views: 103038
Re: AWC Balance
In any case, my point wasn't really about the AWC at all. I was just trying to provide a counterpoint to the idea which I've seen crop up a lot that "less information is bad; more information is good". This right here is the knife edge of balance. Show too little and the game becomes unpl...
- Mon Mar 20, 2017 1:36 am
- Forum: Long War 201
- Topic: Deacon's Suggested INI Edits - UPDATED
- Replies: 15
- Views: 68520
Re: Deacon's Suggested INI Edits
Those are the LW2 overrides from vanilla.jaw761 wrote:Yes, but are they also in the LW2 files? And are they overridden with the mod?
- Mon Mar 20, 2017 1:30 am
- Forum: Long War 2
- Topic: Recruitment Raid Very Difficult
- Replies: 31
- Views: 41538
Re: Recruitment Raid Very Difficult
Recruitment raid require alert level (ADVENT Strength on the map) to be at least 4 to trigger so you can run as many recruit as you want on regions with 1-3 str. Since you are not doing missions you don't draw ADVENT attention (you don't increase vigilance) and they shouldn't rise in str for quite ...
- Mon Mar 20, 2017 1:10 am
- Forum: Long War 2
- Topic: AWC Balance
- Replies: 50
- Views: 103038
Re: AWC Balance
It seems like a lot of people are using the reveal perk option. Might be useful to at least put it in the options menu to make it more convenient for those that want that but don't know enough about ini hacking.
- Mon Mar 20, 2017 1:08 am
- Forum: Long War 2
- Topic: 1.2 General feedback after a few hundred hours of play on veteran
- Replies: 8
- Views: 12602
Re: 1.2 General feedback after a few hundred hours of play on veteran
Shinobi . Right off the bat, I went and changed localization files and renamed "Shinobi" to "Recon". Sorry Pavonis, "Shinobi" is cringeworthy. The class is pretty much mandatory for any type of mission except for defense retaliations. Balance wise the class it's ok for...
- Mon Mar 20, 2017 12:11 am
- Forum: Long War 2
- Topic: Add/Remove Enemy Abilities
- Replies: 1
- Views: 3723
Re: Add/Remove Enemy Abilities
There's a number of them listed in Src/LW_AlienPack_Integrated/Classes/X2Character_AlienPack.uc. Seems like all the custom stuff is there.
- Sun Mar 19, 2017 11:48 pm
- Forum: Long War 2
- Topic: [suggestion] Change dessign of the smoke grenade.
- Replies: 20
- Views: 30403
Re: [suggestion] Change dessign of the smoke grenade.
Even if the icons are somewhat similar, pressing it does not throw the grenade. You have to pick a spot before it gets thrown. During that time the bottom of the screen says in big letters "Launch Smoke Grenade" or "Launch Flashbang Grenade". I don't support changing the icon, I ...
- Sun Mar 19, 2017 11:29 pm
- Forum: Long War 2
- Topic: Questionable Perks
- Replies: 57
- Views: 69611
Re: Questionable Perks
In long war 1 flush has a higher success rate, demolition and hail of bullets were not on the tree, and active overwatch trapping was more valuable because opportunist entirely eliminated the aim penalty when using reaction fire. Edit: and flush did 50% instead of 10% damage. (And no cd) I can't se...
- Sun Mar 19, 2017 11:21 pm
- Forum: Long War 2
- Topic: Questionable Perks
- Replies: 57
- Views: 69611
Re: Questionable Perks
Not being shot is a great strategy ... until someone shoots you ;) Having a full alpha strike team certainly works well as long as everything works as expected, but sometimes RNGesus will just screw you and you need a plan-B. That's what's great about Gunners, they are both Plan A and Plan B. And h...
- Sun Mar 19, 2017 11:11 pm
- Forum: Long War 2
- Topic: Questionable Perks
- Replies: 57
- Views: 69611
Re: Questionable Perks
I don't get why you argue this is a good perk. Taking a specialist on a fighting squad seems silly, sort of like taking a Shinobi, they're dead weight. They provide no offensive firepower other than being able to tickle the aliens twice per mission, and provide a single target defense buff. Just ab...