Search found 111 matches

by faket15
Mon Sep 25, 2017 11:48 pm
Forum: Long War 2
Topic: Psi Gate Activity?
Replies: 6
Views: 11277

Re: Psi Gate Activity?

The Psi Gate is Very Heavy at Strength 1, Swarming+ at Strength 2-3, Swarming+++ at Strength 4 and Swarming+++++ at Strength 5 or higher. This doesn't include the final pod that spawns from the gate.

The Forge is Swarming at Strength 1-2 and Swarming++++ at 3 or higher.
by faket15
Sun Sep 24, 2017 5:36 pm
Forum: Long War 2: Strategy
Topic: LW2 1.5 Assault Builds
Replies: 12
Views: 25578

Re: LW 1.5 Assault Builds

Close and Personal at CPL is very strong because it gives you an easy way to get 100% crit chance. Early game you fight a lot of 5 or 6 HP enemies. With a basic Laser Sight you can get up to 70% crit for a total kill chance of 80-90%. Close and Personal turns this into 100%. Similar situations happe...
by faket15
Thu Sep 21, 2017 11:49 pm
Forum: Long War 2
Topic: When did sentinels get armor shredding
Replies: 3
Views: 6467

Re: When did sentinels get armor shredding

It's caused by an error in the uc files. In the current version of the game ADVENT Sentries (all three versions) use the damage values for Officers while the damage value that should go to them according to the ini files isn't used at all. The T3 Officer rifle has one point of innate shred.
by faket15
Wed Sep 20, 2017 5:18 pm
Forum: Long War 2: Strategy
Topic: LW2 1.5 Specialist Builds
Replies: 47
Views: 68491

Re: LW 1.5 Specialist Builds

One interesting thing about hack chance that I believe very few people understand is the fact that hacking is one of the few places where the game cares about the ratio between two stats instead of the difference. This means that each point of hack stat increase is worth less than the last one and e...
by faket15
Wed Sep 06, 2017 4:03 pm
Forum: Long War 2
Topic: 1.5 playthrough questions and observations
Replies: 37
Views: 58234

Re: 1.5 playthrough questions and observations

10) Every mission i have been given that allows me to counter a DE, i take it, and have won them all, but the DE's are rapidly accumulating nonetheless. You only get a shot at countering a DE if you're running missions in the zone where the facility that's researching that DE is located (and also, ...
by faket15
Fri Sep 01, 2017 10:50 pm
Forum: Long War 2
Topic: 1.5 playthrough questions and observations
Replies: 37
Views: 58234

Re: 1.5 playthrough questions and observations

2) The weights don't represent what you think they do. If you read the file again you will see that one point of mobility has the same value as 1 HP or 4 points of aim.

3) It's 4 actions, not 4 turns.
by faket15
Thu Aug 31, 2017 11:32 am
Forum: Long War 2
Topic: Discover faceless with military haven advisor
Replies: 20
Views: 28355

Re: Discover faceless with military haven advisor

How bad is it to keep swapping out the soldier advisor? I know the swap means you've wasted a day of accruing more "rendezvous mission intel", but do your already-amassed points still work for you? Read above, you don't lose Points, but you can't roll for detection without an active Milit...
by faket15
Wed Aug 30, 2017 3:56 pm
Forum: Long War 2
Topic: Discover faceless with military haven advisor
Replies: 20
Views: 28355

Re: Discover faceless with military haven advisor

Some important things about Rendezvous: 1) They only spawn if you have a Soldier Advisor. If you put one in the region and the Rendezvous activity is not on cooldown a new Rendezvous will spawn within one day. 2) They expire after 21-28 days and have 28-29 days of cooldown counting from the moment t...
by faket15
Mon Aug 28, 2017 9:20 pm
Forum: Long War 2
Topic: A question on falling down in network tower and another on advent MECs
Replies: 7
Views: 10362

Re: A question on falling down in network tower and another on advent MECs

There are 3 types of micro-missiles: Type 1: used by the basic ADVENT MEC. Has one charge per mission and deals 2-5 damage with one point of shred. Environmental Damage is very low (2 points, only enough to destroy fragile cover pieces that can be destroyed even by missed attacks with guns). Maximum...
by faket15
Mon Aug 28, 2017 3:47 pm
Forum: Long War 2
Topic: LW2 v1.5 is Live
Replies: 36
Views: 54407

Re: LW2 v1.5 is Live

It looks like the Incendiary Grenade nerf doesn't actually work like the changelog says it does. Instead of 75% burn chance for tier 1 and 85% for tier 2 we have 75% for both when thrown and 85% for both when launched. Not sure whether or not the change is intended, but I think it's better this way...
by faket15
Mon Aug 28, 2017 2:49 pm
Forum: Long War 2
Topic: LW2 v1.5 is Live
Replies: 36
Views: 54407

Re: LW2 v1.5 is Live

It looks like the Incendiary Grenade nerf doesn't actually work like the changelog says it does. Instead of 75% burn chance for tier 1 and 85% for tier 2 we have 75% for both when thrown and 85% for both when launched. Not sure whether or not the change is intended, but I think it's better this way.
by faket15
Fri Aug 25, 2017 5:35 pm
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 3 increases "desired strength" by one. This is like increasing Vigilance by one except that it only affects the Reinforce activity, used to move Strength between linked regions. On regions with very high Vigilance this effect disappears because "desired strength" can't...
by faket15
Tue Aug 22, 2017 10:08 am
Forum: Long War 2
Topic: What to do with a high vigilance region?
Replies: 32
Views: 41626

Re: What to do with a high vigilance region?

I've had only 1 in my entire campaign despite having several adjacent regions with str ≥ 8 for a loooonnnng time so it sure isn't automatic. It's a very small daily chance (1% base + 1% per faceless) and you only start to roll after 21 days. Whaaat?! My last invasion started almost immedaitely once...
by faket15
Mon Aug 21, 2017 9:11 pm
Forum: Long War 2
Topic: What to do with a high vigilance region?
Replies: 32
Views: 41626

Re: What to do with a high vigilance region?

Psieye wrote:If Advent takes a region back, what's its starting Str and is every last rebel killed?
1. The origin keeps half of the Strength (rounded up) and the destination gets the rest.

2. Yes, if the aliens win the mission they wipe out the outpost.
by faket15
Mon Aug 21, 2017 9:07 pm
Forum: Long War 2
Topic: What to do with a high vigilance region?
Replies: 32
Views: 41626

Re: What to do with a high vigilance region?

LordYanaek wrote:I've had only 1 in my entire campaign despite having several adjacent regions with str ≥ 8 for a loooonnnng time so it sure isn't automatic.
It's a very small daily chance (1% base + 1% per faceless) and you only start to roll after 21 days.
by faket15
Wed Aug 16, 2017 1:21 pm
Forum: Long War 2
Topic: 2 UFO mission in region?
Replies: 8
Views: 11242

Re: 2 UFO mission in region?

There are 3 different Offworld Reinforcements activities: Scheduled, Emergency and Super Emergency. Each of the three has its own cooldown and they are independent.
by faket15
Wed Aug 16, 2017 12:43 pm
Forum: Long War 2: Strategy
Topic: What is technical burn chance?
Replies: 7
Views: 13230

Re: What is technical burn chance?

Icarus wrote:Assuming the tile is on fire a a target moves out of it, does he always catch on fire?
Yes
by faket15
Wed Aug 16, 2017 12:29 pm
Forum: Long War 2: Strategy
Topic: What is technical burn chance?
Replies: 7
Views: 13230

Re: What is technical burn chance?

The chance to apply burning to the target is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both. The chance doesn't scale with Gauntlet tier.
by faket15
Tue Aug 15, 2017 9:55 pm
Forum: Long War 2: Strategy
Topic: Detection chances for Tactical/Strategic DE missions and Troop Columns
Replies: 9
Views: 14877

Re: Detection chances for Tactical/Strategic DE missions and Troop Columns

Just to confirm, you're saying my script should look like this for the return value of functionChance()? discoveryPctChancePerDayPerHundredMissionIncome/4 * surplusIntel/100 Exactly. The game multiplies the chance by (number of hours between rolls)/24 and the number of hours between rolls is 6.
by faket15
Sun Aug 13, 2017 7:15 pm
Forum: Long War 2
Topic: CyberBall stupid AI
Replies: 21
Views: 29757

Re: CyberBall stupid AI

I watched XWYNSS youtube videos recently i realized that the "CyberBall" (Gatekeepers) has implemented very stupid AI decisions that many times hit own troops than targeting XCOM soldiers because they love raising zombies for all costs. Maybe its worth make some AI changes and modify psi ...
by faket15
Wed Aug 09, 2017 10:58 pm
Forum: Long War 2: Strategy
Topic: Supply Missions
Replies: 22
Views: 29698

Re: Supply Missions

Basically, it means that you need to accumulate 20 "Mission Intel" to start detecting a Troop maneuver and once you reach 100 you have 10% chance to detect it. It only counts the amount of Intel above the minimum (in this case 100 - 20 = 80). Calling the second number a chance per day per...
by faket15
Fri Aug 04, 2017 10:21 pm
Forum: Long War 2
Topic: Command pod in Supply Raids
Replies: 9
Views: 15489

Re: Command pod in Supply Raids

Encounter size 29? If that's the number of enemies it seems low, I played recently and attack troop mission, no reinforcement, 39 enemies. Frankly the map size was looking too small, sigh. But from this play and some let's play it's more the number I remind than 29. Troop Column with 39 enemies mea...
by faket15
Fri Aug 04, 2017 7:54 pm
Forum: Long War 2
Topic: Command pod in Supply Raids
Replies: 9
Views: 15489

Re: Command pod in Supply Raids

WanWhiteWolf wrote:It should be similar for UFOs but I can't say for sure since I never saw a UFO in my campaigns.

UFOs don't have a command pod with fixed composition like Supply Raids, they have instead an alien-only 8-man pod.
by faket15
Thu Aug 03, 2017 11:54 pm
Forum: Long War 2
Topic: Supply Generation
Replies: 3
Views: 6375

Re: Supply Generation

Base value is 1 Supply per day for a level 1 Rebel, 1.5 for level 2 and 2 for level 3. 154 in 19 days with 13 rebels probably means he had one level 2 rebel, either a Radio Tower or an Engineer advisor and the Rural Checkpoints Dark Event was active. Rural Checkpoints reduces the amount of supplies ...