Search found 137 matches
- Mon Feb 27, 2017 8:00 pm
- Forum: Long War 2: Strategy
- Topic: Your "whoah that just happened" moments
- Replies: 30
- Views: 40788
Re: Your "whoah that just happened" moments
...no clue how you managed that. I literally hit a network tower I started infiltrating 3-4 weeks in, and the map was covered with far too many enemies for me to be able to sneak it- I had to brawl my way through. Like I couldn't get past the first raised building on the left, because there was a s...
- Mon Feb 27, 2017 8:46 am
- Forum: Long War 2: Bug Reports
- Topic: awc ability issues
- Replies: 1
- Views: 3811
Re: awc ability issues
Not bugs, quite the opposite, this is caused by a fix. The melee abilities work just fine cross-class between Shinobi and Gunner, and the holotargeter perk in AWC applies its effect through shooting with your primary weapon, as the Heavy in vanilla XCOM 2. There is one itty bitty problem with gettin...
- Sun Feb 26, 2017 11:19 pm
- Forum: Long War 2
- Topic: Patch 1.2 - save
- Replies: 6
- Views: 11215
Re: Patch 1.2 - save
Just adding to what xwynns said:
The AWC perks are set when the soldier becomes a squaddie, rookies are blank slates, so any of your current soldiers who are still rookies will get their perks from the new AWC pool.
The AWC perks are set when the soldier becomes a squaddie, rookies are blank slates, so any of your current soldiers who are still rookies will get their perks from the new AWC pool.
- Sun Feb 26, 2017 11:14 pm
- Forum: Long War 2: Bug Reports
- Topic: Flamethrower still needs work
- Replies: 4
- Views: 7454
Re: Flamethrower still needs work
This was deliberate so that the soldier doesn't set himself on fire. If the space next to him is on fire, he will start to burn next turn. In vanilla XCOM 2 this caused soldiers who used Saturation Fire with higher tech weapons to set themselves on fire, until there was a workaround patched(a modder...
- Sun Feb 26, 2017 2:27 am
- Forum: Long War 2
- Topic: What determines when Faceless appear on a regular mission?
- Replies: 17
- Views: 20929
Re: What determines when Faceless appear on a regular mission?
I think you need to have made your first haven spy mission for them to show up too, though there may be a timer as well. You can avoid faceless for quite some time by not putting soldiers as haven advisors.
- Sat Feb 25, 2017 5:55 pm
- Forum: Long War 2
- Topic: Biggest Booms and Shadowstrike Together
- Replies: 20
- Views: 25234
Re: Biggest Booms and Shadowstrike Together
Can you streetsweeper the whole map? Plasma pistol version of this will crit everything in view for about 20 damage.trihero wrote:Eh, it's still not streetsweeper level. Streetsweeper crits for 40 on unarmored targets, and still like 30 or so on armored targets. And that's without bring'em on.
- Sat Feb 25, 2017 5:14 pm
- Forum: Long War 2
- Topic: Biggest Booms and Shadowstrike Together
- Replies: 20
- Views: 25234
Re: Biggest Booms and Shadowstrike Together
Explosives "crit" is not a crit, it's a flat roll for fixed bonus damage. It doesn't stack in any way with normal critical hits. Like the guy above said, this is incorrect. For one thing, ALL crits are just flat rolls for fixed bonus damage. The fixed damage bonus just changes with weapon...
- Sat Feb 25, 2017 12:57 pm
- Forum: Long War 2: Strategy
- Topic: Overwatch-specific builds
- Replies: 29
- Views: 76907
Re: Overwatch-specific builds
Kill Zone is situationally useful. Rapid Reaction can give 3 overwatch shots, but only if the first 2 actually hit. If there are enemies with Lightning Reflexes, you would be better off using Kill Zone since you'll take 1 shot at every target in the AOE (until you run out of bullets). Not only coul...
- Sat Feb 25, 2017 12:45 pm
- Forum: Long War 2
- Topic: Biggest Booms and Shadowstrike Together
- Replies: 20
- Views: 25234
Re: Biggest Booms and Shadowstrike Together
Explosives "crit" is not a crit, it's a flat roll for fixed bonus damage. It doesn't stack in any way with normal critical hits. You're wrong. And the combination of Biggest Booms, Aggression and Bring Em On is spectacular. EDIT: Sidenote - ALL crit damage is fixed bonus. For example ball...
- Fri Feb 24, 2017 6:53 pm
- Forum: Long War 2: Bug Reports
- Topic: The many foibles of Ever Vigilant
- Replies: 7
- Views: 13173
The many foibles of Ever Vigilant
So, instead of being stoped by attacking as was the old behavior, it is now stoped by any other action than movement. This gets quite ridiculous quite fast. Free reload? No overwatch for you! Open or close a door? No overwatch for you! End your move in a square that contains loot? No overwatch for y...
- Fri Feb 24, 2017 2:54 pm
- Forum: Long War 2
- Topic: Ideas for balancing Oscar Mike > Command in rescue missions
- Replies: 29
- Views: 36788
Re: Ideas for balancing Oscar Mike > Command in rescue missions
I really don't think we need to nerf these mechanics so much as focus on making 5-6 man missions actually rewarding/favorable to do. Stealth missions aren't guaranteed successes depending on map layout and a bit of luck, plus there are events that make stealth missions super hard to do (vigilance, ...
- Fri Feb 24, 2017 2:13 pm
- Forum: Long War 2: Strategy
- Topic: Your "whoah that just happened" moments
- Replies: 30
- Views: 40788
Re: Your "whoah that just happened" moments
snip tower mission shooting fish in a barrel. I had one of these, except I managed to sneak my Shinobi unto the objective and camp there until next turn for the reveal. I didn't even see any enemies on the way to the objective. The objective guarding pod were on the middle of the roof on the object...
- Thu Feb 23, 2017 2:53 pm
- Forum: Modders' Forum
- Topic: How Can I add a skill to an existing item?
- Replies: 3
- Views: 6123
Re: How Can I add a skill to an existing item?
Not a pro, but I remember doing it in XCOM 1... it's probably not as simple in XCOM 2 though. Honestly the best bet is availing yourself of the SDK's search function, picking an ability tied to an item and searching for it. Pretty sure it's compile-required rather than just an ini edit like it was i...
- Wed Feb 22, 2017 10:57 pm
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6010484
Re: Psi Ops still suck?
But what's a Psi Ops going to do when faced with two high-HP enemies? Soulfire? Doesn't do enough. Insanity? Usually only disables, and frequently fails to do even that. Stasis? Okay, that buys you one turn, but stalling only works if you have someone else doing damage. Mind Merge/Sustain/Soul Heal...
- Wed Feb 22, 2017 10:39 am
- Forum: Long War 2
- Topic: Serial on ninja
- Replies: 6
- Views: 10692
Re: Serial on ninja
Serial with Shotgun works wonders. In original Xcom 2 I had an Assault with Serial and it was quite remarkable, though it does not trigger against flying targets sadly. In LW2 it triggers on any kill, including against flying targets, does not require flanking/uncovered. However it's also mutually ...
- Wed Feb 22, 2017 10:21 am
- Forum: Modding Long War 2
- Topic: How to change an ability from having charges to cooldown
- Replies: 1
- Views: 5157
Re: How to change an ability from having charges to cooldown
Well, you'd have to make a mod with the SDK, since you're changing code behavior, not just changing a config setting. This is stuff that needs to be compiled. I'd recommend looking up a tutorial(Dizzy XL touches upon this in his video tutorial for making a soldier class mod), I remember that you're ...
- Tue Feb 21, 2017 9:54 pm
- Forum: Modders' Forum
- Topic: My project is missing a title, help!
- Replies: 2
- Views: 5585
Re: My project is missing a title, help!
Can't find any solution to the initial problem, however if I subscribe to my own mod and use that(without moving it), it works. It's only when it's in the mods folder that it breaks, and yes, moving the subscribed version to the mod folder re-breaks it. So at least I can share my mods on the worksho...
- Tue Feb 21, 2017 9:40 pm
- Forum: Long War 2
- Topic: Best single class team
- Replies: 18
- Views: 28831
Re: Best single class team
Not much love for Sharps I see. A team of squaddie Sharps is miserable, no doubt, but this is the only class that can both Phantom/Conceal scout and shoot well. Still a slow squad that lacks options for dealing with big/multiple pods, at least until you hit MSgt and can grab Serial. Pistol tree and...
- Tue Feb 21, 2017 8:52 pm
- Forum: Long War 2: Strategy
- Topic: Overwatch-specific builds
- Replies: 29
- Views: 76907
Re: Overwatch-specific builds
And btw killzone is a little bit better than I thought since you can create some nice conceal ambushes with it. However, it does require both actions to activate so you better set up really nicely. Killzone sharpshooter is a pod deleter(for up to 6 targets with elite extended mag). Really quite inc...
- Tue Feb 21, 2017 2:43 pm
- Forum: Long War 2
- Topic: Best single class team
- Replies: 18
- Views: 28831
Re: Best single class team
Bump the ranger up a tier. Their build flexibility lets you have a mix of aces who snipe hard targets and crit like crazy, and the best natural overwatchers in the game, who can also rush flanks and shoot the enemies as they try to reposition. The sheer weight of fire of an all-ranger team can get q...
- Tue Feb 21, 2017 1:32 pm
- Forum: Long War 2: Strategy
- Topic: Overwatch-specific builds
- Replies: 29
- Views: 76907
Re: Overwatch-specific builds
Do you run with AWC perks revealed? Is that standard if so? I've been running them off since that's the default, so... I don't exactly get to work out if I have a great 'combo' unless I already had reason to train that soldier so heavily >.< I do run with them revealed. Have since I was debugging t...
- Mon Feb 20, 2017 3:21 pm
- Forum: Modding Long War 2
- Topic: Making the pistol a secondary weapon again
- Replies: 4
- Views: 26722
Re: Making the pistol a secondary weapon again
There's another option too: making a pistol inventory slot. Like the grenade slot for grenadiers. I saw a class mod in the workshop where the author had made a custom slot for ammo items.
Here we go:
http://steamcommunity.com/sharedfiles/f ... earchtext=
Here we go:
http://steamcommunity.com/sharedfiles/f ... earchtext=
- Mon Feb 20, 2017 12:24 pm
- Forum: Modders' Forum
- Topic: My project is missing a title, help!
- Replies: 2
- Views: 5585
Re: My project is missing a title, help!
After working a bit more with the SDK, looks like this is a persistent bug for me. The debugger function does not work from within the SDK, always causes a crash, and I need to build the mod and run it outside of the SDK, publishing it may be a necessity too. This debugging function apparently does ...
- Sun Feb 19, 2017 10:00 pm
- Forum: Modders' Forum
- Topic: My project is missing a title, help!
- Replies: 2
- Views: 5585
My project is missing a title, help!
I've been diving into creating a soldier class, I have been following tutorials and everything. I thought I was done, everything fine, builds with no errors... but the game crashes when I try to debug it. Tried using the alternate mod launcher... and I noticed it's missing a title. But I can't find ...
- Sun Feb 19, 2017 5:12 pm
- Forum: Long War 2
- Topic: Question about Mobility and Grenades
- Replies: 14
- Views: 23109
Re: Question about Mobility and Grenades
Personally I just removed grenade and ammo weights altogether. This was mostly sparked by smoker/flashbanger perks actually slowing you down, so I said to hell with it, that's going away now.
I kept weight for everything else; pistols, vests, etc.
I kept weight for everything else; pistols, vests, etc.