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Long War 2 Tech Tree *UPDATED*

Posted: Tue Jan 24, 2017 10:48 pm
by deaconivory

Re: Long War 2 Tech Tree

Posted: Wed Jan 25, 2017 12:55 am
by sarge945
Maybe I am wrong here, but magnetic weapons don't seem that much harder to get than Laser weapons, according to this tech tree. Why not just skip Laser entirely?

Re: Long War 2 Tech Tree

Posted: Wed Jan 25, 2017 2:00 am
by deaconivory
sarge945 wrote:Maybe I am wrong here, but magnetic weapons don't seem that much harder to get than Laser weapons, according to this tech tree. Why not just skip Laser entirely?
Depends on if you want to get Plasma for the endgame.

Re: Long War 2 Tech Tree

Posted: Wed Jan 25, 2017 2:35 am
by sarge945
deaconivory wrote:Depends on if you want to get Plasma for the endgame.
I can probably just do Laser research right before getting plasma if I really want it.

Still effectively skipping the tier though, since early-game resources seem to be a lot harder to get.

Re: Long War 2 Tech Tree

Posted: Wed Jan 25, 2017 3:34 am
by GavinRuneblade
sarge945 wrote:Maybe I am wrong here, but magnetic weapons don't seem that much harder to get than Laser weapons, according to this tech tree. Why not just skip Laser entirely?
A missed shot deals zero damage. Lasers get a small acc bonus which helps early while enemies are low hp and your troops are low stats.

Re: Long War 2 Tech Tree

Posted: Wed Jan 25, 2017 8:03 am
by steave
sarge945 wrote:Maybe I am wrong here, but magnetic weapons don't seem that much harder to get than Laser weapons, according to this tech tree. Why not just skip Laser entirely?
I ended up doing that by accident (unlocked laser and mag at the same time somehow, so just went mag).
Magnetic weapons are about twice the cost, and it's been super hard to afford them, but I am still on my first campaign and I did make a bunch of mistakes early on, so supply issues may not be as severe on a second go trough.

Re: Long War 2 Tech Tree

Posted: Mon Jan 30, 2017 7:57 am
by Wizardgreen
where is " gun-type heavy weapons" for exo armor?

http://www.pavonisinteractive.com/phpBB ... 15&t=23355

in this post,we can see johnnylump say
"The Heavy armors are still in the game. For the other classes they give access to the gun-type heavy weapons."
" For the Technical they give extra uses of the Rocket Launcher or the Flamethrower."

my English not very good, but it's mean A big gun or some heavy gun to main weapon right?

Yes. They add another Heavy Weapon to soldiers who are not Technicals. Technicals get more ammo for rockets or flamethrower.

Re: Long War 2 Tech Tree

Posted: Mon Jan 30, 2017 2:11 pm
by Wizardgreen
Sorry i am confused.. I mean...
1.I dont see any gun-type heavy weapon on my exo armor
2.I dont see any heavy weapon research on tech tree

so... "Gun-type heavy weapon" is mean a new primary weapon ,like heavy rife、heavy sinper rife? or jusy a heavy weapon slot?

ty for ur reply

It's a slot in the exo suit that only takes specific heavy weapons (shred cannon, rockets, etc). You can create more once your researched them in the Proving Ground.

Re: Long War 2 Tech Tree

Posted: Mon Jan 30, 2017 6:16 pm
by UraniumOverdose
I get laser weapons for a couple reasons. The main reason is the accuracy boost.
The second reason is their cost is cheaper than mag weapons. I have a small stockpile of laser weapons, just in case I have several infiltrations going on at once. So if I run out of mag weapons I can always stick a laser weapon on the leftovers. In addition I always stick laser weapons on low ranks I am trying to level up even if a mag weapon is open, due to their low aim.

Another non stat reasons is the laser weapons are just damn cool. I love their sound and look.

Re: Long War 2 Tech Tree

Posted: Tue Jan 31, 2017 1:31 am
by Zyxpsilon
Was the "MimicBeacons" PG project (declared as being available after Advanced Grenades in the INI file) accidentally skipped on that Tech-Tree sample?

I woud also recommend inserting a few notes or tags that could "compare" the charted elements with XC2 stuff that sticks & "Gives Focus to" newest features being added (or that replaces anything) like Renders, Ammo Rounds, some Techs (Drone..Robotics), the switch between Trooper & Officer Autopsies, etc.
For example...

Image
There's a lot of empty white space to use if need be.
Please. :idea:

Re: Long War 2 Tech Tree

Posted: Wed Feb 01, 2017 4:45 pm
by Zyxpsilon
Okay -- here's what i mean by a "more" informative version.
http://imgur.com/a/mA0C6

Re: Long War 2 Tech Tree

Posted: Wed Feb 01, 2017 6:08 pm
by Alketi
A more comprehensive tech tree was posted recently on reddit: https://www.reddit.com/r/Xcom/comments/ ... tech_tree/

http://i.imgur.com/Ciff0nO.jpg

Re: Long War 2 Tech Tree

Posted: Mon Feb 20, 2017 9:57 am
by gimrah
Are you sure there's no other pre-requisite for psionics?

I've done sectoid autopsy and I don't see the option. It is quite early in the campaign (early May) but this time I got a load of scientists and not many engineers, so I thought I'd go early psi lab before proving ground.

Does it perhaps need officer autopsy? That's th only one I can think of I haven't done.

Re: Long War 2 Tech Tree

Posted: Mon Feb 20, 2017 12:51 pm
by Jadiel
You need to have all the required materials before it appears. Do you have the necessary Elerium Cores?