Search found 339 matches
- Thu Jan 26, 2017 10:06 am
- Forum: Long War 2
- Topic: Main differences between difficulty levels?
- Replies: 7
- Views: 13455
Re: Main differences between difficulty levels?
What's yellow alert o.O Pods have three alert states - green, yellow, and red. Green alert is patrolling around doing whatever, not really giving a shit. Yellow alert is "what's that weird noise?!" or "dude that's a dead body, omgwtf!" -- basically looking around for something t...
- Thu Jan 26, 2017 9:17 am
- Forum: Long War 2: Strategy
- Topic: How do you equip your soldiers?
- Replies: 23
- Views: 34075
Re: How do you equip your soldiers?
Bluescreen rounds are pretty much useless. There are far too many ways to kill robots in the game to dedicate an ammo slot to this. Plus robots tend to have armor so the effect isn't that much greater than AP rounds... which also work on armored organics. Redscreen rounds... maybe? Not sure how pot...
- Thu Jan 26, 2017 8:45 am
- Forum: Modding Long War 2
- Topic: Amour Mods
- Replies: 14
- Views: 20924
Re: Amour Mods
Except they don't. I just checked and neither of them define the number of slots available for armours.warbrand2 wrote:you have to increase it in grimmys mod and mod everything as well. both have .ini files with the options somewhere.
- Thu Jan 26, 2017 8:06 am
- Forum: Long War 2: Strategy
- Topic: Tower missions: any tips?
- Replies: 16
- Views: 19987
Re: Tower missions: any tips?
One thing I found handy, incidentally, is the skeleton suit's grapple can do horizontal movement, not just upward. This allows you to zip across the building rooftops with ease -- and the suit itself gives +1 mobility. It doesn't work for the 'ground' level you start at, as far as I'm aware, though...
- Thu Jan 26, 2017 8:04 am
- Forum: Long War 2
- Topic: Nitpicking
- Replies: 8
- Views: 13038
Re: Nitpicking
Totally agree on Cluster Munitions. But I don't think throwing a handful of thermite pellets to a 3m tall robot and then try to ignite them would do much good. As in the end it is just a matter of temperature... why not something like "High Combustion"? Perhaps you could suspend the therm...
- Thu Jan 26, 2017 7:52 am
- Forum: Long War 2: Strategy
- Topic: Your general purpose squads?
- Replies: 29
- Views: 48394
Re: Your general purpose squads?
I have four squads; VIPER is my A-Team, the elites, the "do anything" crew. Viper typically takes point on any major op like the Blacksite, and has a Ranger CO, Sharpshooter, Grenadier, and stungun Assault as the core team. They are usually accompanied by at least one of my two SPARKs. COB...
- Thu Jan 26, 2017 7:42 am
- Forum: Long War 2
- Topic: Main differences between difficulty levels?
- Replies: 7
- Views: 13455
Re: Main differences between difficulty levels?
AWC Healing bonus is 100% on Rookie, 50% on all other difficulties. Infiltration Boost bonus is 100% on Rookie, 75% on Veteran, 50% on higher difficulties. Baseline time for 100% infil is 96hrs on Rookie, 120hrs on Veteran, 144hrs on higher difficulties. Reinforcements are slower on Rookie and Vete...
- Thu Jan 26, 2017 7:41 am
- Forum: Long War 201
- Topic: "Find A Lead" Mission Explanation
- Replies: 18
- Views: 81439
Re: "Find A Lead" Mission Explaination
- Any Find A Lead (FAL) mission with " Intel Package " as a reward is either a POI or a Facility lead (you need these to discover the Alien Research Facilities and Blacksite). Given Intel is a resource earned and spent through missions, I feel like "Intel Package" could have a b...
- Thu Jan 26, 2017 7:21 am
- Forum: Long War 2: Bug Reports
- Topic: Lone wolf perk bugged?
- Replies: 4
- Views: 6168
Re: Lone wolf perk bugged?
I've heard PI is a little wonky, but I'm (fairly) sure Lone Wolf is (mostly) working.
How do I know?
ADVENT Scouts, of course!
How do I know?
ADVENT Scouts, of course!
- Thu Jan 26, 2017 7:18 am
- Forum: Long War 2
- Topic: UPDATE: Long War 2 Patch 1.1 is now available
- Replies: 219
- Views: 314500
Re: Pending Changelist for 1.1 (NOT RELEASED)
1.1 SPARKs do look to be tougher though. But even then, damage means repair time. That they can take hits better than your soldiers just means that they're better choices for risky flanks or scouts. But it's still best if you can avoid the risks in the first place. Ablative HP means no repair time,...
- Thu Jan 26, 2017 7:09 am
- Forum: Long War 2: Strategy
- Topic: How do you equip your soldiers?
- Replies: 23
- Views: 34075
Re: How do you equip your soldiers?
Ammo is more infiltration weight I believe, so I haven't bothered using them yet. That's the case for literally everything, though. In fact, ammo has a slightly lower infiltration weight compared to many other items; ; baseline covertness -- does not change the infiltration time +InfiltrationCovert...
- Thu Jan 26, 2017 6:59 am
- Forum: Long War 2: Strategy
- Topic: Tower missions: any tips?
- Replies: 16
- Views: 19987
Re: Tower missions: any tips?
One thing I found handy, incidentally, is the skeleton suit's grapple can do horizontal movement, not just upward. This allows you to zip across the building rooftops with ease -- and the suit itself gives +1 mobility. It doesn't work for the 'ground' level you start at, as far as I'm aware, though ...
- Thu Jan 26, 2017 6:49 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 41762
Re: Incendiary grenade has a radius of 1 tile. :(
Wow that's really disappointing... why would you ever make a FIRE grenade a single tile nuke? First, why would they ever deal more front damage than EXPLOSIVE grenades, in basically every game ever, fire is an over time effect. And why would a grenade be a 1x1? What's next a squadsight shotgun? Gre...
- Thu Jan 26, 2017 3:12 am
- Forum: Long War 2
- Topic: Shotgun reaction range not lowered?
- Replies: 11
- Views: 16960
Re: Shotgun reaction range not lowered?
Yah, that would be nice, given how niche it is. But I suspect making it a weapon attachment would be problematic, given most of those seem tied to weapon models. And I doubt it's in the cards to create a whole new weapon attachment model for every gun in the game. That said, it is still possible to...
- Thu Jan 26, 2017 3:09 am
- Forum: Long War 2
- Topic: Main differences between difficulty levels?
- Replies: 7
- Views: 13455
Re: Main differences between difficulty levels?
AWC Healing bonus is 100% on Rookie, 50% on all other difficulties. Infiltration Boost bonus is 100% on Rookie, 75% on Veteran, 50% on higher difficulties. Baseline time for 100% infil is 96hrs on Rookie, 120hrs on Veteran, 144hrs on higher difficulties. Reinforcements are slower on Rookie and Veter...
- Thu Jan 26, 2017 3:02 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 41762
Re: Incendiary grenade has a radius of 1 tile. :(
Is the range 3x3 on a grenadier? Because if it is then that seems just fine. 3x3 would make them really strong on normal units.. It's basically a + shape with the baseline grenade launcher. I forget if the mag-tier one ups the radius even more. ~~ ...9 to 11... Unless there's a lot more damage over...
- Thu Jan 26, 2017 2:26 am
- Forum: Long War 2
- Topic: How to switch to infinite plasma grenades?
- Replies: 8
- Views: 14952
Re: How to switch to infinite plasma grenades?
Two words: Frost. Bomb.Vendrin wrote:Plasma grenades has been the only one to bother me, everything else I really like. Thanks!
- Thu Jan 26, 2017 2:24 am
- Forum: Long War 2
- Topic: Why Shinobi?
- Replies: 12
- Views: 17635
Re: Why Shinobi?
Following that logic; if you were using the lightsabers mod, would you have Obi-Wan Shinobi?NephilimNexus wrote:Because when you are over-run, Shinobi is your only hope.
I regret nothing!
- Thu Jan 26, 2017 2:21 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 41762
Re: Incendiary grenade has a radius of 1 tile. :(
Keep in mind when I say 'much higher damage' I mean "9 to 11 on a grenadier". I used one to great effect on the first Regional ADVENT HQ I hit by dropping it on top of the top-ranking officer. This kept him out of the fight for ~2-3 turns because he was running back and forth flailing like...
- Thu Jan 26, 2017 2:11 am
- Forum: Long War 2: Strategy
- Topic: How do you equip your soldiers?
- Replies: 23
- Views: 34075
Re: How do you equip your soldiers?
I see. You don't even use tracers? They are super cheap just $5 and come from hybrid materials research which is quite early, and they help you to hit to begin with. I would think you would use them on rangers since they fire twice. My Rangers are good enough shots that it's not necessary, most of ...
- Thu Jan 26, 2017 2:04 am
- Forum: Long War 2: Strategy
- Topic: Tower missions: any tips?
- Replies: 16
- Views: 19987
Re: Tower missions: any tips?
The team I used for my first tower op; Ranger Officer - Standard shooter build. I used him to pin enemies, take tough shots, and generally kill things/use officer support powers. Sharpshooter - Fast-holotarget shooter. She stuck at the far back of the map for pretty much the entire op, picking off H...
- Thu Jan 26, 2017 1:08 am
- Forum: Modding Long War 2
- Topic: Questions.
- Replies: 4
- Views: 6912
Re: Ruler turns
Or 0 if you don't want them getting extra actions at all, if that's what you mean by "normal".
- Thu Jan 26, 2017 12:30 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 41762
Re: Incendiary grenade has a radius of 1 tile. :(
Looks pretty intentional to me. It has much higher damage now, and the burn effect prevents enemies from doing much besides run around screaming. If the radius was too big, it would be an even better flashbang.
- Wed Jan 25, 2017 9:32 pm
- Forum: Long War 2: Strategy
- Topic: How do you equip your soldiers?
- Replies: 23
- Views: 34075
Re: How do you equip your soldiers?
Typically no- I prefer to have extra HP, utility defense, or grenades. I don't have enough "strategic" resources (i.e. alloys, elerium) to go constantly sinking them into ammo when upgrading weapons or armour is more important. Ammo hinges on you landing hits. Whilst this means stuff like ...
- Wed Jan 25, 2017 7:59 pm
- Forum: Long War 2
- Topic: Feature request - Mines + triggerd explosives
- Replies: 3
- Views: 6306
Re: Feature request - Mines + triggerd explosives
I was skeptical about using them at first, but my god are they powerful in vanilla. I expect they've been nerfed a bit in LW2, and it looks like they're locked behind Sectopods now.foreverdead wrote:There is a proxy mine in vanilla hidden behind andromedon research, i'm sure it's still there in LW2 somewhere.