Search found 39 matches
- Sun Jan 22, 2017 9:51 pm
- Forum: Long War 2
- Topic: How have the suppression mechanics changed?
- Replies: 8
- Views: 12736
Re: How have the suppression mechanics changed?
it works like a regular overwatch, where if they have an adjacent tile they can move to that's out of los to the gunner, they can move there freely without getting shot at. I believe this is the case, though if you have a save with an example of a shot failing to fire when that's NOT what's happeni...
- Sun Jan 22, 2017 9:09 pm
- Forum: Long War 2
- Topic: How have the suppression mechanics changed?
- Replies: 8
- Views: 12736
Re: How have the suppression mechanics changed?
On the topic of bugs, a gunner suppressed my technical, then I suppressed the gunner which broke his suppression but my technical still had the debuff and could not use the flamethrower. I was able to run the technical around without reaction fire though.
- Sun Jan 22, 2017 8:17 pm
- Forum: Long War 2
- Topic: How have the suppression mechanics changed?
- Replies: 8
- Views: 12736
How have the suppression mechanics changed?
I AOE suppressed two people, one of them ran around the back of a car, the gunner did not shoot him but he seemed to still have the aim penalty based on the perfect information popup. Would anyone be willing to nail down the current suppression mechanics? I'll update the wiki so we can stop pesterin...
- Sun Jan 22, 2017 5:41 pm
- Forum: Long War 2
- Topic: Long War 2 Wiki Project
- Replies: 10
- Views: 22756
Re: Long War 2 Wiki Project
What do these AfterFirstInterceptionChance values pertaining to UFO chases mean? XComGameBoard.ini [XComGame.XComGameState_UFO] MinInvisibleHours=0 MaxInvisibleHours=0 MinNonInterceptDays=6 ; these control the regular interception time as well now MaxNonInterceptDays=21 ; these control the regular i...
- Sun Jan 22, 2017 4:49 pm
- Forum: Long War 2
- Topic: Long War 2 Wiki Project
- Replies: 10
- Views: 22756
Re: Long War 2 Wiki Project
Some of these are left over from EU/EW days (the code for XCOM 2 wasn't entirely new). Strength stat is used by some aliens as part of a stat-opposed check. For example, the Stun Lancer and Muton melee abilities which can stun, etc, use Strength (attacker) vs Will (defender). As far as I'm aware, s...
- Sun Jan 22, 2017 5:28 am
- Forum: Long War 2
- Topic: Infinite Reinforcements?
- Replies: 22
- Views: 30082
Re: Infinite Reinforcements?
Back onto the topic of farming reinforcements, they are not worth anything. You get no exp and they never have loot. You're just wasting your personal time but fun in the eye of the beholder. actually it is worth something, selling their bodies on the black market. You only get to keep bodies on mi...
- Sun Jan 22, 2017 12:22 am
- Forum: Long War 2
- Topic: Baffling Design Decisions
- Replies: 7
- Views: 11523
Re: Baffling Design Decisions
Maybe they wanted to design a game and not port Long War 1.
- Sun Jan 22, 2017 12:18 am
- Forum: Long War 2
- Topic: Infinite Reinforcements?
- Replies: 22
- Views: 30082
Re: Infinite Reinforcements?
Back onto the topic of farming reinforcements, they are not worth anything. You get no exp and they never have loot. You're just wasting your personal time but fun in the eye of the beholder.
- Sat Jan 21, 2017 9:58 pm
- Forum: Long War 2
- Topic: Avatar Project
- Replies: 5
- Views: 9587
Re: Avatar Project
Any mission that says "Find a Lead" as an objective might be the first mission in a chain of missions which will end with you Liberating a region from ADVENT control. Each of these missions has to be detected separately (if you fail to detect Lib 2 in a region, for example, it'll keep spa...
- Sat Jan 21, 2017 9:10 pm
- Forum: Long War 2
- Topic: True concealment
- Replies: 5
- Views: 10436
Re: True concealment
It's not that True Concealment is built in, it's that with the changes we made to pod patrol AI (they no longer automatically know where you are and rubberband to you while in concealment if you get between them and the objective) the optimal strategy IF True Concealment is enabled becomes to move ...
- Sat Jan 21, 2017 8:30 pm
- Forum: Modding Long War 2
- Topic: Weapon range aim bonuses
- Replies: 2
- Views: 5487
Re: Weapon range aim bonuses
Thankya much.johnnylump wrote:It's elsewhere in that file. Look for LMG_ALL_RANGE
- Sat Jan 21, 2017 7:45 pm
- Forum: Modding Long War 2
- Topic: Weapon range aim bonuses
- Replies: 2
- Views: 5487
Weapon range aim bonuses
Cannons get an aim penalty at close range but I couldn't figure it out from the config file. Did something change for them? Also the XComGameData_WeaponData.ini file lists aim bonuses for weapon ranges. All of the 0 index values are zero except FLAT_CONVENTIONAL_RANGE[0] = 20, does it matter? Are al...
- Sat Jan 21, 2017 5:54 pm
- Forum: Long War 2
- Topic: How have status effects changed?
- Replies: 5
- Views: 8810
Re: How have status effects changed?
Burning is basically a stun that does damage. It's great. Disorient applies -25 aim, mobility penalty, and locks out most abilities that aren't shoot or OW. Poison doesn't last as long any more (I don't think) and applies a small penalty to aim (don't remember how much). Frost Bomb freeze doesn't l...
- Fri Jan 20, 2017 11:51 pm
- Forum: Long War 2
- Topic: How have status effects changed?
- Replies: 5
- Views: 8810
How have status effects changed?
Watching xwynns' lets play series he says and shows that the burning effect now blocks out all actions besides movement, no shooting.
Have other status effects had changes? I notice disorient does not stop them from overwatching, is it only an aim and move penalty now? Acid burn?
Have other status effects had changes? I notice disorient does not stop them from overwatching, is it only an aim and move penalty now? Acid burn?