Search found 33 matches
- Wed May 31, 2017 9:20 pm
- Forum: Long War 2: Bug Reports
- Topic: Fleche healing enemy drone
- Replies: 1
- Views: 4099
Fleche healing enemy drone
About 10 seconds into this clip: https://clips.twitch.tv/HardHeadstrongCakeKappaWealth Llama activated Reaper, then crit fleched the berserker queen to death for 12, and followed up with this attack, which gave the target drone +1 hp. He then gave his soldier an another action trough console and rep...
- Sun May 28, 2017 7:48 pm
- Forum: Long War 2: Bug Reports
- Topic: Sectopod in first reinforcement pod
- Replies: 0
- Views: 2934
Sectopod in first reinforcement pod
Repost from here: http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=26118&p=44376#p44376 since no indications of it being intended has been shown. Mission was a lib1 very light in a strength 3 region, recover item from train mission, exactly 100% infiltrated. First reinforcement ...
- Sun May 28, 2017 8:00 am
- Forum: Long War 2
- Topic: Sectopod in the first reinforcement pod. Is this intended?
- Replies: 3
- Views: 7058
Re: Sectopod in the first reinforcement pod. Is this intended?
Exactly 100%.sacho wrote:What was your infiltration percentage? Lib adds to alert level, so does <100% inf.
- Sat May 27, 2017 11:09 pm
- Forum: Long War 2
- Topic: Sectopod in the first reinforcement pod. Is this intended?
- Replies: 3
- Views: 7058
Sectopod in the first reinforcement pod. Is this intended?
Mission was a lib1 very light in a strength 3 region, recover item from train mission. First reinforcement showed up one turn after the mission timer ran out, which I hacked on the last turn, and consisted of a sectopod plus one ADVENT. That seems WAY overkill to me, is it intended or did the game b...
- Thu Mar 02, 2017 12:56 pm
- Forum: Long War 2
- Topic: Officer training times and using squads
- Replies: 24
- Views: 31377
Re: Officer training times and using squads
Removing someone from a squad is a click of a button. Having enough soldiers requires making the right call on how many rebels to set on recruit, how much to spend buying soldiers from the black market and the deciding to spend resources on those rookies early enough to let their GTS timers process ...
- Thu Mar 02, 2017 1:59 am
- Forum: Resolved Bug Reports
- Topic: Rapid reaction allowing up to 5 shots if you activate things on your turn
- Replies: 2
- Views: 5505
Re: Rapid reaction allowing up to 5 shots if you activate things on your turn
Yes, that seems like the obvious explanationbountygiver wrote:this is due to the event to reset the counter happens on any player turn begin instead of owning player
- Thu Mar 02, 2017 1:58 am
- Forum: Resolved Bug Reports
- Topic: Trojan virus perk not working anymore
- Replies: 21
- Views: 28694
Re: Trojan virus perk not working anymore
Ok, I found the bug. First of all, thanks for a save with minimal mods installed. This actually helped a *ton*, because it meant I could use the replay feature of the game to walk back and forth through your mission. I can almost never use this, because it crashes when my modlist doesn't match the ...
- Thu Mar 02, 2017 1:51 am
- Forum: Long War 2
- Topic: Officer training times and using squads
- Replies: 24
- Views: 31377
Re: Officer training times and using squads
Yes, I said that if all your available soldiers are in squads, you need more soldiers, while also saying that "this aspect could use a UI upgrade though, so sending someone who is in a squad to a haven is possible but removes them from the squad at the same time. " We both know this "...
- Wed Mar 01, 2017 9:22 pm
- Forum: Long War 2
- Topic: Officer training times and using squads
- Replies: 24
- Views: 31377
Re: Officer training times and using squads
It is literally impossible for squad mechanics to interfere with gameplay. At the very worst, it does nothing at all, because you choose to go on the "I want a perfect squad for every mission" side of the spectrum instead of "I want to build long term bonuses more efficiently" s...
- Wed Mar 01, 2017 9:19 pm
- Forum: Long War 2
- Topic: Shredder perk/ammo
- Replies: 11
- Views: 16706
Re: Shredder perk/ammo
When you face Gatekeepers or Sectopods that have 6+ armor, you're gonna really appreciate the shred. Shredder ammo shreds for 1. That doesn't really make a dent. When you face those things, you need someone with the perk so you shred 2 per shot, or preferably a shredstorm cannon. Yeah, it's the per...
- Wed Mar 01, 2017 8:05 pm
- Forum: Long War 2
- Topic: Officer training times and using squads
- Replies: 24
- Views: 31377
Re: Officer training times and using squads
Just one last remark: Yes flavour is important. However flavor - for me - almost always takes a backseat to gameplay. Your example of xcom as a game of "geometric figures" totally misses the point, because introducing the flavor of fighting aliens instead of squares doesnt mess with the g...
- Wed Mar 01, 2017 7:48 pm
- Forum: Long War 2
- Topic: Shredder perk/ammo
- Replies: 11
- Views: 16706
Re: Shredder perk/ammo
After. Shredding is not really worth it as very few enemies have enough armor and HP to make them more than 2-3 shot kills. When you face Gatekeepers or Sectopods that have 6+ armor, you're gonna really appreciate the shred. Shredder ammo shreds for 1. That doesn't really make a dent. When you face...
- Wed Mar 01, 2017 4:57 pm
- Forum: Long War 2
- Topic: Feedback from no <50% infil campaign
- Replies: 25
- Views: 35005
Re: Feedback from no <50% infil campaign
Thanks for all that feedback Jadiel! At the moment it feels to me that unlike LW1, core upgrades (weapons and armor) dominate all other choices (autopsies, etc). None of the autopsies provide items which feel necessary, and the damage and survivability upgrades make such a huge difference to your e...
- Wed Mar 01, 2017 4:54 pm
- Forum: Long War 2
- Topic: Officer training times and using squads
- Replies: 24
- Views: 31377
Re: Officer training times and using squads
Well, then you failed to recruit and GTS up enough troops to fill those slots, and you simply need to remove someone from a squad to send in. This aspect could use a UI upgrade though, so sending someone who is in a squad to a haven is possible but removes them from the squad at the same time. The ...
- Wed Mar 01, 2017 4:02 pm
- Forum: Long War 2
- Topic: Officer training times and using squads
- Replies: 24
- Views: 31377
Re: Officer training times and using squads
The way I use squads is like this: Most of my squads are set up as 5-men teams with 1 Shinobi, 1 Specialist, 2 shooty-killy dudes (Gunner, Ranger, Snapshooter or Assault) and 1 crowd control dude (grenadier or tech). Usually the Spec or Tech will be the officer. Then I have a giant pool (at least a...
- Tue Feb 28, 2017 7:12 pm
- Forum: Long War 2: Bug Reports
- Topic: Advent MEC not given to haven at end of mission after full override
- Replies: 3
- Views: 6154
Re: Advent MEC not given to haven at end of mission after full override
Haven defense ONLY has reinforcements. Are you talking about the terror style retaliation?
- Tue Feb 28, 2017 5:42 pm
- Forum: Resolved Bug Reports
- Topic: Rapid reaction allowing up to 5 shots if you activate things on your turn
- Replies: 2
- Views: 5505
Rapid reaction allowing up to 5 shots if you activate things on your turn
This is hard to reproduce since it requires very specific circumstances, but it seems that if you go on rapid reaction OW during your turn and activate a pod and fire on it, but do not use up all your OW shots, you are still able to take 3 shots during the alien turn. I was on the forge mission, act...
- Tue Feb 28, 2017 5:29 pm
- Forum: Long War 2: Bug Reports
- Topic: Boosted Infiltration didn't work for a Supply Raid
- Replies: 5
- Views: 8489
Re: Boosted Infiltration didn't work for a Supply Raid
Yes, but that would show as a 1 turning into a 2. A 2 into a 2 is only possible with 50% infil bonus.bountygiver wrote:Veteran gives 75% more infiltration, but it's still based on current infiltration so 1% +0.75%≈2%
- Tue Feb 28, 2017 4:04 pm
- Forum: Long War 2: Bug Reports
- Topic: Boosted Infiltration didn't work for a Supply Raid
- Replies: 5
- Views: 8489
Re: Boosted Infiltration didn't work for a Supply Raid
What difficulty are you playing on?said46 wrote:So was this just a waste of intel? I thought it should've been 2%+75%.
- Tue Feb 28, 2017 3:52 pm
- Forum: Long War 2: Bug Reports
- Topic: UFO lead missions are still identifiable by the mission description
- Replies: 1
- Views: 4075
UFO lead missions are still identifiable by the mission description
You just changed the "lead" text to "Lead", so I assume you want this gone, but there is still a distinction in there. Liberation one description at the bottom reads "We HAVE discovered...", while the other mission types omit the "have". Combined with the inte...
- Tue Feb 28, 2017 11:43 am
- Forum: Long War 2
- Topic: noise table and info?
- Replies: 18
- Views: 26232
Re: noise table and info?
Also, do grenades from grenade launchers and rockets make sound from the point of exit or do they make the sound from where they end up landing? Based on the "upcoming 1.3 notes" at the top of this forum, the current way things work is the noise is from the point of exit (where the soldie...
- Mon Feb 27, 2017 3:39 pm
- Forum: Long War 2: Bug Reports
- Topic: Graze Issue
- Replies: 10
- Views: 14749
Re: Graze Issue
Are you using anyone with grazing fire? If so then those results make a lot of sense. If not then something's off, because graze is 20% in the absence of crit and dodge, and unless a huge portion of your shots were taken against vipers I can't imagine your average dodge chance being higher than you...
- Wed Feb 15, 2017 3:44 pm
- Forum: Modding Long War 2
- Topic: [Request]Replace "revealed" with "call evac" when breaking concealment
- Replies: 2
- Views: 5369
- Tue Feb 14, 2017 2:59 pm
- Forum: Modding Long War 2
- Topic: [Request]Replace "revealed" with "call evac" when breaking concealment
- Replies: 2
- Views: 5369
[Request]Replace "revealed" with "call evac" when breaking concealment
This is likely very easy to do if you know where the text messages are stored, but unfortunately I don't. You've probably forgotten to throw the evac flare after breaking concealment as many times as I have, so having a reminder pop up when you do would be nice, and I suspect this would be the easie...
- Sun Feb 12, 2017 5:04 pm
- Forum: Elevated Bug Reports
- Topic: Intel packages do not reward scan sites
- Replies: 18
- Views: 50719
Re: Intel packages do not reward scan sites
Three in a row now. Whatever it is, it's pretty consistent. Probably can't continue this campaign until it's fixed, at 3 pips left it might already be too late to find a facility lead, let alone when I have to risk troops and intel on doing baseline moderate+ hacking missions in stength 10 regions ...