Search found 79 matches
- Mon Jun 12, 2017 5:31 pm
- Forum: Long War 2
- Topic: The chosen!!!
- Replies: 37
- Views: 57049
Re: The chosen!!!
The steam page has a lot of information http://store.steampowered.com/app/59338 ... of_Chosen/
- Mon May 15, 2017 7:28 pm
- Forum: Long War 2
- Topic: Lothing for the new patch 1.3
- Replies: 48
- Views: 65992
Re: Lothing for the new patch 1.3
I'm loving 1.3. Edit: also you are absolutely wrong about flashbangs not killing zombies (make sure to flash the sectoid), as well as about advent reviving as a zombie without sectoids on the mission. You likely couldn't see the sectoid (they can resurrect from yellow alert and fog if they see the ...
- Mon May 15, 2017 6:27 pm
- Forum: Long War 2
- Topic: Lothing for the new patch 1.3
- Replies: 48
- Views: 65992
Re: Lothing for the new patch 1.3
na, Gimrah has turned me off of the mod with his representation of Pavonis. Regardless of the fact he isn't an employee directly, he still represents the company and should be accountable as such. I am not likely to bother with this mod anymore because of him. All he would of had to do to add on to ...
- Mon May 15, 2017 5:22 pm
- Forum: Long War 2
- Topic: Lothing for the new patch 1.3
- Replies: 48
- Views: 65992
Re: Lothing for the new patch 1.3
So you're playing with additional mods changing pod composition. Did you consider the fact that you might have oversized or overpowered pods because of those mods rather than 1.3? I play with no mods that changes the pod composition. LW2 has had advent that self rez from 1.0 So how about no. I chan...
- Mon May 15, 2017 4:48 pm
- Forum: Long War 2
- Topic: Lothing for the new patch 1.3
- Replies: 48
- Views: 65992
Re: Lothing for the new patch 1.3
Wow. I didn't forget how to fight. How about you listen to the users. Most of us LIKED what you did before. Not this BS you gave us. Wow. Guess what. With that one comment, you just killed this mod for me. And you killed it for a lot of my viewers. There is a lot of things you need to fix but you re...
- Mon May 15, 2017 3:49 pm
- Forum: Long War 2
- Topic: Lothing for the new patch 1.3
- Replies: 48
- Views: 65992
Re: Lothing for the new patch 1.3
I've played more than just the two. Those were from this morning. They have not changed how pods are stacked on top of each other. They added more pods yes, but then all the pods are still on top of each other so you cant move. In fact they made it worse. Frankly, my whole chat this morning came in ...
- Mon May 15, 2017 3:09 pm
- Forum: Long War 2
- Topic: Lothing for the new patch 1.3
- Replies: 48
- Views: 65992
Re: Lothing for the new patch 1.3
Mission 1: Blow the relay up. Can't get close because of the number of pods in the way 4 man team failed. Meh fine. Too small Mission 2: 5 man team. Grab from the container. 7 turns left. Open up on a sectoid and an advent. Kill the advent. Advent rezzes, sectoid panics my guy. Miss 4 shots on the s...
- Mon May 15, 2017 2:41 pm
- Forum: Long War 2
- Topic: Lothing for the new patch 1.3
- Replies: 48
- Views: 65992
Lothing for the new patch 1.3
So this patch. I feel like you took the comments for the hate of stealth TOO far. You can't even get close anymore. You still pull the whole map after 2 turns and can't even get close to objectives with out breaking stealth. Your choices to rebalance out of what a lot of players enjoyed was the wron...
- Sun Apr 30, 2017 1:41 pm
- Forum: Long War 2: Bug Reports
- Topic: Spark Overdrive ability is broken?
- Replies: 5
- Views: 11586
Re: Spark Overdrive ability is broken?
I have had the movement issue before. I didn't note where the spark could move to and I moved him too far to shoot. Overdrive does add a bit more yellow movement range. It is nice to get him out if he is too far away
- Sat Apr 22, 2017 8:11 pm
- Forum: Long War 2
- Topic: Incoming Officer Skill
- Replies: 6
- Views: 10876
Re: Incoming Officer Skill
I've used it more than once. It is my go to on that tier. you can expect MECs to use them when ever they can if you are too close. I'll taunt them into using it and use incoming. I take 0 damage while they waste their missiles.
- Sun Apr 16, 2017 12:35 pm
- Forum: Long War 2: Bug Reports
- Topic: Lone Wolf triggers at incorrect distance to big units
- Replies: 5
- Views: 9559
Re: Lone Wolf triggers at incorrect distance to big units
Make sure you read the format for reporting bugs
- Fri Apr 14, 2017 11:10 pm
- Forum: Long War 2: Bug Reports
- Topic: Multiple soldiers spawning on tiles they cannot move from
- Replies: 2
- Views: 5497
Re: Multiple soldiers spawning on tiles they cannot move from
Regarding the in view of a pod, I figured it was intended as it happens more often than not mid to late game, thus forcing the mission to fail as you simply cannot get there in time with every other pod on the map and Advent taking 6 shots a turn at the relay for 7-12 points of damage a shot. This m...
- Fri Apr 07, 2017 12:50 pm
- Forum: Long War 2: Bug Reports
- Topic: soldier starts mission on fire tile
- Replies: 6
- Views: 10264
Re: soldier starts mission on fire tile
This is a vanilla bug and hopefully will be fixed in the next Patch. Until then, use the dev console to move him out of the fire, the ttc command
- Fri Apr 07, 2017 2:03 am
- Forum: Long War 2
- Topic: Pistols (underused) and AWC
- Replies: 53
- Views: 73304
Re: Pistols (underused) and AWC
I run 0 supply raids both on Commander and Legend (Because I don't detect them in time, even running 13 on intel and the Avenger there), yet my shinobis always go into the tank until they get faceoff because a shadow strike Shinobi is just so powerful. I've started to look at training Assaults as we...
- Fri Mar 31, 2017 6:46 pm
- Forum: Long War 2
- Topic: Is there any reason the game says "Extremely Light" instead of "Extremely Light (6–9)"?
- Replies: 16
- Views: 24861
Re: Is there any reason the game says "Extremely Light" instead of "Extremely Light (6–9)"?
I have started using this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=749138678. It tells you in-mission what quantity is out there. I'm not the best at remembering things so it gives me a heads-up on what I'm facing. That mod sadly causes crash issues later in the run to the point w...
- Tue Mar 21, 2017 2:24 am
- Forum: Long War 2: Strategy
- Topic: Which rooms to build first
- Replies: 28
- Views: 48163
Re: Which rooms to build first
GTS first, to train the right classes. Then Workshop and Proving ground, usually around the same time, when you've researched Advent Officer Autopsy so that you can get Incendiary grenades. I think an early AWC isn't very good, using it for healing hurts research too much. Workshop just pays for it...
- Tue Mar 21, 2017 1:06 am
- Forum: Resolved Bug Reports
- Topic: No POIs - wasn't this fixed?
- Replies: 4
- Views: 8779
Re: No POIs - wasn't this fixed?
In my current run, started a month ago, after 1.2 came out. I have YET to get the Alien nest to spawn. Its now January in my game.
- Mon Mar 20, 2017 12:11 pm
- Forum: Long War 2
- Topic: AWC Balance
- Replies: 50
- Views: 104587
Re: AWC Balance
Here's a clip from Jon's latest campaign of his Assault using her shotgun and pistol to shoot three different aliens a total of six times. Good luck duplicating that with random AWC perks. that is so situational, it isn't even funny how rare that would be. He also critted every shot he took, also v...
- Mon Mar 20, 2017 11:35 am
- Forum: Long War 2
- Topic: AWC Balance
- Replies: 50
- Views: 104587
Re: AWC Balance
It's not worthless at all, the pistol perks are very good and probably better than going for Lethal after 2 crappy perks. Not showing the perks simply reduces our options and makes pistol perks the obvious choice most of the time. I find the pistol to be lackluster at best. Most of the time, it doe...
- Mon Mar 20, 2017 11:01 am
- Forum: Long War 2
- Topic: AWC Balance
- Replies: 50
- Views: 104587
Re: AWC Balance
I play with the AWC perks shown, because frankly I would never use the AWC otherwise. It seems like 99% of the time, the T1 perks are so worthless to the troop that it is not worth the gamble otherwise. While I can see why some testers thought it was OP to have it shown so you know who to train, not...
- Mon Mar 20, 2017 9:02 am
- Forum: Long War 2
- Topic: [Question] Missions in liberated region
- Replies: 3
- Views: 8908
Re: [Question] Missions in liberated region
I did test this on the theory that since there is no more advent in the area, there would be no retaliation. The mission went away. So do the HQ to clear it.
- Tue Mar 07, 2017 4:10 am
- Forum: Resolved Bug Reports
- Topic: haven advisor not rescued when bleeding out
- Replies: 5
- Views: 9792
Re: haven advisor not rescued when bleeding out
This is also probably related to a bug I had with the network towers. Bleeding out troops were captured at the end of the mission. I think I still have the auto saves, but I cant remember if I made the bug report...might of...
- Tue Mar 07, 2017 4:07 am
- Forum: Long War 2
- Topic: Double Vahlen
- Replies: 5
- Views: 9068
Re: Double Vahlen
This is a known bug, they think it has to do with how LW2 generates POI's. They are working on it.
- Thu Mar 02, 2017 10:31 pm
- Forum: Long War 2: Bug Reports
- Topic: Game Ending Bug
- Replies: 6
- Views: 10102
Re: Game Ending Bug
This is a good place to start http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=20&t=23754 I also visit the wiki a lot, most importantly this page: https://goo.gl/BHek1P Those will help you Basically what you need to do is set everyone to intel and work in two areas. You will quickly end ...
- Thu Mar 02, 2017 12:15 pm
- Forum: Long War 2: Strategy
- Topic: Manipulate the black market.
- Replies: 7
- Views: 14448
Re: Manipulate the black market.
So there is a mod for this, which does what you are thinking. You CAN do the same thing with out it, by sending out all the mods you don't want the market to want but its a bit of a pain in the butt.