Search found 433 matches
- Wed May 10, 2017 3:37 am
- Forum: Long War 2
- Topic: Alien sight mechanics and breaking LOS
- Replies: 8
- Views: 14186
Re: Alien sight mechanics and breaking LOS
There are multiple issues. There is a vanilla behaviour where AOE abilities can hit your guys out of the fog of war as long as there is LOS. This allows the aliens to shoot rockets or poison spit at the underside of roof tiles or a wall right next to your guys without any enemy having LOS. This is b...
- Wed May 10, 2017 3:23 am
- Forum: Long War 2
- Topic: What gameplay changing mods are you using?
- Replies: 44
- Views: 58191
Re: What gameplay changing mods are you using?
LW2 allows you to remove weapon mods by default. No need for this mod.Maebalzurakin wrote: Remove Equipment Mods
Seriously. You can make a gun from scratch, but you cant figure out how to remove the scope? Another must have.
- Tue May 09, 2017 7:25 am
- Forum: Long War 2
- Topic: What gameplay changing mods are you using?
- Replies: 44
- Views: 58191
Re: What gameplay changing mods are you using?
The only real gameplay changing mod I use is Free Reload Anytime, because it makes Autoloaders not garbage. Specifically, it lets you choose when to use the Free Reload ability rather than forcing you to use it the first 1-3 times you reload.
- Tue May 09, 2017 7:03 am
- Forum: Long War 2
- Topic: Yikes! Faceless overload
- Replies: 8
- Views: 12247
Re: Yikes! Faceless overload
If the Force Level and/or Strength of Advent is high enough, Faceless can appear as regular troops on the Rendevouz mission as well as the actual spies. The only ones that are actual spies are the 1 or 2 that transform from humans to faceless. I've seen Rendevouz missions that were almost entirely F...
- Mon May 08, 2017 4:22 pm
- Forum: Long War 2
- Topic: Is this a Bug or a Bad Joke?
- Replies: 72
- Views: 82659
Re: Is this a Bug or a Bad Joke?
Same deal with faceless on lib 3--I didn't realize this was actually a thing until well afterwards when I saw it on youtube. You don't even necessarily encounter them on Lib3 unless you get the DarkVIP variant (sometimes it's Alien Relay instead). The number also scales, starting with only 2 of the...
- Sun May 07, 2017 8:22 am
- Forum: Modding Long War 2
- Topic: Calculating Rookie Psi Power Values
- Replies: 2
- Views: 6026
Re: Calculating Rookie Psi Power Values
If that can wet your appetite for extra PSIONIC gameplay toys.. i'll be releasing this stuff with necessary (1.3) corrections to the Perks flow; https://s2.postimg.org/3qlty3zk5/SNAP_with_Tree_Flow_Reminders-_String_Box_Test1.png I'll most likely find a reasonable way (visually coherent) to add the...
- Sun May 07, 2017 7:55 am
- Forum: Long War 2
- Topic: 1.2 Campaign Feedback
- Replies: 19
- Views: 25217
Re: 1.2 Campaign Feedback
Restricting hacking of enemy mech units to once per mission seems like a direct correlation to that kind of theme / thinking, "We can't think of a gameplay way to change this behavior..so we'll just cripple it outright". On that though, is there going to be a similar restriction on PSI sk...
- Sat May 06, 2017 4:26 pm
- Forum: Long War 2: Strategy
- Topic: How many regions? Liberate one at a time, or expand continually?
- Replies: 14
- Views: 28130
Re: How many regions? Liberate one at a time, or expand continually?
A common strategy is to expand to 3 regions relatively quickly, while attempting liberation missions as they appear. From there, you can liberate 1 or 2 regions over a couple months, allowing you to increase your contacts and expand towards the Blacksite (which will now be visible). Aside from getti...
- Fri May 05, 2017 8:21 pm
- Forum: Long War 2
- Topic: Advice
- Replies: 96
- Views: 111778
Re: Advice
If you can expand to another region adjacent to the Str10 region, you can probably lure some strength away by running a bunch of missions there. Otherwise there isn't too much to do. Try and keep at least 3 open regions for doing missions anyway (while progressing to the now revealed Black Site).
- Fri May 05, 2017 12:43 pm
- Forum: Long War 2
- Topic: Is this a Bug or a Bad Joke?
- Replies: 72
- Views: 82659
Re: Is this a Bug or a Bad Joke?
The worst part of a snare mission, the first time you get it , is that you can't even play around it except by luck. If you go into one with a 4 turn evac timer, you can just lose a few guys before the evac is ready with all those enemies dropping in. In 1.3, you'll have to be exceptionally lucky t...
- Fri May 05, 2017 10:22 am
- Forum: Long War 2
- Topic: Is this a Bug or a Bad Joke?
- Replies: 72
- Views: 82659
Re: Is this a Bug or a Bad Joke?
The worst part of a snare mission, the first time you get it, is that you can't even play around it except by luck. If you go into one with a 4 turn evac timer, you can just lose a few guys before the evac is ready with all those enemies dropping in. In 1.3, you'll have to be exceptionally lucky to ...
- Fri May 05, 2017 5:29 am
- Forum: Long War 2
- Topic: Advice
- Replies: 96
- Views: 111778
Re: Advice
HUZZAH!! i liberated my first haven... i actually took out a troop column and bumped my infiltration 3 hours before another advent column that I couldn't stop was about to push into my haven. It was only Extremely Heavy.... I slowly made my way through... no causalities... only two minor wounded. I...
- Fri May 05, 2017 5:19 am
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 149413
Re: 1.3 Changelog got updated.
Has anything been done to address suicide tactics? The most egregious being Hack Workstation, which can be done by any rookie pretty easily. Don't you need to pass the baton in the case of a suicidal rookie hacking the terminal? I thought doing so placed the objective in that soldier's inventory an...
- Thu May 04, 2017 6:34 pm
- Forum: Long War 2
- Topic: AP Rounds vs reworked Stiletto, Flechette and Needle Rounds [balance]
- Replies: 10
- Views: 15675
Re: AP Rounds vs reworked Stiletto, Flechette and Needle Rounds [balance]
Phosphorus Flamer shots remove 1 armor. Shredder Rounds remove 2 armor. Rockets remove 2 armor. Shredder perk (gunner, technical or awc) removes up to 3 armor (with plasma tier). Plasma Grenades remove 3 armor. Acid Grenades remove 4 armor and cause 1 rupture. It's pretty easy to remove all the armo...
- Thu May 04, 2017 1:51 pm
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 149413
Re: 1.3 Changelog got updated.
Late game activation with Gatekeeper, you just shoot him with your Assaults Arc Thrower for a stun or use your Psi Ops stasis to bubble it for a turn. The changed to flashbangs just make you more likely to use other CC options rather than rely on a single crutch. Don't take Xwynns play in his first ...
- Thu May 04, 2017 3:04 am
- Forum: Long War 2
- Topic: Is this a Bug or a Bad Joke?
- Replies: 72
- Views: 82659
Re: Is this a Bug or a Bad Joke?
Was it a hacking mission in a region with ADVENT Strength 7 or higher? If so, it was a trap. It's the games way of telling you that trying to fight your way past ADVENT in high strength regions is a bad idea.
- Wed May 03, 2017 4:17 pm
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 149413
Re: 1.3 Changelog got updated.
Xwynns 1.3 campaign has begun. Probably worth checking out to see how some of the changes play out: https://www.youtube.com/watch?v=gm6Han6HGII
- Wed May 03, 2017 12:01 pm
- Forum: Long War 2
- Topic: Any way to select an officer?
- Replies: 5
- Views: 8668
Re: Any way to select an officer?
The game loops through each squaddie and asks the following series of questions: Is it the squad member an Officer? If yes, then continue, else skip this member. Does the member have a higher Officer Rank than any previous highest member? If highest, mark as highest. If lower, then skip. If equal, t...
- Tue May 02, 2017 5:33 pm
- Forum: Long War 2
- Topic: Pod composition depending on difficulty?
- Replies: 3
- Views: 5726
Re: Pod composition depending on difficulty?
As far as I've been able to tell, there is no difference in the pod compositions by difficulty or how quickly Force Levels increase by difficulty. [LW_Overhaul.X2LWActivityCooldown_UFO] ; How many DAYS between UFOs that level-up aliens worldwide. +FORCE_UFO_COOLDOWN_DAYS[0]=16 +FORCE_UFO_COOLDOWN_DA...
- Tue May 02, 2017 10:48 am
- Forum: Long War 2
- Topic: okay, Soldier Ranking, I ADMIT IT, I'M DUMB & LOST
- Replies: 12
- Views: 18751
Re: okay, Soldier Ranking, I ADMIT IT, I'M DUMB & LOST
Here's the numbers that affect how fast a Soldier detects Faceless. Regular: Squaddie 5, Lance Corporal 10, Corporal 15, Sergeant 20, Staff Sergeant 22.5, Tech Sergeant 25, Gunnery Sergeant 26, Master Sergeant 27 Psi: Initiate 6, Acolyte 12, Adept 20, Disciple 25, Mystic 30, Warlock 35, Magus 40, Ma...
- Mon May 01, 2017 5:22 pm
- Forum: Long War 2
- Topic: Advice
- Replies: 96
- Views: 111778
Re: Advice
Both Officer Ranks and their basic Rank make a soldier advisor better at detecting the Rendevouz mission. Officer Ranks are about half as good for this purpose as their basic rank. Soldier advisors also count as working the Recruit job and their basic rank affects the percentage bonus they give to a...
- Mon May 01, 2017 7:57 am
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 149413
Re: 1.3 Changelog got updated.
I'd have to agree that the Technical is now a less tanky class, but the same is true of every class. Formidable loses armor for ablative hp. Combat Stims loses most of its armor buff (down from 5 to 2). Smoke less effective by 5%. Dodge and Defense PCS nerfed (by how much is unknown). On the other h...
- Sun Apr 30, 2017 10:28 pm
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 149413
Re: 1.3 Changelog got updated.
Flashbang nerf is reasonable, but I'd like to point out, once again, that Flashbangs are the only option you have to disable bullshit abilities like Tongue Grab early on in the game, and they're one of the few non-suppression aim reducing options you have early game. I'm not saying they didn't need...
- Sun Apr 30, 2017 8:08 pm
- Forum: Long War 2
- Topic: 1.3 Changelog got updated.
- Replies: 120
- Views: 149413
Re: 1.3 Changelog got updated.
Reinforcements have been stated to vary by mission type. Missions with a set evac point and timer will have the reinforcement countdown begin at the start of the mission. Missions with no set evac point will have the reinforcement countdown begin when you break concealment. There is also a new reinf...
- Sun Apr 30, 2017 4:53 pm
- Forum: Long War 2: Strategy
- Topic: [SOLVED] Engeniring research
- Replies: 2
- Views: 5719
Re: Engeneering research
Many proving grounds projects and most advanced weapons/armor require a certain number of Engineers to start or make. Depending on how well you are doing at getting Engineers, you may need more Engineers than you have. Each Engineering Research adds +1 to your Engineer total for these purposes. Natu...