Search found 422 matches
- Sun May 28, 2017 7:11 pm
- Forum: Long War 2
- Topic: A Guide for LW2 Players Moving from 1.2 to 1.3
- Replies: 48
- Views: 98068
Re: A Guide for LW2 Players Moving from 1.2 to 1.3
I've had a lot of success with bladenobis in GOps. Blademaster or lone wolf at lcpl makes it reliable early. Smaller pods mean more potential use. I also like tankbladenobi for S&G especially. Sneaknobis still have use for things like vehicle hacks and network towers. I haven't got a shooty one ...
- Sun May 28, 2017 6:57 pm
- Forum: Long War 2
- Topic: Call for Science: Avenger Defense UFO
- Replies: 3
- Views: 6336
Re: Call for Science: Avenger Defense UFO
Recommend you ask participants to specify whether it's a DE ufo or a plot mission triggered one. (I haven't had one yet.)
- Sat May 27, 2017 11:07 pm
- Forum: Long War 2
- Topic: Minumum Pod Spawns
- Replies: 9
- Views: 14115
Re: Minumum Pod Spawns
I've never ever seen a solo drone on S&G. And i've done quite a lot now. I think troop columns always have a pod of 8 advent, even on very light. Supply raids have mini command pods of 5 at effective str 5+ (remember supply raid have +1 effective str) and 8 at effective str 7+. The real kicker i...
- Sat May 27, 2017 1:27 pm
- Forum: Long War 2
- Topic: How do you get more recruits?
- Replies: 20
- Views: 42290
Re: How do you get more recruits?
4 man is feasible for basic hack missions. Otherwise I go 5 good soldiers or 6 if low level or it's more than extremely light. Hopefully you get rookies from jailbreaks. You'll get soldiers from rescues. Occasionally rookies or soldiers come from PoIs. I don't have maby rebels in recruit because the...
- Fri May 26, 2017 12:02 pm
- Forum: Long War 2
- Topic: Tropp Column, corpse problems and spike in dificulty?
- Replies: 14
- Views: 21341
Re: Tropp Column, corpse problems and spike in dificulty?
Troop columns will only spawn in regions with strength 4 or higher. Supply raids can I think always be detected but it's a low chance and you probably need a lot of rebels on intel. You shouldn't count on getting them. Regular supply comes from smash and grabs now, which are common. Corpses are hard...
- Fri May 26, 2017 11:54 am
- Forum: Long War 2
- Topic: No scientist missions appearing
- Replies: 10
- Views: 15559
Re: No scientist missions appearing
I'm actually experiencing the same thing. I have 5 engineers, 2 scientists and now all my VIP missions are for corporals.
Could be RNG; I don't know.
Could be RNG; I don't know.
- Thu May 25, 2017 10:21 am
- Forum: Long War 2
- Topic: Viper on Gatecrasher!
- Replies: 10
- Views: 15546
Re: Viper on Gatecrasher!
Aw man, getting a viper on Gatecrasher would suck. Partly because it's a nastier enemy than a sectoid. But also because then you might not get a sectoid corpse for ages, which will delay psi.
- Tue May 23, 2017 12:21 pm
- Forum: Long War 2
- Topic: Feedback on 1.3
- Replies: 2
- Views: 4918
Re: Feedback on 1.3
In 1.3 you should always send a very mobile squad on jailbreaks, and VIP rescues. You cannot hang about, you should be double moving whenever you're not fighting. OW rangers and OW specialists are good when they get EV (later for specialists) because they can double move and still have a shot, which...
- Mon May 22, 2017 4:45 pm
- Forum: Long War 2
- Topic: how do you use Concussion Rocket?
- Replies: 25
- Views: 39331
Re: how do you use Concussion Rocket?
Guys this really isn't hard. You use this rocket the exact same way you would use the stasis psi ability. Either hit enemies you have no intention of shooting that turn (like enemies you are running away from or a pod that walked in on your flank), or use it on an enemy AFTER you have taken all you...
- Mon May 22, 2017 8:55 am
- Forum: Long War 2
- Topic: A few 1.3 perk tree balance comments
- Replies: 15
- Views: 24214
Re: A few 1.3 perk tree balance comments
I don't know about BEO on assault; I like my glass cannons. There are some awfully big things out there. And they hit back awful hard if you don't kill them. The other two are very strong but not absolutely mandatory for me. Formidable can be a great pick-up for a grenadier. Since it gives you 2 abl...
- Fri May 19, 2017 6:42 pm
- Forum: Long War 2
- Topic: Is wet work worth it now?
- Replies: 22
- Views: 33689
Re: Is wet work worth it now?
So after learning more about how this works, I've now been intentionally farming RNFs at the end of each GOP. I'd say I easily get 10 RNF kills each mission before I have to bug out. I could easily see this going up later in the game when my soldiers get stronger. Conclusions: 1) Farming RNFs is ze...
- Fri May 19, 2017 6:36 pm
- Forum: Long War 2
- Topic: 1.3 Managing Corpse
- Replies: 4
- Views: 7712
Re: 1.3 Managing Corpse
I've heard people often get lucky with an early rendezvous. I've had something of the same issue. I think it pushes you to stripmine some regions so that you get some troop columns. Haven't confirmed whether that works. I got my strategic layer all wrong on my last 1.3 campaign. I tried not to build...
- Fri May 19, 2017 11:09 am
- Forum: Long War 2
- Topic: Questions/feedback about Smash & Grab
- Replies: 28
- Views: 78193
Re: Questions/feedback about Smash & Grab
Yeah. They're really easy to detect, as they're meant to be the main income source, though you still need Supply Raids/Troop Columns/Rendevous to get corpses. Any event, iiirc there was a change towards S&G resource distribution towards the latter half of 1.3s development cycle... Since elerium...
- Thu May 18, 2017 12:59 pm
- Forum: Long War 2
- Topic: 1.3 Too many turns, too easy!!
- Replies: 20
- Views: 26652
Re: 1.3 Too many turns, too easy!!
Intervention didn't get changed though right? maybe it needs some adjusting to fit the new turn timers? Great example of what I was talking about. Last night I had a jailbreak and I have rapid response DE up, which makes the rnf countdown shorter. So the rnfs started dropping as I hit the objective...
- Thu May 18, 2017 12:44 pm
- Forum: Long War 2
- Topic: Undocumented 1.3 Changes?
- Replies: 15
- Views: 22456
Re: Undocumented 1.3 Changes?
Some things I noticed, on L/I anyway: * Contacting a region is now 100 intel, instead of 80 intel * Nanofibre is only +2 HP, Tac Vest is +2 HP * Shredder nerfs are mentioned, but looking at inis the difference is that EXO Suit went from 35 to 60 supply, and their environment damage is only 9 now, w...
- Thu May 18, 2017 12:37 pm
- Forum: Long War 2
- Topic: Is wet work worth it now?
- Replies: 22
- Views: 33689
Re: Is wet work worth it now?
So it doesn't make a huge difference but then it's also quite cheap. In terms of early GTS projects, Vulture is the one to prioritise IMO. 150 supplies is quite a lot early game. But you'll probably pick up that much in extra loot in about 5 missions, assuming average BM sale value of say 15 supplie...
- Thu May 18, 2017 12:11 pm
- Forum: Long War 2
- Topic: Your favorite things about 1.3
- Replies: 21
- Views: 29064
Re: Your favorite things about 1.3
My best things: The move away from stealth towards a really good variety of mission experiences with different emphases that I have to plan around (e.g. jailbreaks are speed, S&G are burst violence, sweeps are big, long fights, etc). The new soft timer / rnf system, with its fancy traffic light ...
- Thu May 18, 2017 12:03 pm
- Forum: Long War 2
- Topic: how do you use Concussion Rocket?
- Replies: 25
- Views: 39331
Re: how do you use Concussion Rocket?
As a desperation move generally. E.g. when you get a bad activation. Pretty marginal.
- Thu May 18, 2017 11:02 am
- Forum: Long War 2
- Topic: Your least favorite things about 1.3 ?
- Replies: 26
- Views: 38019
Re: Your least favorite things about 1.3 ?
Something else I've only noticed since 1.3 (but might be part of other mods I'm running) is that if my concealed shinobi finds an enemy squad, they get a move, even if they don't see him, and that movement can make them see my other soldiers and fully activate them. Also I had a situation of a zomb...
- Wed May 17, 2017 11:43 pm
- Forum: Long War 2
- Topic: v1.3 Gunner Skill Balance
- Replies: 22
- Views: 29301
Re: v1.3 Gunner Skill Balance
Agree with xwynns on the CuP + danger zone combo. Basically CuP is the most powerful OW perk as it gives you aim and damage applies to all reaction shots not just suppression. My preferred choice for OW gunner is CuP. Because if I'm going to make something run suppression then it absolutely has to d...
- Wed May 17, 2017 5:32 pm
- Forum: Long War 2
- Topic: Viability of mobile sharpshooters in 1.3?
- Replies: 13
- Views: 18838
Re: Viability of mobile sharpshooters in 1.3?
I haven't gotten far enough in a campaign yet in 1.3, but on paper it looks to me like DfA would be the preferred choice for timerless missions where you can park in a spot a steady->shoot all day. But I think snap shot snipers are probably the superior choice for missions that require some mobilit...
- Wed May 17, 2017 3:17 pm
- Forum: Long War 2
- Topic: Viability of mobile sharpshooters in 1.3?
- Replies: 13
- Views: 18838
Re: Viability of mobile sharpshooters in 1.3?
With DFA, the bonus action you get can't be used to take another shot, that would require snapshot, but it is in the same tier, so you cannot have both. So does this mean that if you go DFA, you cannot get the potential bonus shots from double tap or serial? As this requires the snapshot ability to...
- Wed May 17, 2017 12:51 pm
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6016406
Re: Psi Ops still suck?
Wait. If I train Shism, Soul Steal and Soul Merge, I won't be able to train ANY more abilities and thus can not advanve beyond mystic? Really? Or Psi can learn both abilities of the same level? You will always have a choice of three after each promotion. However those choices are affected by previo...
- Wed May 17, 2017 12:47 pm
- Forum: Long War 2
- Topic: 1.3 Too many turns, too easy!!
- Replies: 20
- Views: 26652
Re: 1.3 Too many turns, too easy!!
Yeah, they replaced the hard timer... With a hard timer you can't see. Yes I am salty about all the hate on timers and people that somehow think growing strength reinforcements aren't exactly the same thing just more painful to wade through. A hard timer is something that ends the mission. In 1.2 y...
- Wed May 17, 2017 10:21 am
- Forum: Long War 2
- Topic: LW2 - Grenadier - balance and ammo
- Replies: 23
- Views: 32240
Re: LW2 - Grenadier - balance and ammo
A squaddie grenadier can carry 3 grenades (the grenade only slot is your intrinsic ammo) or 4 if you leave the ablative off. That's enough for one per pod on the early ex light missions. You can then increase the number and power with perks. Grenadiers are fine on GOps. You may prefer cooldown-based...