LW2 feature announce: The Technical solder class
- johnnylump
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Re: LW2 feature announce: The Technical solder class
Interesting! So what does this mean for the EXO-suits? Will heavy weapons no longer be available for the other classes?
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Re: LW2 feature announce: The Technical solder class
The Heavy armors are still in the game. For the other classes they give access to the gun-type heavy weapons. For the Technical they give extra uses of the Rocket Launcher or the Flamethrower.
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Re: LW2 feature announce: The Technical solder class
Interesting! I wonder though, do you guys still have the seven classes that you had with the addition of the other Long War mods, making this the eighth class? Or are you sticking with the classes in the base game, making this the fifth official class?
In one of the screenshots it also has the Technical's status as 'infiltrating'. So I assume that something like the Exalt make their return?
In one of the screenshots it also has the Technical's status as 'infiltrating'. So I assume that something like the Exalt make their return?
- johnnylump
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Re: LW2 feature announce: The Technical solder class
The seven perk pack classes are in Long War 2, but they have all been completely overhauled for our new mechanics and balance. Each has a unique secondary, including several new ones we've made for the mod. The Technical is the eighth class. With Psis and Sparks (for DLC owners), that makes 10 classes total.
On the "Infiltrating" bit, that's indeed part of an important mechanic that we'll talk about in the future.
On the "Infiltrating" bit, that's indeed part of an important mechanic that we'll talk about in the future.
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Re: LW2 feature announce: The Technical solder class
Flamethower and roket have a different gauntlet to use? Have this gauntlet tech tier progression? Why this class is called Technical? More like Heavy Weapon Specialist.
I also can see some change in frag grenade model, what is this?
btw 3d model look poor, not Capnbubs work i guess
I also can see some change in frag grenade model, what is this?
btw 3d model look poor, not Capnbubs work i guess
Re: LW2 feature announce: The Technical solder class
"Each has a unique secondary, including several new ones we've made for the mod"johnnylump wrote:The seven perk pack classes are in Long War 2, but they have all been completely overhauled for our new mechanics and balance. Each has a unique secondary, including several new ones we've made for the mod. The Technical is the eighth class. With Psis and Sparks (for DLC owners), that makes 10 classes total.
On the "Infiltrating" bit, that's indeed part of an important mechanic that we'll talk about in the future.
Did I get you right - Ranger and Gunner now have a new secondaries instead of pistol, and some of these two Shinobi/Assault - something instead of sword?
Sorry for poor English, friends
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Re: LW2 feature announce: The Technical solder class
Pistols are now utility items that anyone can carry.
Shinobi keeps the sword. Specialist keeps the Gremlin. Grenadier keeps the Grenade Launcher. Technical gets the Gauntlet, which for them is classed as a secondary instead of a heavy (they can put what amount to Gauntlet +ammo items in a heavy slot). Ranger, Assault, Sharpshooter and Gunner all get new ones made just for Long War 2.
Shinobi keeps the sword. Specialist keeps the Gremlin. Grenadier keeps the Grenade Launcher. Technical gets the Gauntlet, which for them is classed as a secondary instead of a heavy (they can put what amount to Gauntlet +ammo items in a heavy slot). Ranger, Assault, Sharpshooter and Gunner all get new ones made just for Long War 2.
Re: LW2 feature announce: The Technical solder class
@ZaWarudoWRYYY I think that soldier has both a flashbang/smoke and a frag grenade and they're overlapping
@Topic
So, i guess the perk tree posted on the announcement confirms that both Grenade Damage Falloff and Rocket Scatter are back? will they work like they did on long war 1? will you be able to take additional rockets as utility items? (Guess this last one was answered while I typed?) what primary weapons will he be able to equip? from the images I'm guessing assault rifle and shotgun, but maybe SMG too?
@Topic
So, i guess the perk tree posted on the announcement confirms that both Grenade Damage Falloff and Rocket Scatter are back? will they work like they did on long war 1? will you be able to take additional rockets as utility items? (Guess this last one was answered while I typed?) what primary weapons will he be able to equip? from the images I'm guessing assault rifle and shotgun, but maybe SMG too?
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Re: LW2 feature announce: The Technical solder class
Per Amineri:
Scattering is a thing for rockets, as in previous Long War for XCOM : Enemy Within, as is explosive damage falloff, both for grenades and rockets.
I've reworked the mechanics for how rocket scatter works in Long War 2 to better suit the more tile-oriented mechanics in XCOM 2. There is now a max scatter. Scatter amount increases after moving, and is affected by soldier aim and abilities. In the new iteration, scatter also affects blaster launchers, even though they can target locations via pathing (no direct LOS).
I've also changed up how explosive falloff works too compared to previous Long War. Since a typical grenade only affects a few tiles, applying a straight damage penalty worked out to be too severe. Instead, explosive damage falloff (to units) now only affects the minimum damage, but not the maximum. So at the edges, it's still possible to hit for a lot of damage, but it's also possible to hit for a lot less.
For the rest:
Technicals can equip rifles, shotguns and SMGs as their primary. They can get bonus uses for the Gauntlet only if they wear heavy armor and equip a special item in the heavy slot -- so nothing in utility slots (of which there are three on all soldiers).
Scattering is a thing for rockets, as in previous Long War for XCOM : Enemy Within, as is explosive damage falloff, both for grenades and rockets.
I've reworked the mechanics for how rocket scatter works in Long War 2 to better suit the more tile-oriented mechanics in XCOM 2. There is now a max scatter. Scatter amount increases after moving, and is affected by soldier aim and abilities. In the new iteration, scatter also affects blaster launchers, even though they can target locations via pathing (no direct LOS).
I've also changed up how explosive falloff works too compared to previous Long War. Since a typical grenade only affects a few tiles, applying a straight damage penalty worked out to be too severe. Instead, explosive damage falloff (to units) now only affects the minimum damage, but not the maximum. So at the edges, it's still possible to hit for a lot of damage, but it's also possible to hit for a lot less.
For the rest:
Technicals can equip rifles, shotguns and SMGs as their primary. They can get bonus uses for the Gauntlet only if they wear heavy armor and equip a special item in the heavy slot -- so nothing in utility slots (of which there are three on all soldiers).
Re: LW2 feature announce: The Technical solder class
The unique weapons sound amazing and I'm very glad to see that they can be switched out for a pistol.
You mentioned psis: Did you make any adjustments to the psionics system? Or are you not allowed to talk about this here?
You mentioned psis: Did you make any adjustments to the psionics system? Or are you not allowed to talk about this here?
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Re: LW2 feature announce: The Technical solder class
Pistols go in utility slots, same as grenades medkits etc.Krylos wrote:The unique weapons sound amazing and I'm very glad to see that they can be switched out for a pistol.
So you can have a Technical with a Gauntlet and a Pistol running around - something I'm personally quite fond of.
Re: LW2 feature announce: The Technical solder class
Sounds great, looking forward to what you have cooked up.
Re: LW2 feature announce: The Technical solder class
Looks like a good ol' rocketeer with a few more tricks up his sleeve, literally.
That's what I'm really glad to hear! Will they have ammo & range penalties like in LW1? Also, would there be any changes regarding how the range affects accuracy? And what about separate rolls for critical hits?johnnylump wrote:Pistols are now utility items that anyone can carry.
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Re: LW2 feature announce: The Technical solder class
All sounds great to me! Might be too greedy, but are there any variants for secondary weapons within a given tier - eg multiple different tier 1 gremlins with different perks or stats? Like the difference between a rifle and an smg basically.
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Re: LW2 feature announce: The Technical solder class
Pistols have range penalties; we actually put them on the SMG table (which is not as long range as an assault rifle but better than a shotgun). We didn't add ammo / reloads to them this go-round.
We didn't really add sideways secondaries like you are proposing.
Psis got a look. They are still getting a look, actually.
We didn't really add sideways secondaries like you are proposing.
Psis got a look. They are still getting a look, actually.
Re: LW2 feature announce: The Technical solder class
Excited about the new secondaries! Is SMG still the only Long War primary making a return, or will we see any of the others?
Re: LW2 feature announce: The Technical solder class
Arguably it's fun to have crazy OP Psi stuff in the late game like dominating a gatekeeper having it practically solo a level for you. Army of Zombies! But I bet the crazy good testers used to Long War I/I either nerfed that stuff, or the end game is hard enough that it works out.
Re: LW2 feature announce: The Technical solder class
Looks like a potentially awesome class.
Is LW2 designed for 6-8 Squad size as LW was, or is there room to change it around?
Is LW2 designed for 6-8 Squad size as LW was, or is there room to change it around?
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Re: LW2 feature announce: The Technical solder class
something i really thought that was missing from long war was a dedicated ANTI tank warhead for the rocket launcher something that has very high damage but a very small or no blast radius any planes to add something like that?
Re: LW2 feature announce: The Technical solder class
One question regarding classes: Are there Guerilla Warfare Schools perks for the classes like in vanilla or is that cut like with the standalone perk pack?
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Re: LW2 feature announce: The Technical solder class
Taking this into account do certain classes still retain pistol oriented abilities?johnnylump wrote:Pistols are now utility items that anyone can carry.
Shinobi keeps the sword. Specialist keeps the Gremlin. Grenadier keeps the Grenade Launcher. Technical gets the Gauntlet, which for them is classed as a secondary instead of a heavy (they can put what amount to Gauntlet +ammo items in a heavy slot). Ranger, Assault, Sharpshooter and Gunner all get new ones made just for Long War 2.
Re: LW2 feature announce: The Technical solder class
I am absolutely ECSTATIC about Long war 2.
Am looking sooooo much forward to it. It's almost sexual how good it's gonna be:)
I'll do my best to give the most constructive feedback and help as a community member to make this gamer dreamboat come true!
Praises being said I do have a question regarding SPARKS.
I know it has been said in the coilgun discussion that SPARKS wont get all 5 tiers of weapons, only original 3. That being said, I wish to ask will SPARKS as a class get a closer look. Have their three expanded and properly balanced similar to MECs in LW/EW?
Am looking sooooo much forward to it. It's almost sexual how good it's gonna be:)
I'll do my best to give the most constructive feedback and help as a community member to make this gamer dreamboat come true!
Praises being said I do have a question regarding SPARKS.
I know it has been said in the coilgun discussion that SPARKS wont get all 5 tiers of weapons, only original 3. That being said, I wish to ask will SPARKS as a class get a closer look. Have their three expanded and properly balanced similar to MECs in LW/EW?
Re: LW2 feature announce: The Technical solder class
There are no additional classes of SPARK in the way that there were new MECs in LW1, but the SPARK has a new perk tree.