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Brasseye
Feb 13, 2009

Apoplexy posted:

Yeah, something everyone needs to know: Don't ever under-infiltrate unless you're fielding 10 men against an extremely light base force and the overage is still pretty low. The enemy count skyrockets dramatically from the start with that, I was only at guarded status with an hour or two over the max infiltration duration on extremely ligth and I got loving reamed by 4 pods of 4, including Vipers and Stun Lancers earlier than I'd seen them before.

Seriously, its that much worse even if youre a couple hours short of full infiltration? 4 doesnt seem enough for me to hit objectives on time and 5 soldiers puts me at like 98 percent infiltration... maybe if i give them all SMGs and buy a silencer or two Ill be able to send 5 in at full infiltration.

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Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
Coolguye, you're missing the real tragedy here. You edited your chess rules into the OP, yet it remains sadly bereft of the Murder Alphabet.

Coolguye
Jul 6, 2011

Required by his programming!

Lprsti99 posted:

Coolguye, you're missing the real tragedy here. You edited your chess rules into the OP, yet it remains sadly bereft of the Murder Alphabet.

poo poo

Apoplexy
Mar 9, 2003

by Shine

Brasseye posted:

Seriously, its that much worse even if youre a couple hours short of full infiltration? 4 doesnt seem enough for me to hit objectives on time and 5 soldiers puts me at like 98 percent infiltration... maybe if i give them all SMGs and buy a silencer or two Ill be able to send 5 in at full infiltration.

An SMG or a suppressor will change things drastically. I've almost always got a few soldiers with SMGs (Shinobi, always, and low-movespeed units whose import is mainly non-primary weapon based, like a Grenadier), and the difference in deploying a Gunner with Cannon and a submachinegun-wielder is pretty big.

Coolguye
Jul 6, 2011

Required by his programming!

ok i fixed it :D

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Coolguye posted:

ok i fixed it :D

All is right with the world.

Brasseye
Feb 13, 2009

Apoplexy posted:

An SMG or a suppressor will change things drastically. I've almost always got a few soldiers with SMGs (Shinobi, always, and low-movespeed units whose import is mainly non-primary weapon based, like a Grenadier), and the difference in deploying a Gunner with Cannon and a submachinegun-wielder is pretty big.

Thanks, going to try this when I get the chance

suburban virgin
Jul 26, 2007
Highly qualified lurker.

Coolguye posted:

i am being completely serious, and the entire reason i have to be serious about this is because while you see no reason these disagreements can't be held politely, other people don't hold that same view and haven't for - again, i stress - LITERAL YEARS.

i sincerely hope people just get the loving point, stop acting pissy about other peoples' opinions, and nobody ever has to get told to play chess. i honestly loving do. but i've seen dozens of these arguments and tons of people driven out for simply not thinking the same thing about loving johnnylump, a dude who does not post here and does not care what is posted here.

so yes, if someone is going to insist on being toxic and drive people out, like we have seen for - again - LITERAL YEARS, i think rejecting that behavior is perfectly reasonable.

if you have an idea of your own i promise you i am open to hearing it.

Wow you and Vib Rib seem to be engaged in a disagreement! Perhaps you should

*ahem*

*puts on reading glasses*

*consults giant dusty tome of rules*

"Settle it the usual way"?

ModernMajorGeneral
Jun 25, 2010

Apoplexy posted:

An SMG or a suppressor will change things drastically. I've almost always got a few soldiers with SMGs (Shinobi, always, and low-movespeed units whose import is mainly non-primary weapon based, like a Grenadier), and the difference in deploying a Gunner with Cannon and a submachinegun-wielder is pretty big.

Those units have their own penalty to infiltration times (grenadiers, technicals as well as gunners) Does the SMG offset this noticeably?

shitty poker hand
Jun 13, 2013

suburban virgin posted:

Wow you and Vib Rib seem to be engaged in a disagreement! Perhaps you should

*ahem*

*puts on reading glasses*

*consults giant dusty tome of rules*

"Settle it the usual way"?

Sounds like they've got to... get to it, guys!

wolfman101
Feb 8, 2004

PCXL Fanboy
Don't forget you can spend 25 intel to increase your "allowed" squad size by 75%. I would suggest it for rookie heavy missions.

Apoplexy
Mar 9, 2003

by Shine

wolfman101 posted:

Don't forget you can spend 25 intel to increase your "allowed" squad size by 75%. I would suggest it for rookie heavy missions.

Yeah, that 75% boost for 25 intel, although intel is sparse and really needed elsewhere, can be kinda worth it when you get a mission in 3 days for a loving Engineer one week in. I really needed that guy.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
I'm enjoying this Long War 2 thing Guys. Playing on Rookie because, well, gently caress that. I played Long War 1, I know how this dance goes.

Had 14 hours to infiltrate a city to save a scientist, went in loud as gently caress as a result.

First pod is 6 dudes, handled it. Firebrand decided that the local ADVENT HQ was the best place to land. Climbed halfway up the building, no pods in sight, one and a half movement to go.

Three pods pull. They burn in my technical's flames as I race to the evac panicking. :supaburn: Throwing grenades left right and center.

Last man standing is my sniper, late to the evac. A drone tries to stun him and fails. :sweatdrop: Everyone gets out and only one guy has 29 days in the sickbay to look forward too, and 16 out of the 24 aliens died.

E: If this can be modded to have the better stealth mechanics some mods proposed, I think the flipside of going in loud could be really compelling too. Anyone remember the names of the good mods for improving the hidden phase?

Thyrork fucked around with this message at 15:42 on Jan 20, 2017

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
I'm finding Technicals to be v. good units

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


I am enjoying Long War 2's gameplay, though not the grind for resources. Understanding how the Infiltration mechanic works is integral to enjoying it though, and a lot of frustration from the players would go away if the game communicated the system better. Also that it is a okay and sometimes preferable to not engage in a mission if you won't have the time to put a decently-sized team in. Note I am playing Veteran, used to do Commander in vanilla and I feel the difficulty so far feels just right.

Jose
Jul 24, 2007

Adrian Chiles is a broadcaster and writer
What units do people usually take into missions? I've finally got a psi operative but have yet to use them. Usually got 2 rangers, 2 grenadiers, 1 sharpshooter and 1 specialist

FedEx Mercury
Jan 7, 2004

Me bad posting? That's unpossible!
Lipstick Apathy
Depends on your squad I guess. I like to take at least 2 heavy ordnance grenadiers because grenades are fun. A sniper an a hacker is also a must. Then I just fill in the rest according to the shadow chamber Intel.

AbsolutelySane
Jul 2, 2012

ZearothK posted:

I am enjoying Long War 2's gameplay, though not the grind for resources. Understanding how the Infiltration mechanic works is integral to enjoying it though, and a lot of frustration from the players would go away if the game communicated the system better. Also that it is a okay and sometimes preferable to not engage in a mission if you won't have the time to put a decently-sized team in. Note I am playing Veteran, used to do Commander in vanilla and I feel the difficulty so far feels just right.

It'd be nice if they slapped together a PDF manual that outlined the changes in depth. There's a whole lot of guesswork involved because the documentation is so sparse. So far, veteran isn't overwhelming me, but I've been avoiding any missions that end up at less than 100% infiltration. Truthfully, the first three missions after Gatecrasher were relatively easy and I even did one of them with a squad of six rookies, but I also used an intel boost to put them over the top for infiltration.

One of the things I really like is that they've added a variety of Advent troopers. It definitely breaks up the monotony of fighting Advent, which could get trying in vanilla. Also, the Squad Management System is a great organizational tool. I wouldn't mind seeing that broken out on it's own for vanilla, although it'd have limited utility there since you don't run multiple squads at a time.

Apoplexy
Mar 9, 2003

by Shine
Any mission that says it has an Intel lead in it should have a Specialist on it. They can hack the objective and one of the options, the first one, will be an intel cache.

Apoplexy
Mar 9, 2003

by Shine
Also, something to expand upon the idea of the Suppressor, here's a mod that allows you to turn kills made via a suppressed weapon into silent, non-alerting ones. https://steamcommunity.com/sharedfiles/filedetails/?id=844955101 It makes taking out a single drone so you can get through the map a loooooooooooot easier.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Just FYI most of (all?) of the new mechanics are included in the Xcom Archives in game.

Some dude on reddit put a bunch of them together here:

http://imgur.com/a/w4lBj

http://imgur.com/a/RrlTb

FedEx Mercury
Jan 7, 2004

Me bad posting? That's unpossible!
Lipstick Apathy
I have a hacker with a two enemy protocol upgrades and a mark 3 gremlin, but all my chances to take control of enemy mechs is still 50-60%. Is there another upgrade down the line, or is it always a risk reward decision?

Fajita Queen
Jun 21, 2012

Which .ini file lets you mod mission timers?

FileNotFound
Jul 17, 2005


The Shortest Path posted:

Which .ini file lets you mod mission timers?

(XComLW_Overhaul.ini) Lines 1037 - 1040

The steam workshop folder for XCOM2 is 268500

I do not recall what the ID for LW2 is though.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

FedEx Mercury posted:

I have a hacker with a two enemy protocol upgrades and a mark 3 gremlin, but all my chances to take control of enemy mechs is still 50-60%. Is there another upgrade down the line, or is it always a risk reward decision?

Randomly a hack reward can be a permanent +20 boost to hacking, you get more as you level and carrying a skulljack after doing the skullmining project at the Proving Grounds gets you +25. Thats it I think in Vanilla.

Apoplexy
Mar 9, 2003

by Shine
Hack Plus mod gives you a reward of accumulating hacking skill as you hack more and more. Works for LW2, too, from what I've seen in my recent testing.

Lynx
Nov 4, 2009
So, uh, are grenades supposed to have a cooldown in LW2, or is my game just horribly bugged?



Coolguye
Jul 6, 2011

Required by his programming!
yeah throwables have a cooldown now

no i don't know why

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Coolguye posted:

yeah throwables have a cooldown now

no i don't know why

I think to balance out that you can take 3 at once from the get go? But then they give you 10 soldier slots anyways so in practice it uh really doesn't matter.

Its weird. At least it doesn't apply to grenadiers.

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.

Synthbuttrange posted:

People keep saying they want to hear my ideas but they never want to implement chemical castration.

Chemical
castration? WEAKLING! :black101:

FedEx Mercury
Jan 7, 2004

Me bad posting? That's unpossible!
Lipstick Apathy

Apoplexy posted:

Hack Plus mod gives you a reward of accumulating hacking skill as you hack more and more. Works for LW2, too, from what I've seen in my recent testing.

Oh nice. Is there a similar mod where soldiers can get partial exp for successful shots on target?

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Dick Trauma posted:


Chemical
castration? WEAKLING! :black101:

You can choose the chemical, Hydrochloric acid, for example.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Coolguye posted:

yeah throwables have a cooldown now

no i don't know why

You can disable the grenade timers in the same ini with the mission timers, though you probably need a new game in order for them to actually take effect.

Lunchmeat Larry
Nov 3, 2012

i want Van Dorn to Slice my nuts off with the huntejrs axe

FileNotFound
Jul 17, 2005


Party Plane Jones posted:

You can disable the grenade timers in the same ini with the mission timers, though you probably need a new game in order for them to actually take effect.

Usually a new mission is enough. There is a TON of stuff you can change about LongWar via the ini file - just remember that if you are changing the ini file itself everythign you do will get wiped when a patch is released and steam will happily update the mod and wipe out your changes.

Sooo I suggest making a copy and using an editor that will let you compare the 2 files.

Coolguye
Jul 6, 2011

Required by his programming!
you definitely want to back up any changes you make for another reason too; steam's patches itself recently showed their ability to screw up mod data for some people. rimworld mods got completely hosed by a steam patch that dropped on thursday and while some folks only needed to restart steam, other folks had to completely redownload and reinstall their mods to make crap work again. it would seriously blow rear end to lose any changes you've made because someone made a mistake on steam's side.

e: and for a program that does 2 files and allows you to compare them winmerge is still good and free

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
I added a mod to increase the variety of mission names. Unfortunately it did not have one for the Forge mission which should've been "THERE IS SUCH A THING AS TOO MANY SECTOPODS." :cry:

Coolguye
Jul 6, 2011

Required by his programming!

Dick Trauma posted:

I added a mod to increase the variety of mission names. Unfortunately it did not have one for the Forge mission which should've been "THERE IS SUCH A THING AS TOO MANY SECTOPODS." :cry:

operation metal fatigue

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.

Coolguye posted:

operation metal fatigue

FULL METAL SUPPOSITORY

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Exposure
Apr 4, 2014
Actually I would suggest making a personal mod folder, like go to (wherever XCOM 2 is installed)\steamapps\common\XCOM 2\XComGame\mods

Make a folder and call it something like Exposure'sPersonalTweaks

Make a text file, rename its extension to XComMod, add this (I believe this is what's needed for the launchers to detect it as an non-steam mod)

code:
[mod]
publishedFileId=0
Title=
Description=
Then make a config folder inside that folder, put in your customized tweaks to it, and you basically got a place to put all your custom tweaks without having to worry about anything overriding it.

As an added note for this sort of thing, if you're trying to replace config variables with this, it's best practice to set up changes like:

-Variable=OriginalValue
+Variable=NewValue

Only real issue is that some of Long War 2's config variables are defined with const, which makes altering them a bit load order dependent instead of "Is this config properly set up? Merge it with the rest." from what I understand of other mod authors gripping about it.

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