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atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
Everything else aside enemy hp outstrips your damage so fast it is unreal, assuming you can even afford to buy guns

which you can't, because they cost a billion supplies a piece and you need to individually equip 15 or so people to keep up a reasonable pace of operations

Long War 2 has tons of good ideas but removing the flat sum for basic gear upgrades is not one of them

atelier morgan fucked around with this message at 01:03 on Jan 28, 2017

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Bremen
Jul 20, 2006

Our God..... is an awesome God

marxismftw posted:

Thanks for the replies, but I understand the basics of infiltration. I'm talking specifically about base assault missions that have an indefinite duration and require 100% infitration to initiate - I'm just wondering whether I should launch those at 100% or whether there is actually a bonus for waiting till 200%.

edit - between 100% and 167% (at which I decided to stop being patient) enemy numbers never went below swarming, so its possible that they are capped for these missions.

You can reduce enemy numbers through infiltration on a base assault. It might just be so high that it wont drop below swarming even at 200% though; it's very high to begin with and is boosted by the region's advent strength.

Apoplexy
Mar 9, 2003

by Shine

marxismftw posted:

The worst are the missions to capture or rescue a VIP that out of nowhere block evac for 8 turns and start spawning double reinforcement pods every single turn. The real kicker is that they also drop in 4 ungeared resistance fighters at the original deployment zone that almost certainly have to be evaced seperately, extending the mission by ~12 turns (total) thanks to evac cooldown

What are you talking about

Ornamented Death
Jan 25, 2006

Pew pew!

UberJew posted:

Everything else aside enemy hp outstrips your damage so fast it is unreal, assuming you can even afford to buy guns

which you can't, because they cost a billion supplies a piece and you need to individually equip 15 or so people to keep up a reasonable pace of operations

Long War 2 has tons of good ideas but removing the flat sum for basic gear upgrades is not one of them

Laser rifles are 20 supplies each, that's not terribly expensive.

The key is that you can't rely on supply drops for supplies, because faceless are going to gently caress you over. You need to sell some stuff, bodies or materials or weapon pieces. It's a tradeoff.

Apoplexy
Mar 9, 2003

by Shine

UberJew posted:

Long War 2 has tons of good ideas but removing the flat sum for basic gear upgrades is not one of them

I, personally, disagree. And keeping up with the enemy's force level in gear isn't too difficult, you simply have to: Hit every Enemy Materiel reward you possibly can, break down corpses of everything you don't need, and have at least 3 regions going from the end of the first month, keep at least two of them on 50/50 intel/supply. Similarly, don't use Recruit functionality. It's lame and never brings in new guys in a timely fashion. Just wait for the missions where you get 2-4 resistance dudes from jailbreaking.

marxismftw
Apr 16, 2010

Apoplexy posted:

What are you talking about

They appear on the map to be regular extract missions (from a prison cell or advent facility - not the capture/kill or escort missions). They only started appearing in July and it could either be based on advent region strength or the Additional Mission Types mod is making life difficult.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
Have there been any more announcements about the LW2 patch? Any idea of its release time? Sounds like adjusting how much is stolen by faceless will make a big diff.

Exposure
Apr 4, 2014

marxismftw posted:

The worst are the missions to capture or rescue a VIP that out of nowhere block evac for 8 turns and start spawning double reinforcement pods every single turn. The real kicker is that they also drop in 4 ungeared resistance fighters at the original deployment zone that almost certainly have to be evaced seperately, extending the mission by ~12 turns (total) thanks to evac cooldown

When did you get this situation you described? Because I'm looking at the kismet of the latest version on the Workshop right now and I can't see anything to indicate that double pods would spawn outside of "the timer is over, you should be getting out now", and I re-enabled the placement of the evac zone before the timer is up so you don't have to wait on the timer to place down an evac zone to go to (you just won't be able to actually evacuate until the timer is up).

marxismftw
Apr 16, 2010

Exposure posted:

When did you get this situation you described? Because I'm looking at the kismet of the latest version on the Workshop right now and I can't see anything to indicate that double pods would spawn outside of "the timer is over, you should be getting out now", and I re-enabled the placement of the evac zone before the timer is up so you don't have to wait on the timer to place down an evac zone to go to (you just won't be able to actually evacuate until the timer is up).

I've had it happen twice now - the first time I actually ended up wiping 4 times in a row before reverting back to campaign autosave and abandoning the mission, and then again with a stealth squad where I sat in the back of the map and never got revealed.

It happens right after I activate the jail cell/knock the VIP unconscious, I get a notification from Bradford that the Skyranger is delayed. I can set evac flares but can't evac any dudes until the 8 turn timer runs out. It also spawns resistance personal at the initial drop zone, including any advisers. I did notice that there is a reinforcement countdown timer that goes into the negative, which might be why it keeps spawning dudes, but when I played these missions I wasn't really trying to debug them. I could also be wrong about them being double pods, but it was spawning advent reinforcements every turn.

marxismftw fucked around with this message at 02:44 on Jan 28, 2017

FileNotFound
Jul 17, 2005


Eezee posted:

I would definitely be interested. I finished the game once when it first came out so changing up the play style sounds pretty good. But I don't really want to replay every mission 20 times, because I'm the worst Commander.

http://steamcommunity.com/sharedfiles/filedetails/?id=846737645

That's the collection. Keep in mind this will significantly lower the difficulty of LW2 through the following:
1. True concealment and ambush from silencers allowing you to generally take out 3+ enemies without breaking concealment.
2. Picking up a ton of loot using gremlins - much of it will be lockboxes which are a very good source of income.
3. Carrying corpses that allow you to get research tech earlier than you normally would.
4. Ability to stack armor vests and ammo if you choose to abuse that.
5. Ability to upgrade armor to the next tier which significantly lowers the resource cost.
6. No rank up throttling - can level up multiple times per mission and from kills.
7. Oh and rewards for flawless missions - on the super rare occasions that you can get it.

Vast majority of other mods are common QoL mods and cosmetic mods and so on.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Amish Ninja posted:

Have there been any more announcements about the LW2 patch? Any idea of its release time? Sounds like adjusting how much is stolen by faceless will make a big diff.

Also want to know this. I hit a lovely spot in this campaign and want to restart but not until the patch hits.

Demiurge4
Aug 10, 2011

I want to use Beagle's big mod collection for LW2 but he mentions having to edit the .ini to get it to work properly. I can't find his .ini though, has he posted it anywhere?

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Demiurge4 posted:

I want to use Beagle's big mod collection for LW2 but he mentions having to edit the .ini to get it to work properly. I can't find his .ini though, has he posted it anywhere?

I think he meant he modded the new weapon .ini files to bring them into balance with Long War, like the M4A1, PKM, etc.


UberJew posted:

Everything else aside enemy hp outstrips your damage so fast it is unreal, assuming you can even afford to buy guns

As the most heroic dwarf in the Myth LPs who cheated death innumerable times it's funny to hear you talk of HP vs Damage :v:

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

TK-42-1 posted:

Also want to know this. I hit a lovely spot in this campaign and want to restart but not until the patch hits.

I hear it is imminent and soon ish

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Lunethex posted:

As the most heroic dwarf in the Myth LPs who cheated death innumerable times it's funny to hear you talk of HP vs Damage :v:

Myth dwarfs are all about doing a LOT of damage!

Not having enough damage is perhaps the most appropriate complaint

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Ornamented Death posted:

Laser rifles are 20 supplies each, that's not terribly expensive.

The key is that you can't rely on supply drops for supplies, because faceless are going to gently caress you over. You need to sell some stuff, bodies or materials or weapon pieces. It's a tradeoff.

It was relatively fine through laser but I'm past that and guns are getting more important to keep up with advent HP and more expensive, as is armor (minimum 35 supplies per) because there are a lot of perks thrown around that make it implausible to never take damage (there are squadsight snipers, LW2 allows pods to fire upon activation even if they aren't flanking you so you can't actually keep everything stunned at all times, snakes can move tongue and grab in a turn and enemies behind them can shoot at the strangled person, etc etc)

And yeah I bought all my guns by selling things, but the core problem is that elite advent have more hp as a ratio of the damage of mag weapons than normal advent had as a ratio of ballistics (so f.ex a critical shot with a rifle would kill most any advent while a critical hit with mag will only kill the lower hp advent in august, to say nothing of frag grenades doing a significant amount of damage while plasma grenades both cost supplies and do less damage than frags did) so even if I had mag for everyone on every mission actions per kill, and thus intended difficulty, would be increasing without the problem that I can't actually equip everyone with mag weapons

I'm not even mentioning stuff like muton centurions being immune to fire/flash and mecs having incredibly long range grenade launchers they can move and fire because you get tools to deal with those and they're fun new problems, but the core difficulty for me in august is just raw dps checks on timed missions.

Blacksite and liberation assault missions are, relatively, much easier even against 45 enemies

atelier morgan fucked around with this message at 04:14 on Jan 28, 2017

bad day
Mar 26, 2012

by VideoGames
I finally finished my first vanilla campaign - or at least I think I did - my three dudes interrupted the alien broadcast and started a riot and then the screen went black for 20 minutes before I opened task manager and closed the game.

I'm gonna pretend I won and start long war 2 now.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
That final lap in XCOM 2 is crashtastic, no doubt.

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀

Lunethex posted:

There's a lot of posting about "directing pods away from your group" by firing rockets into the black or throwing grenades then running away.

Is anyone actually wasting items and perks on doing this?

If you're planning to stealth the mission, it's invaluable. There's only so many items you can take on a stealth loadout anyways.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Ornamented Death posted:

The key is that you can't rely on supply drops for supplies, because faceless are going to gently caress you over. You need to sell some stuff, bodies or materials or weapon pieces. It's a tradeoff.
what bodies

dud root
Mar 30, 2008

bad day posted:

I finally finished my first vanilla campaign - or at least I think I did - my three dudes interrupted the alien broadcast and started a riot and then the screen went black for 20 minutes before I opened task manager and closed the game.

I'm gonna pretend I won and start long war 2 now.

Thats not the ending.. just before the final mission

nessin
Feb 7, 2010
The real pain of Long War 2 is having to manage 3-4 squads with 8-10 members each. Who has what skill builds? Who needs AWS training? Deconflicting Officers. By July this poo poo is getting insane. Granted you can mostly ignore it by keeping your classes on a similar skill build and by and large some differences won't be significant but it gets old real fast. Even more so than the inventory management.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

marxismftw posted:

I've had it happen twice now - the first time I actually ended up wiping 4 times in a row before reverting back to campaign autosave and abandoning the mission, and then again with a stealth squad where I sat in the back of the map and never got revealed.

It happens right after I activate the jail cell/knock the VIP unconscious, I get a notification from Bradford that the Skyranger is delayed. I can set evac flares but can't evac any dudes until the 8 turn timer runs out. It also spawns resistance personal at the initial drop zone, including any advisers. I did notice that there is a reinforcement countdown timer that goes into the negative, which might be why it keeps spawning dudes, but when I played these missions I wasn't really trying to debug them. I could also be wrong about them being double pods, but it was spawning advent reinforcements every turn.

This is from the Additional Mission Types mod. Some of the missions they add are pretty rugged.

UberJew posted:

It was relatively fine through laser but I'm past that and guns are getting more important to keep up with advent HP and more expensive, as is armor (minimum 35 supplies per) because there are a lot of perks thrown around that make it implausible to never take damage (there are squadsight snipers, LW2 allows pods to fire upon activation even if they aren't flanking you so you can't actually keep everything stunned at all times, snakes can move tongue and grab in a turn and enemies behind them can shoot at the strangled person, etc etc)

And yeah I bought all my guns by selling things, but the core problem is that elite advent have more hp as a ratio of the damage of mag weapons than normal advent had as a ratio of ballistics (so f.ex a critical shot with a rifle would kill most any advent while a critical hit with mag will only kill the lower hp advent in august, to say nothing of frag grenades doing a significant amount of damage while plasma grenades both cost supplies and do less damage than frags did) so even if I had mag for everyone on every mission actions per kill, and thus intended difficulty, would be increasing without the problem that I can't actually equip everyone with mag weapons

What difficulty are you playing on?

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

800peepee51doodoo posted:

What difficulty are you playing on?

Veteran, nothing special

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

UberJew posted:

Veteran, nothing special

Good to know. I haven't been finding veteran to be too hard so far but was worried it might ramp up. I'm kinda glad to hear that it does!

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
I can't think of a really good Assault build. I'm happy with my taser build but trying to think of something good for all shotgun is very hard. Anyone got some ideas?

My Taser build. I always have Lightning Reflexes because trashing overwatch fire is too handy.
Lightning Reflexes
Arc Pulser
Stun Gunner
Extra Conditioning
Hit and Run
Untouchable
Chain Lightning


But for building on the Shotgun I just can't figure it out. Currently I'm about to try this:
Lightning Reflexes
Close and Personal
Killer Instinct
Extra Conditioning
Close Encounters
Close Combat Specialist
Street Sweeper (Haven't actually gotten this yet so I don't know how useful it is)


The Staff Sergeant level is just too much good stuff that would all be amazing.

Rougey
Oct 24, 2013
So I'm back on the XCOM wagon, three whiskeys and half a bottle of wine deep, swearing at my screen and touching myself because I'm a complete loving masochist.

Case in point, I installed several gigs worth of aesthetic customisation and voice mods on Australian internet (1MBps down on a good day), but holy hell do some of the voice mods really add flavour. I'm pretty sure I got at least half of the voice mod files in the workshop.

I highly recommend the Payday Ones, Clover in particular - makes for a great grenadier. Jimmy is good fun too, Sharlto Copley dpes crazy well

Some of the Mass Effect Ones are ok - eI have a Technical with Zaeed, he had +18 movement to start with and has become my lone basically my "exfil rebels" operative for jailbreaks - basically I run him around the back and blow the loving cells open.

Also Garret voice pack spawned on a Shinobi, and gave me a woody.

There are dozens of others that have cropped up in rebels and rookies that have also given me a laugh, I have Lana Kane in there somewhere giving me sass and I need to mod her into having those 60's glasses.

Randarkman
Jul 18, 2011

Are the voicepacks in genereal compatible with LW2?

Nova Odin
Jul 13, 2014
I'm a fan of the Team Fortress 2 and Left 4 Dead voice packs. You can make a pretty decent looking Sniper and Demoman from just the basic customization options.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Randarkman posted:

Are the voicepacks in genereal compatible with LW2?

iirc everything that's purely cosmetic should be outside of weapons

e: the Company of Heroes voice packs are perfect, I should download the Mass Effect Garrus one to double up with the COH American sniper

Randarkman
Jul 18, 2011

Generation Internet posted:

iirc everything that's purely cosmetic should be outside of weapons

e: the Company of Heroes voice packs are perfect, I should download the Mass Effect Garrus one to double up with the COH American sniper

That sounds pretty good. The unit quotes in Company of Heroes were all really good. Do they have the German ones as well? Those are pretty good as well, and would be fun for soldiers with German accents. Though I can't really remember how much of it was generic (I mostly remember "one foot after the other kinder!")

Dancer
May 23, 2011
There are some German ones, and also some Commonwealth ones.

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
I sorely regret leaving the Alien Hunters DLC activated for my second playthough. There is nothing about them that isn't horrible bullshit. Viper King I managed to deal with but having the Berserker Queen appear on a timed mission when I'm already dealing with Mutons is just too much bullshit for me to handle. Squad wipe, end of campaign. Deal with the Mutons, give the Queen several actions, deal with the Queen, Mutons have enough time to wipe you.

Dancer
May 23, 2011

Walton Simons posted:

I sorely regret leaving the Alien Hunters DLC activated for my second playthough. There is nothing about them that isn't horrible bullshit. Viper King I managed to deal with but having the Berserker Queen appear on a timed mission when I'm already dealing with Mutons is just too much bullshit for me to handle. Squad wipe, end of campaign. Deal with the Mutons, give the Queen several actions, deal with the Queen, Mutons have enough time to wipe you.

Don't mean to tell you stuff you already know, but judging by your phrasing, you don't know this yet: The solution isn't to deactivate the DLC (unless you do it from outside the game so the DLC isn't even installed), but to activate it and never go on the mission that starts the questline. If you just disable the DLC from the menu, you'll still encounter the rulers randomly during your campaign.

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
I did mean to have it done this way since I didn't realise they'd be this frequent or early. I'll just leave it unticked in Steam in future.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Dancer posted:

Don't mean to tell you stuff you already know, but judging by your phrasing, you don't know this yet: The solution isn't to deactivate the DLC (unless you do it from outside the game so the DLC isn't even installed), but to activate it and never go on the mission that starts the questline. If you just disable the DLC from the menu, you'll still encounter the rulers randomly during your campaign.

wait what? that's idiotic

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
So I'm at May 26th, I have 11 soldiers dead or missing after 11 missions, I have 5 contacts and space for 2 more. I have Predator Armour and Gauss Weapons. I have 3 Sergeants, 3 Corporals and 2 Squaddies left. Do I stand any chance at winning?

Randarkman
Jul 18, 2011

Shouldn't you be recruiting more dudes? I find it a worthwhile investment to recruit 2 guys and train them up to squaddies with the guerilla training center every once in a while, to have replacements and poo poo.

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
I try to have twice as many available guys as I can take on a mission. My last mission was a 5-man wipe so first thing I need to do is get recruiting and training.


How do you guys cope when a ruler shows up in the middle of a firefight? I think they're kind of bullshit at the moment but obviously some people must be able to deal with them.

e: Just found out the Bolt Caster, Shadow Keeper and Throwing Axes are gone forever since I took them on my squad wipe mission :shepface:

Walton Simons fucked around with this message at 16:22 on Jan 28, 2017

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Eezee
Apr 3, 2011

My double chin turned out to be a huge cyst

FileNotFound posted:

http://steamcommunity.com/sharedfiles/filedetails/?id=846737645

That's the collection. Keep in mind this will significantly lower the difficulty of LW2 through the following:
1. True concealment and ambush from silencers allowing you to generally take out 3+ enemies without breaking concealment.
2. Picking up a ton of loot using gremlins - much of it will be lockboxes which are a very good source of income.
3. Carrying corpses that allow you to get research tech earlier than you normally would.
4. Ability to stack armor vests and ammo if you choose to abuse that.
5. Ability to upgrade armor to the next tier which significantly lowers the resource cost.
6. No rank up throttling - can level up multiple times per mission and from kills.
7. Oh and rewards for flawless missions - on the super rare occasions that you can get it.

Vast majority of other mods are common QoL mods and cosmetic mods and so on.

Thank you. Just played a few missions and difficulty seems fine to me. I was mostly worried about being resource starved, but the lockboxes provide a nice boost.
The only issue I noticed so far is that the animation for picking up items with a corpse on your back freaks out. :sun:

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