busb posted:actually, now hear me out here: mission timers are good
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# ? Feb 1, 2017 14:34 |
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# ? Jun 8, 2024 07:19 |
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The Shortest Path posted:Someone posted about a mod recently that adds a button to remove all weapon mods from unequipped weapons, but I can't find it at all. Any help? https://steamcommunity.com/sharedfiles/filedetails/?id=851424388&searchtext=
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# ? Feb 1, 2017 14:47 |
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whateverthatotherguysnameis posted:
I'm not saying that, i'm saying that the increase in map size combined with the very short timers makes for missions that are quite literally impossible to win if you spend even one turn shooting at enemies. This is a bad thing, because it turns my tactical game into a lovely version of invisible inc
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# ? Feb 1, 2017 14:48 |
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There is absolutely no way that your maps are so big that you have to spend even FIVE turns sprinting. It's not possible. It's literally functionally impossible within the parameters of the game's mission design. LW2 has mission AO sizes set a certain way, and even with mod-added map parcels blocking your way partially, you can still get to the objective in time. Stop embellishing the numbers. Also, my new LW2 campaign is weird. I have 3 Engineers and 8 Scientists in April. What the gently caress
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# ? Feb 1, 2017 14:54 |
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I'm not saying that, i'm saying that the increase in map size combined with the very short timers makes for missions that are quite literally impossible to win if you spend even one turn shooting at enemies. This is a bad thing, because it turns my tactical game into a lovely version of invisible inc [/quote] The really huge maps, I only ever engage near the evacuation point. Not cause I'm stealthing but because the map is so big I never see anyone. So it's not a big deal but I can see the pointlessness of gold moving for 3 turns without thinking when the maps can just be compact. I think the huge difference between xcom2 xcom, and lw2 is in xcom it's beneficial to keep your squad super compact and often standing next to each other, while in LW2 you keep track of the pods and float guys wide for easy flanks when it's safe to do so.
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# ? Feb 1, 2017 14:54 |
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Cyclomatic posted:The point is the Xcom 2 timer system is a million times worse about everything you just listed. Playing on Vanilla Commander, I finish most missions with 2-4 turns left and a flawless rating. I really like the timers. Can you give some examples of times that the timers have hosed you over?
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# ? Feb 1, 2017 15:02 |
Only time I've been hosed over by timers was when the evac zone had to regenerate due to destruction.
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# ? Feb 1, 2017 15:47 |
Timers in vanilla are fine. Timers in the EARLY months of LW2 are fine. Timers later on in LW2, when enemy HP goes through the loving roof, can be problematic. In vanilla XCOM2, you are expected to wipe out enemy pods in one turn, and the timers are such that an extra two or three turns are (generally) built in to allow time for combat. As LW2 progresses, though, enemy HP goes up disproportionately fast in comparison to your damage output, so it becomes impossible to wipe out pods in a single turn; hell, in many cases, you'll be lucky to wipe out a single enemy in a turn. Now, LW2 does give you a few tools to help with this, chiefly the officer ability to extend the timers. However, because of how pod AI works in the mod, you're very likely to be engaged with multiple pods at once because guys not in combat are going to wander over to see what all the noise is about. Having two additional pods wander into your firefight and then popping the ability for two extra turns is great, when you can kill entire pods in a single turn. But, again, as LW2 goes on, this becomes less and less possible. Of course you aren't meant to win every fight in LW2. However, depending on how you're losing (evaccing without hitting your objective versus the timer running out/all your guys dying), you can easily get caught in a campaign death spiral. The success of your campaign really shouldn't come down to a fight between pod placement and mission timers. And none of this touches the other random elements in LW2. Watching Beaglerush's LW2 videos and comparing it to my own game, he's getting way more time to infiltrate than me, even though I have havens with the max number of guys you can have active set to Intel. I suspect there's some interplay between infiltration time, Intel people, and Advent regional strength, where a high regional strength can cancel out any gains from having lots of dudes set to Intel. I'm probably going to have to start throwing missions to a) test this theory and, if I'm right, b) lower Advent strength in some of my regions.
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# ? Feb 1, 2017 16:00 |
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What are some good signs you need to abandon a run?
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# ? Feb 1, 2017 16:01 |
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That you're asking that question. You can start as many campaigns as you want, after all. If you're not enjoying your current one, just restart and enjoy a new one.
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# ? Feb 1, 2017 16:10 |
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Apoplexy posted:There is absolutely no way that your maps are so big that you have to spend even FIVE turns sprinting. It's not possible. It's literally functionally impossible within the parameters of the game's mission design. LW2 has mission AO sizes set a certain way, and even with mod-added map parcels blocking your way partially, you can still get to the objective in time. Stop embellishing the numbers. Suppose i'll reinstall the game then, because I had an 8 turn map that I spent 5 turns double moving, 2 turns fighting and then saying gently caress it when I realised that even those two turns where i blue moved up as far as possible then fired still put me short of the evac. Must be a bug.
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# ? Feb 1, 2017 16:26 |
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Wouldn't surprise me if it were a bug. A lot of people get weird ones that are caused by not regenerating their config folder via the XCOM2 Launcher because they use Alternative Mod Launcher all the time. I hear, more often than not, that people can buy research boosts for Intel at the Black Market, which is NOT supposed to be the case.
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# ? Feb 1, 2017 16:43 |
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Ornamented Death posted:
While I initially thought the same, looking into the code, as far as I can find is that it works like so: Activity spawns. Intel start working on it. Every six hours, activities update with how much "intel" has been spent on a mission. It also rolls against the accumulated intel to see if it's been successfully detected or not. And that's seems to be it. Honestly the more I dig into how LW2's strategy system works, the more I find it disappointingly half-baked, like the whole force level/alert level/vigilance level thing seems really cool, but the lack of any actual agency on XCOM's part to actually plan missions of their own means it kinda falls flat because you're pretty much stuck waiting for RNG to give you what you want if one's plan isn't "hide out for a while until ADVENT loses attention and starts withdrawing people", which isn't super feasible past a point since the Avatar Project is still a thing. Especially since they then proceeded to either add hidden penalties to the things XCOM can do on their own (installing a radio tower in a haven with perma-piss off ADVENT in that region, for example), or making other stuff far harder to do, like facilities seem to be only accessible via facility lead, which is a tad bit problematic when they kept it being entirely RNG-dependent, so the only facility I can actually access is in a region 3 contacts away from me.)
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# ? Feb 1, 2017 16:47 |
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So what I'm reading is LW2 only made late game extraction missions even worse And they were a total "don't do it" mission before because the risk of getting bogged down with insane alien #s and losing your whole squad was too high
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# ? Feb 1, 2017 16:56 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=854420428 Tactical COINResearch now will expire on a timetable with this mod.
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# ? Feb 1, 2017 17:04 |
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I don't think you can lower Advent Strength at all, which is the crux of my later frustrations. It seems putting people on the Hiding "job" do nothing to offset this. It should be changed so that anyone on this 4th job, which could be renamed Sabotage or Distraction, should divert strength to neighboring regions or work on something that works against Advent. I get that Aliens had hidden upgrades in Long War: EW edition but that was fine because it was a real escalation and could be fought by excelling. Dark Events being almost nigh unstoppable, mixed with the permanent Tactical Upgrades, is really all I will genuinely call bullshit on. I can deal with anything else, but in its current form they push way too hard. Saw a thread on the pavonis forum about the same thing and the best argument I read in a glance was that "you're supposed to stop the Avatar progress not play long enough that you can be complaining about Dark Events" .
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# ? Feb 1, 2017 17:05 |
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You can lower ADVENT strength via Troop Column Ambush missions and prevent increases via Supply Raids.
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# ? Feb 1, 2017 17:08 |
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You can hit the three month mark and not gotten the initial lead that opens up the liberation chain, same time you can roll the grazing fire and explosion damage reduction dark events. That's all kinds of special.
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# ? Feb 1, 2017 17:08 |
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They get explosion damage reduction? That's real cool. Is it 66%?
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# ? Feb 1, 2017 17:09 |
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You lower Advent strength by killing them or by baiting them to another region
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# ? Feb 1, 2017 17:09 |
Lunethex posted:Saw a thread on the pavonis forum about the same thing and the best argument I read in a glance was that "you're supposed to stop the Avatar progress not play long enough that you can be complaining about Dark Events" . That doesn't jive real well with a mod dedicated to making the game longer.
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# ? Feb 1, 2017 17:10 |
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Ornamented Death posted:That doesn't jive real well with a mod dedicated to making the game longer. To be fair, Long War seems to be a moniker of little meaning with LW2, unless you compare LW2 itself to the base game, in which case it is, indeed, muuuuch longer a war.
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# ? Feb 1, 2017 17:24 |
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Apoplexy posted:To be fair, Long War seems to be a moniker of little meaning with LW2, unless you compare LW2 itself to the base game, in which case it is, indeed, muuuuch longer a war. what
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# ? Feb 1, 2017 17:26 |
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LW2 is much grander a campaign than XCOM2 vanilla's. Just because people are giving up when tactical research accumulates or lose because they spent 7 months dicking around instead of liberating one region doesn't mean it's short.
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# ? Feb 1, 2017 17:30 |
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Maybe someone can explain to me someday why the Sidewinders, the vipers with Shadowstep, trigger my reaction fire but are immune to it, in defiance of the perk's description.
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# ? Feb 1, 2017 17:31 |
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I've had that happen as well, but only part of the time. It's weird.
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# ? Feb 1, 2017 17:38 |
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It would be cool if there was a mission type to break into an Advent lab and and assassinate 2-3 lead scientists to delay impending dark events or reverse them. Vanilla you could stop dark events full stop by selecting certain missions but so far I haven't seen anything like that in LW2.
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# ? Feb 1, 2017 17:39 |
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AnxiousApatosaurus posted:It would be cool if there was a mission type to break into an Advent lab and and assassinate 2-3 lead scientists to delay impending dark events or reverse them. Vanilla you could stop dark events full stop by selecting certain missions but so far I haven't seen anything like that in LW2. I got quite a lot of "stop dark event" missions
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# ? Feb 1, 2017 17:41 |
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That seems like a pretty terrible implementation of dark events. Vanilla dark events are good because they force you to make some tough choices. This is just making enemies gradually stronger but in random ways that can gently caress over you real hard while removing player agency
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# ? Feb 1, 2017 17:48 |
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Gradual creep makes more sense than Advent deciding the poison bullets were too good to use anymore. The screw up is probably in how strong each step is.
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# ? Feb 1, 2017 18:43 |
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Each step is only applicable to a small number of troops, though. There's a roll to determine whether or not each individual applicable troop is given said bonus; like 25% for Stun Lancers to get Cutthroat, or whatever.
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# ? Feb 1, 2017 18:47 |
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Just to follow up on that with an example from the .inis, Shredder only applies to 15% of the following troops: Gunners, Mutons of mark 3, I guess that's the ones past Centurion, and Psi Witch MK3s.
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# ? Feb 1, 2017 19:04 |
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Is there a mod that can do a display of LW2 enemy stats and perks a la LW1/EW?
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# ? Feb 1, 2017 19:05 |
Apoplexy posted:lose because they spent 7 months dicking around instead of liberating one region doesn't mean it's short. I get where you're coming from, but poo poo like this is ruled by the RNG to a large extent. I had contacted three additional regions and was basically just killing time for a while before the game gave me the chance to start liberating a region.
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# ? Feb 1, 2017 19:14 |
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I have done a ton of missions that reward me with a intel/recruits/havenpeople and an "intel package" (supposedly), is that what should start the liberation chain? I forget what the missions usually are, but I think I have had multiple kinds (hack this, rescue this guy etc) and I only seem to get the first thing, unless the intel package is another mission? If it IS another mission they have always been ones with <24hrs infil time left which is LOLnope
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# ? Feb 1, 2017 19:33 |
Intel packages give you a location of interest to scan, the sort that give you a new solider or some alien alloys or something after a couple days of scanning.
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# ? Feb 1, 2017 19:40 |
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I'm a few months in at this point, up to laser weapons. All my intel guys ever seem to reveal are jailbreaks, intel hacks, Faceless hunts, and the occassional VIP escort. Should I be seeing more variety by now? I'd love to hit a troop column or supply raid or some such, but I'm not getting the opportunities.
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# ? Feb 1, 2017 19:41 |
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MF_James posted:I have done a ton of missions that reward me with a intel/recruits/havenpeople and an "intel package" (supposedly), is that what should start the liberation chain? I believe that intel packages put a scanning target on the map, like recruits, supplies, resistance mec, etc. Lib one isn't marked as such but it'll be a mission that only gives intel as a reward and I think it will always be a hack. I haven't seen any that weren't hacks, at least. The next missions in the chain will all be marked as liberation, though.
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# ? Feb 1, 2017 19:44 |
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Backhand posted:I'm a few months in at this point, up to laser weapons. All my intel guys ever seem to reveal are jailbreaks, intel hacks, Faceless hunts, and the occassional VIP escort. Should I be seeing more variety by now? I'd love to hit a troop column or supply raid or some such, but I'm not getting the opportunities. Supply Raids only occur when the ADVENT strength is going to increase in a region; Troop Column Ambushes occur only at ADVENT strength of 3+
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# ? Feb 1, 2017 19:45 |
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# ? Jun 8, 2024 07:19 |
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Apoplexy posted:Supply Raids only occur when the ADVENT strength is going to increase in a region; Troop Column Ambushes occur only at ADVENT strength of 3+
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# ? Feb 1, 2017 19:59 |