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jBrereton
May 30, 2013
Grimey Drawer

busb posted:

actually, now hear me out here: mission timers are good

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Apoplexy
Mar 9, 2003

by Shine

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?


e: Also are there continent bonuses in LW2 and if so, what are they?

https://steamcommunity.com/sharedfiles/filedetails/?id=851424388&searchtext=

dogstile
May 1, 2012

fucking clocks
how do they work?

whateverthatotherguysnameis posted:

busb posted:

actually, now hear me out here: mission timers are good

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


Apoplexy
Mar 9, 2003

by Shine
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

Uncle Jam
Aug 20, 2005

Perfect

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.

Spermanent Record
Mar 28, 2007
I interviewed a NK escapee who came to my school and made a thread. Then life got in the way and the translation had to be postponed. I did finish it in the end, but nobody is going to pay 10 bux to update my.avatar

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?

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Only time I've been hosed over by timers was when the evac zone had to regenerate due to destruction.

Ornamented Death
Jan 25, 2006

Pew pew!

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.

kater
Nov 16, 2010

What are some good signs you need to abandon a run?

Apoplexy
Mar 9, 2003

by Shine
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.

dogstile
May 1, 2012

fucking clocks
how do they work?

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.

Also, my new LW2 campaign is weird. I have 3 Engineers and 8 Scientists in April. What the gently caress

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.

Apoplexy
Mar 9, 2003

by Shine
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.

Exposure
Apr 4, 2014

Ornamented Death posted:


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.

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.)

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
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

Apoplexy
Mar 9, 2003

by Shine
http://steamcommunity.com/sharedfiles/filedetails/?id=854420428

Tactical COINResearch now will expire on a timetable with this mod.

Lunethex
Feb 4, 2013

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

Apoplexy
Mar 9, 2003

by Shine
You can lower ADVENT strength via Troop Column Ambush missions and prevent increases via Supply Raids.

upgunned shitpost
Jan 21, 2015

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.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
They get explosion damage reduction?

That's real cool. Is it 66%?

Bholder
Feb 26, 2013

You lower Advent strength by killing them or by baiting them to another region

Ornamented Death
Jan 25, 2006

Pew pew!

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" :downs:.

That doesn't jive real well with a mod dedicated to making the game longer.

Apoplexy
Mar 9, 2003

by Shine

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.

Coolguye
Jul 6, 2011

Required by his programming!

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

Apoplexy
Mar 9, 2003

by Shine
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.

Lunethex
Feb 4, 2013

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

Apoplexy
Mar 9, 2003

by Shine
I've had that happen as well, but only part of the time. It's weird.

AnxiousApatosaurus
Sep 2, 2004

Stylist
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.

Bholder
Feb 26, 2013

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

babypolis
Nov 4, 2009

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

kater
Nov 16, 2010

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.

Apoplexy
Mar 9, 2003

by Shine
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.

Apoplexy
Mar 9, 2003

by Shine
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.

dyzzy
Dec 22, 2009

argh
Is there a mod that can do a display of LW2 enemy stats and perks a la LW1/EW?

Ornamented Death
Jan 25, 2006

Pew pew!

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.

MF_James
May 8, 2008
I CANNOT HANDLE BEING CALLED OUT ON MY DUMBASS OPINIONS ABOUT ANTI-VIRUS AND SECURITY. I REALLY LIKE TO THINK THAT I KNOW THINGS HERE

INSTEAD I AM GOING TO WHINE ABOUT IT IN OTHER THREADS SO MY OPINION CAN FEEL VALIDATED IN AN ECHO CHAMBER I LIKE

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

Ornamented Death
Jan 25, 2006

Pew pew!

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.

Backhand
Sep 25, 2008
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.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

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 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

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.

Apoplexy
Mar 9, 2003

by Shine

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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Ravenfood
Nov 4, 2011

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+
Does winning the Supply Raid actually cause the ADVENT strength to drop globally or just prevent the transfer of troops?

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