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Increased my squad sizes and just got to 7 troopers. Unfortunately, now the mission loadout screen bugs out on me. I can see all 7 layout options, and can edit one person, but when I get back to the main loadout screen, my individual soldier options are all shoved to the right and off-screen. The only way I can configure everyone is to exit and re-enter the mission load screen. It must be a mod conflict of some sort not being able to handle my larger than normal squad size. Any ideas what I can do to tweak/fix this? I figure it's the squad size loving up with one of the mission config mods? List of mods: Stop wasting my time Instant Avenger Menus Evac All Overwatch All/Others Strip Primary Weapons Show Health Values Gotcha Cost Based Ability Colors Show Enemies on Mission Planning Blackmarket Usage Perfect Information True Concealment Additional Icons AWC Reroll Tweak Hidden Potential CAPNBUBS ACcessories Pack Showmetheskills More Squad Size Upgrades Improved AI Voice packs Flawless Hack Plus Lifetime Stats LOS Preview e: Just as I posted the thread and launched the game, it stopped happening? Go figure. Xtanstic fucked around with this message at 21:34 on Feb 12, 2017 |
# ? Feb 12, 2017 21:25 |
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# ? Jun 7, 2024 12:26 |
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Walton Simons posted:What's the deal with saturation fire? I keep getting 0% chance to hit on enemies when I use it but everything I read suggests that it should always hit if the enemy is highlighted. I don't get it. Just reloaded because I lined up two Archons with it and got two 0% chances to hit, feels a bit cheaty but I wouldn't have activated the second pod by moving my heavy if I knew that saturation fire could miss. There's a range penalty now, squad sight or not, so you need high aim snipers and/or have them follow the group as best you can.
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# ? Feb 12, 2017 21:47 |
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sharpshooters are garbage until you get laser or better and they get at least 3 ranks. Snapshot is necessary to make them not be dead wait on timer based missions. On non-timer missions they are pretty good.
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# ? Feb 12, 2017 22:01 |
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kater posted:ABA2 is turning into a nightmare. Every mission has 40+ guys on it no matter what it is, no matter how small the map is. It is almost impossible to fight one pod at a time anymore. I activated fifteen guys at once with one rocket and the game lost its poo poo trying to figure out what to do. I didn't even know it had a special crash screen. I read a huge post by the ABA guy where he outlined what kind of feel he wanted from the game and honestly it seemed like he'd be better off trying to play a Combat Mission game instead of trying to break XCOM2 into his vision.
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# ? Feb 12, 2017 22:03 |
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Long war 2 is the most fun I've had in a game in a long time, they've done an amazing job. If anyone is still on the fence, play it, it's brilliant.
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# ? Feb 12, 2017 22:17 |
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Gyshall posted:sharpshooters are garbage until you get laser or better and they get at least 3 ranks. Snapshot is necessary to make them not be dead wait on timer based missions. On non-timer missions they are pretty good. Snapshot makes them a dead weight on non-timer missions, they can't shoot more than 5 steps into squadsight if you take it. Build classical snipers with long watch, death from above and so on and use them with spotter shinobi in all those ambush missions at 0% infiltration. Lots of loot, minimal risk to soldiers and nothing exploded. Rest of the time they might as well guard havens.
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# ? Feb 12, 2017 22:20 |
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Majestic posted:Long war 2 is the most fun I've had in a game in a long time, they've done an amazing job. If anyone is still on the fence, play it, it's brilliant. It's good to see others experiencing the same thing I am. LW2 completely reinvigorated my XCOM2 enjoyment levels and I've been addicted since the hour it came out.
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# ? Feb 12, 2017 22:35 |
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LW2 is genuinely a few patches away from being really good.
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# ? Feb 12, 2017 22:37 |
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It's worth noting that Death From Above removes the most major range-based malus a sniper will be getting if they're at higher ground. So take that perk always unless you're doing a holotargetter.
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# ? Feb 12, 2017 22:44 |
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Apoplexy posted:It's worth noting that Death From Above removes the most major range-based malus a sniper will be getting if they're at higher ground. So take that perk always unless you're doing a holotargetter. Its also currently bugged to completely remove the range penalty if you are on high ground so play with that before they fix it next patch.
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# ? Feb 12, 2017 22:47 |
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I don't think that's the case, otherwise it'd appear in the upcoming 1.2 patch notes thread on Pavonis. I think this is the intended buff to DFA.
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# ? Feb 12, 2017 22:56 |
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Majestic posted:Long war 2 is the most fun I've had in a game in a long time, they've done an amazing job. If anyone is still on the fence, play it, it's brilliant. Yeah for all of my complaints, and there have been many and I've stopped playing it until a few more patches, there are tons of good ideas and it is very solid for the first dozen+ hours of a campaign
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# ? Feb 12, 2017 23:17 |
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Thanks for the sniping tips, just decimated a Chryssalid-infested mission with Squadsight and a concealed guy by keeping him a little behind the squad as they move up. I destroyed a whole pod with Saturation Fire, too. It's amazing when it works which makes it all the more frustrating when I get 0% to hit on it. The description says every enemy should take damage. Any ideas? This is on vanilla.
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# ? Feb 12, 2017 23:27 |
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Walton Simons posted:Thanks for the sniping tips, just decimated a Chryssalid-infested mission with Squadsight and a concealed guy by keeping him a little behind the squad as they move up. Saturation fire still takes aim into account it just lets you roll an attack for every enemy in the AoE (with a penalty iirc). So blow up cover and poo poo before using it or flank. Also give your grenadier an aim PCS and a scope.
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# ? Feb 12, 2017 23:41 |
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Ooooh, OK. Perfect Information mustn't be able to pick up on that and shows 0% instead, so I thought it was bugged. Thanks!
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# ? Feb 12, 2017 23:53 |
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For snipers you definitely want to use the spider/wraith suits just so you can get to high ground much more quickly.
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# ? Feb 12, 2017 23:55 |
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Anti-Hero posted:I'm playing Vanilla and feel like I'm running on a treadmill. Regarding mission whack-a-mole: are you referring to the scans (scan here for x days for a reward)? Those can be ignored without consequences. In Vanilla, you will get the following missions: Guerrilla mission (block a dark event)- 1 x per month * Council mission (rescue/abduct a vip) - 1 x per month * Supply raid or downed ufo - 1 x per month * Retaliation mission - 1 x 4-6 weeks Facility construction - 1 x 4-6 weeks, but can be done on your own schedule ** Avenger defense - Random frequency, losing loses the game. * - if you fail or don't start these missions in the time limit, you lose the territory it spawned in. What do you mean by codex vial and blacksite mission? Have you built the Shadow Chamber yet? You really should be focusing on the plot research at this point as the related missions are the best way to bring the Avatar clock under control. bpACH fucked around with this message at 00:14 on Feb 13, 2017 |
# ? Feb 13, 2017 00:07 |
Is the network tower mission capped at 5?
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# ? Feb 13, 2017 00:18 |
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Putting together a mod list for a new vanilla playthrough (I just can't handle Long War 2's insane inventory management) and it's really frustrating how many small and simple changes haven't been incorporated into the base game. Granted a lot of times you can argue some sort of justification. Like maybe Overwatch All isn't something the developers want because even if it's a super easy and convenient QoL addition, they don't want to encourage play styles that really benefit from that button. But there is no amount of justification or excuses that can make up for Evac All not being thrown in a patch. Or Cost Based Ability Colors. Or Show Enemies on Mission Planning. Or KillCounter (at least after you have the Shadow Chamber if nothing else).
nessin fucked around with this message at 02:16 on Feb 13, 2017 |
# ? Feb 13, 2017 02:10 |
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Nice Van My Man posted:I picked up XCOM 2 from humble bundle while it was on sale, but it seems to be suffering from the same problem as XCOM 1 where the real strategy is to never move up and trigger more than one enemy group. Swords are beyond useless due to their penchant of uncovering another group of enemies, and sometimes even moving forward a couple of squares to better cover reveals more enemies, and can change a battle from easily winnable to probable squad wipe. Yeah the general idea is to trigger one pod at a time. If you keep playing you'll eventually learn how much 'space' each pod gives each other. You can combine this information with the general layout of the map and stuff like where the map border is and it gets better and easier to flank a pod without accidentally triggering a second one.
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# ? Feb 13, 2017 02:30 |
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Walton Simons posted:Ooooh, OK. Perfect Information mustn't be able to pick up on that and shows 0% instead, so I thought it was bugged. Thanks! Another sniper tip: don't use them and instead give scopes, Aim PCS, and tracer rounds to rangers. Then the rangers can shotgun clowns with crazy-high crits and never miss. And never take any damage because untouchable grants them immunity from an attack. (Snipers are great but outside of killzone traps they're just not as consistently useful because of mission timers. Pistol sharpshooters are good always though!) There's really not a wrong way to play. Just...if you're struggling with your snipers, you might find yourself better served by using non-snipers than changing your sniper tactics.
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# ? Feb 13, 2017 02:36 |
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FairGame posted:Another sniper tip: don't use them and instead give scopes, Aim PCS, and tracer rounds to rangers.
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# ? Feb 13, 2017 02:41 |
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I never used any normal snipers because pistol snipers are so much better and also more fun and your other slots are best served by bringing Even More Grenades
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# ? Feb 13, 2017 02:41 |
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babypolis posted:I never used any normal snipers because pistol snipers are so much better and also more fun and your other slots are best served by bringing Even More Grenades They work well together, because you killzone the pod which you then launch first a proximity mine at and then a normal grenade to start the party
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# ? Feb 13, 2017 02:47 |
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UberJew posted:They work well together, because you killzone the pod which you then launch first a proximity mine at and then a normal grenade to start the party I never used mines, do they not break concealment?
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# ? Feb 13, 2017 03:02 |
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babypolis posted:I never used mines, do they not break concealment? Nope! Not unless you throw them through a door or window, they don't break concealment until they detonate.
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# ? Feb 13, 2017 03:03 |
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I'll echo the general sentiment that LW2 has some late game issues that made it start feeling like a chore more than a game. Mainly the constantly accumulating HP and 10+ dark events turning every pod and mission into a grueling shitstorm. The early and mid game are really tight though. Hopefully they tweak some things so I can come back and do a full playthrough on commander without risking an aneurysm.
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# ? Feb 13, 2017 03:05 |
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Alkydere posted:Nope! Not unless you throw them through a door or window, they don't break concealment until they detonate. Whoa thats amazing. Now I feel bad for never using them Really once you get 2 mimic beacons most tactical considerations get thrown out the window, even on L/I. Most of them time I didnt even use any cover
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# ? Feb 13, 2017 03:05 |
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Problem with mines is you need andromedon autopsy to get them, which will take a long rear end time to happen.
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# ? Feb 13, 2017 03:11 |
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Whoever recommended Holotarget Sharpshooters as officers in LW2- thanks! I don't have any Death from Above action going on, but all three of my squads have a Phantom scout who can mark targets and provide buffs. I'm pretty sure one of them has never left Concealment. Are there any other popular class/specialization combos for Officers? Also, I'm loving the Technical as a tank class. Exo suit, SMG, Damage Control PCS, all flamethrower + defense abilities, tactical vest+plating, and Will to Survive from the AWC = crazy survivability even before using Overdrive Serum.
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# ? Feb 13, 2017 03:21 |
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Specialists and Grenadiers make good officers. Specialists are crazy good and you can spec for overwatch and other utility or just be classic medics (the 2x grenade drop perk is great). They usually stay with the group anyway and excel at two actions per turn. Support grenadiers are beats too, especially with Rapid Deployment. Shoot a flashbang and then use officer abilities if needed.
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# ? Feb 13, 2017 04:26 |
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I have a shinobi with low-profile, deep-cover, will to survive, evasive, lone wolf, and sprinter. Basically I can sprint him to any low cover on the map and he will have 80 defense, 150 dodge, and will take 1 less damage if he is hit somehow.
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# ? Feb 13, 2017 04:48 |
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The AWC in LW2 is just loving amazing. It can make such comically overpowered single soldiers that the game shouldn't even be a challenge any longer.
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# ? Feb 13, 2017 05:15 |
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I think the only thing restraining the AWC from being ridiculous is that sometimes LW2 can be demanding enough on your roster that you simply can't spare someone being away and unavailable that long? I know I haven't been keeping up with officer or AWC training because I don't yet have the roster depth to keep up with all the missions AND stuff my better dudes/dudettes in the hyperbolic time chamber on the regular, and I haven't really gotten a feel for when I can say "okay, we don't need you in particular for a few days AND you aren't actually wounded so go train, I'm sure I won't regret not having you for the next week or so." (and yes I know you're not SUPPOSED to take all the missions but still)
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# ? Feb 13, 2017 06:12 |
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Is it possible to get the liberation track going for multiple regions at once, and if so, can they include a tracking system in the next patch to let you know where you are in each region? I stopped playing for a couple of days and legitimately forgot which region I'd been working on for liberation, and it took a while to figure out.
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# ? Feb 13, 2017 06:20 |
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There's a dot next to the region in Resistance Management if you've done the initial find-a-lead to kick off the liberation chain. I don't think there's anything that tells you how far along you are in each region.
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# ? Feb 13, 2017 06:24 |
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Incorrect. There's a single dot for Find A Lead complete and Liberation 1 available to spawn in that region. Two dots for Liberation 1 complete. Et cetera.
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# ? Feb 13, 2017 06:27 |
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Apoplexy posted:Incorrect. There's a single dot for Find A Lead complete and Liberation 1 available to spawn in that region. Two dots for Liberation 1 complete. Et cetera. Oh, that's neat. I could have sworn I was further along in at least one spot...
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# ? Feb 13, 2017 06:29 |
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Thanks for the help. When they make a list of things to improve, I think some kind of tutorial or a better UI would be a big help, since right now to play it I need a wiki page, a forum thread, and a spreadsheet open simultaneously.
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# ? Feb 13, 2017 06:29 |
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# ? Jun 7, 2024 12:26 |
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I wanna try and get the "Who Needs Tygan" achievment (beat the last mission using only the basic gear) and I'm already getting some psi peeps (3 so far) ready. Besides that, anyone has any tips?
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# ? Feb 13, 2017 06:49 |