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AttitudeAdjuster
May 2, 2010
E:fb

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Jabor
Jul 16, 2010

#1 Loser at SpaceChem
It's probably still better to overwatch-trap green-alert aliens. Yellow-alert pods are probably better to activate on the first move of your turn instead, but there are times you can let them path into you e.g. if you wouldn't have good cover to move up into with the rest of your dudes. Activating on the last move of your turn is still bad.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
drat somehow between xcom 2 mod manager and steam, my latest LW2 campaign got eaten >:[

Probably wait for 1.2 until starting again.

Exposure
Apr 4, 2014

Paingod556 posted:



Speaking of- is the flashbang not being covered by Protector (one extra non-damaging grenade in the grenade slot) working as designed or not? I have added a couple of the 'Easier War' mods, not sure what might be messing with things in the back or if it's actually something LW has changed

Do flashbangs do damage in your campaign? I remember there being some kind of mod that made flashbangs do damage inadvertently (I don't think anybody figured out what mod did that however), and protector checks if a non-damaging grenade is non-damaging by whether or not it has a damage value.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Yeah it def. works with protector. Part of the reason support grenadiers (especially with the stun perk) own bones

The Duggler
Feb 20, 2011

I do not hear you, I do not see you, I will not let you get into the Duggler's head with your bring-downs.

mannnn gently caress xcommmmm

Toebone
Jul 1, 2002

Start remembering what you hear.
Just picked this up, is the game generally stable enough now that Ironman is doable, or are there still occasional game-ending bugs?

Basic Chunnel
Sep 21, 2010

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

XCOM2 has never been completely stable, but if you're going ironman on your first game you're probably going to end up loving yourself over on some common strategic blunder two months in.

SpookyLizard
Feb 17, 2009

Toebone posted:

Just picked this up, is the game generally stable enough now that Ironman is doable, or are there still occasional game-ending bugs?

I'd play it as honorman. No reloading unless awful things happen. If you play with a very light mod loadout you should be fine tho.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Toebone posted:

Just picked this up, is the game generally stable enough now that Ironman is doable, or are there still occasional game-ending bugs?

I wouldn't recommend playing your first game as ironman. However I would feel this game is more than stable enough to ironman 2nd or 3rd time through if you enjoy it enough to replay it.

It's definitely far more stable than EU/EW ever was.

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common
You know what would be the best mod ever? A mod that lets you sell to the black market from your engineering inventory page. I have no idea if it could be done, but man that would be great. Well maybe not the best *ever.* But it would be sweet.

Pakled
Aug 6, 2011

WE ARE SMART

SpookyLizard posted:

I'd play it as honorman. No reloading unless awful things happen. If you play with a very light mod loadout you should be fine tho.

Yeah. In my experience, the game is stable in that you won't encounter many bugs that eat your save file or crash the game or anything, but there are enough LoS bugs and unintended behavior that, in my opinion at least, ironman would be an infuriating experience.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

KaiserSchnitzel posted:

You know what would be the best mod ever? A mod that lets you sell to the black market from your engineering inventory page. I have no idea if it could be done, but man that would be great. Well maybe not the best *ever.* But it would be sweet.

Needing to actually travel to the black market is a pain in the rear end, this is true.

FraudulentEconomics
Oct 14, 2007

Pst...
Don't mean to break up the lw2 chatter, but what's people's overall thoughts on attaching your utility items to armor mods? Throwing around a mod idea where all you technically equip are primaries, secondaries, and armor, but your items are "mods" for your armor/weapon. This way you are really only managing 3 things if you want to move someone's kit to another soldier.

Nix Panicus
Feb 25, 2007

FraudulentEconomics posted:

Don't mean to break up the lw2 chatter, but what's people's overall thoughts on attaching your utility items to armor mods? Throwing around a mod idea where all you technically equip are primaries, secondaries, and armor, but your items are "mods" for your armor/weapon. This way you are really only managing 3 things if you want to move someone's kit to another soldier.

Could be great, could be even more ridiculous item management if mods are another screen deep and items arent infinite. LW2 lets you move weapon mods around by default, which is nice, but it creates the issue of having to hunt through ten guns to find your elite scope to move it over (or using strip all weapons, which means re-modding every weapon on the next load out).

Basically, please make these armor mods infinite in quantity.

SpookyLizard
Feb 17, 2009

Not a Step posted:

Could be great, could be even more ridiculous item management if mods are another screen deep and items arent infinite. LW2 lets you move weapon mods around by default, which is nice, but it creates the issue of having to hunt through ten guns to find your elite scope to move it over (or using strip all weapons, which means re-modding every weapon on the next load out).

Basically, please make these armor mods infinite in quantity.

I think he means like having the utility item slots be attached to the armor instead of being on the top level. So you could bundle a mimic beacon and a medkit to one set of armor, and just make sure you specialist gets that armor, instead of having to equip the right armor, then equip the mimic beacon and medkit separately.

Nix Panicus
Feb 25, 2007

SpookyLizard posted:

I think he means like having the utility item slots be attached to the armor instead of being on the top level. So you could bundle a mimic beacon and a medkit to one set of armor, and just make sure you specialist gets that armor, instead of having to equip the right armor, then equip the mimic beacon and medkit separately.

Yeah, I get that. And if its a screen down and the items arent infinite I have to click through a dozen sets of armor looking for my mimic beacon or whatever if I'm bringing a different loadout on a mission.

wolfman101
Feb 8, 2004

PCXL Fanboy
I think that LW2 should go back to weapon mods being unmovable but make up for it by making weapons mods twice as common to get from killing an enemy. This would remove a level of boring micromanagement, make guns and mods much more of a decision, and make blowing everything up slightly less desirable.

TheTofuShop
Aug 28, 2009

Not a Step posted:

...LW2 lets you move weapon mods around by default, which is nice...

What? WHAT?!? Holy crap. How did I miss this?

Nix Panicus
Feb 25, 2007

E: ^^^ Yeah. The old continent bonus that let you swap weapon mods and PCSs now just swaps PCSs only and is called 'Wired'.

wolfman101 posted:

I think that LW2 should go back to weapon mods being unmovable but make up for it by making weapons mods twice as common to get from killing an enemy. This would remove a level of boring micromanagement, make guns and mods much more of a decision, and make blowing everything up slightly less desirable.

I think its because they added the 'build weapon mod' proving ground projects, so the player needs to be able to strip weapons to come up with the three of a kind needed to manufacture an upgrade for everyone. Also weapons don't upgrade, so that badass elite scope that dropped on gatecrasher that you slammed into a ballistic sniper is lost forever if you want to use lasers. And I guess its to encourage using more squads, since you're not locked into bringing a sniper on every mission if you put all your cool upgrades into a sniper rifle.

Since ultimately LW2 comes down to sending an A-team on the story missions and stealthing everything else though, moving around weapon mods turns out to not add much to the game except micromanagement when you switch weapon tiers.

wolfman101
Feb 8, 2004

PCXL Fanboy

Not a Step posted:

I think its because they added the 'build weapon mod' proving ground projects, so the player needs to be able to strip weapons to come up with the three of a kind needed to manufacture an upgrade for everyone. Also weapons don't upgrade, so that badass elite scope that dropped on gatecrasher that you slammed into a ballistic sniper is lost forever if you want to use lasers.

They could just gate mass production behind research, drop the inventory requirement, and rebalance from there. Also, I kind of like the idea of having to move that elite scope to an advisor to maybe force some variation on advisor choices, or it might even force you to make choices around what weapons you want to build/use.

- get elite scope
- do I put it on a weapon now and maybe choose to skip the next tier for that weapon?
- do I want to wait for the next tier to be even more godlike when that happens?

Inexplicable Humblebrag
Sep 20, 2003

Not a Step posted:

Since ultimately LW2 comes down to sending an A-team on the story missions and stealthing everything else though

wait what

i'm only just starting to play long war 2, what's with the multi-person metal gear solid?

Bholder
Feb 26, 2013

It is, quote "the most optimal way to play the game", but that's kind of an overstatement since in my experience stealthing past light is pretty hard. I'm also expecting them to nerf stealth missions in the future.

Still, the idea is that if you just send a single guy, even a rookie they could potentially get the mission done and even if you fail you just lose a rookie rather than your entire team.

But hardly every mission is stealthable since there are the fabled convoy missions or the platoon missions where you supposed to kill every enemy and these are usually the only source of corpses in the game, there are also the retaliation missions you always need to prepare for so if you sent out your A-team with your only laser rifle on the minimum 24-day prepare story mission, you'll be screwed if you get a haven defence in the meantime, so you really shouldn't just build equipment for one squad only.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
In general if you can stealth a mission you probably should, since that means fewer troops tied up infiltrating that mission and more available for other things. Curiously (from a balance perspective), stealthing a mission also means less infiltration time, which means there are many missions where stealth is your only option. Ultimately this means that you end up stealthing way more missions than you send a combat team to.

There's basically two different games on the tactical level - the large-squad tactical combat game, and the small-squad stealth game. While you don't really have to do the stealth missions if you don't like them (you can absolutely take a combat team and shoot the place up like in vanilla if you want to tie up more soldiers for longer), the mod is balanced around you taking full advantage of them.

Danaru
Jun 5, 2012

何 ??
FoxHound-ing your way through missions without activating a single pod is one of the most satisfying feelings, I have a Shinobi specc'd for solo prison breaks who could 200% infiltrate an area in a couple days, but with advent starting to beef up patrols, and mainly the presence of Vipers, I'm increasing Team Prison Break to a Shinobi, Specialist, and Sniper, just in case. The Shinobi scouts the path to the prison, Sniper secures the EVAC zone, then the specialist opens the door from afar and everyone does their best Usain Bolt impression.

I'm really glad they're adding the ability to see if bodies will be collected in the mission briefing now. I really wish I could just have someone throw an Advent officer corpse over their shoulder before they rope out.

Basic Chunnel
Sep 21, 2010

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

Danaru posted:

I'm really glad they're adding the ability to see if bodies will be collected in the mission briefing now. I really wish I could just have someone throw an Advent officer corpse over their shoulder before they rope out.
I'm assuming you've seen the mod that lets you do that

Danaru
Jun 5, 2012

何 ??

Basic Chunnel posted:

I'm assuming you've seen the mod that lets you do that

Nope :downs: I'll be tracking that down next time I play

Paingod556
Nov 8, 2011

Not a problem, sir

Danaru posted:

I'm really glad they're adding the ability to see if bodies will be collected in the mission briefing now. I really wish I could just have someone throw an Advent officer corpse over their shoulder before they rope out.

Theres a workshop mod for that :v: Phone posting so don't have a link


So the Protector bug is vexxing me, it doesn't give me an extra flashbang yet Rapid Deployment works fine. Dug through all the ini files for every mod I have, can't find anything related to them. Can't even find anything regarding Protector itself outside of one line about how many extra grenades it gives.

Any ideas? Trying to resolve it without nuking the extra LW2 mods from An Easier War- yes it's easier (for the exact changes that make it less bullshit) but now I'm actually having fun in it. LW2 is a good mod, though tweaking is required

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Danaru posted:

Nope :downs: I'll be tracking that down next time I play

Mod is called ExtractCorpses, http://steamcommunity.com/sharedfiles/filedetails/?id=766512413 , and yeah I made it. Funnily enough my subscriber base for it has grown by 1500 since LW2's release, which is funny because a lot of mods that weren't QoL had a sharp unsubscribe rate once LW2.

Academician Nomad
Jan 29, 2016

Paingod556 posted:

Theres a workshop mod for that :v: Phone posting so don't have a link


So the Protector bug is vexxing me, it doesn't give me an extra flashbang yet Rapid Deployment works fine. Dug through all the ini files for every mod I have, can't find anything related to them. Can't even find anything regarding Protector itself outside of one line about how many extra grenades it gives.

Any ideas? Trying to resolve it without nuking the extra LW2 mods from An Easier War- yes it's easier (for the exact changes that make it less bullshit) but now I'm actually having fun in it. LW2 is a good mod, though tweaking is required
May be obvious, but your flashbang is in the slot called "grenade only" right, not just another item slot? For a while I had both frag grenade and a flash, but the frag in that grenade slot, so it only gave me one of each.

Paingod556
Nov 8, 2011

Not a problem, sir

Academician Nomad posted:

May be obvious, but your flashbang is in the slot called "grenade only" right, not just another item slot? For a while I had both frag grenade and a flash, but the frag in that grenade slot, so it only gave me one of each.

Yep, even equipped my go to banger with two flashbangs in the bottom 2 slots, with the last one being 'grenade only'. She still rocks up with only two, not 3 if it was working as intended.

I'll mess with my mods, more wanted to see if the thread had any clues about where one could change the ini settongs for flashbangs and or the Grenadier skills

SpookyLizard
Feb 17, 2009

Not a Step posted:

Yeah, I get that. And if its a screen down and the items arent infinite I have to click through a dozen sets of armor looking for my mimic beacon or whatever if I'm bringing a different loadout on a mission.

Ever use Grimy's loot thing? With Mod Everything you can paint icons on the items in your inventory so you can see what has what kinda thing as you scroll past. It's not ideal, but if you roll with a kinda similar loadout per soldier type it'd be kinda convenient. Like I tend to build my specialists the same way and outfit them the same way. If my A team specialist is wounded or isn't coming my B team specialist gets his gear. Having his gear actually attached to the gear would be really convenient for me.

Nix Panicus
Feb 25, 2007

Bholder posted:

But hardly every mission is stealthable since there are the fabled convoy missions or the platoon missions where you supposed to kill every enemy and these are usually the only source of corpses in the game, there are also the retaliation missions you always need to prepare for so if you sent out your A-team with your only laser rifle on the minimum 24-day prepare story mission, you'll be screwed if you get a haven defence in the meantime, so you really shouldn't just build equipment for one squad only.

If you push liberation in a region you get a substantial discount to infiltration timers. Pushing a region to the Network Tower knocks something like 10 days off infiltration. Fully liberating it is like -15 days. Also squad size penalties spike sharply after 8, even with upgrades, so learning to do 8 man combat will get you down to like 7 days of infiltration in Liberation 3 status regions for a story mission. You should also consider waiting until you're ready to sprint the end game missions to do them, so you can infiltrate for two weeks and just let your remaining havens burn to the ground because they're worthless after you've got gear on everyone.

Another take is that Blacksite and Forge are 100% stealthable with a solo Shinobi and a little luck. You can infiltrate one soldier to 200% in a few days at most, even in an unliberated region (200% lib takes a day for 1 soldier in a fully liberated zone, and thats only because the timer literally can't go below 12 hours of infiltrate time for 100%).

Vincent
Nov 25, 2005



You guys wanna see what 3 or 4 Hacking protocols on a Col Hacker + a Mk III gremlin on a support look like?




(don't know where the -5 came from)

poly and open-minded
Nov 22, 2006

In BOD we trust

Vincent posted:

You guys wanna see what 3 or 4 Hacking protocols on a Col Hacker + a Mk III gremlin on a support look like?




(don't know where the -5 came from)

Probably a Demon Bear

Inexplicable Humblebrag
Sep 20, 2003

so what were the reinforcements that got summoned, then?

kater
Nov 16, 2010

I finally forced myself to end my ABA2 Legend playthrough. For some reason I was really worried about it but compared to any random mission after December the final mission was a cakewalk. Like, you could go over a screen's worth of movement without activating a pod much less three. I took one blast from a sectopod early on and two andromedan managed to flatline my shinobi that I positioned poorly in the finale, but otherwise it was a breeze. I'm pretty sure the Chrysallid as big as a house isn't in the base game right? That thing was scary as gently caress, and it actually had a respectable swarm to go with it. Really looked cool on activation.

I guess I like ABA2. The 1200 days spent in Medbay and all.

Apoplexy
Mar 9, 2003

by Shine
ABA2 isn't bad at all, I'm kinda curious to try out the LW2 version of it, but I feel like LW2 itself is enough for the time being. Once I get to an xwynns level of dominance of the game, then I'll give ABA2-LW2 a shot.

Backhand
Sep 25, 2008
I know he's playing on Legendary, but I watch xwynns do LW2 and just cry. Sectoid Commanders mass-raising psi zombies and instantly surrounding the entire squad with a fresh army of things, in addition to all the enemies he was already engaging? So much bullshit.

Also, on further deliberation I really hate the graze mechanic. It penalizes the player MUCH worse than it does the computer. Sort of like Red Fog in reverse.

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Apoplexy
Mar 9, 2003

by Shine
Grazing Fire only upsets me because of how much more often it happens than it should. Especially on 90%+ shots. I'm apparently not the only other player who's noticed the unbalance in figures, too, so we might actually see grazing fire addressed in the future. At least looked into and made less prevalent than its current state as being 35%+ of shots made being grazes.

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