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Synthbuttrange
May 6, 2007

Its a bug. Reboot the game.

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Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
If there's one mod I added this weekend that I don't regret it's the Archer voicepack. I now have a Sterling Archer specialist complete with turtleneck and NVG and it takes the edge off when you accidentally activate two pods and a turret.

Avasculous
Aug 30, 2008
I was looking through the achievements and saw "Who needs Tygan? Beat the final mission using only conventional gear."

Am I understanding correctly that they mean the starting armor + weapons? How the gently caress is that possible?

I feel like even if you just had to fight the Avatars, they would heal almost as fast as you could damage them and basically 1-shot your guys in return.

And that's ignoring the stuff streaming out of the portals and the mission-worth of endgame aliens you have to go through to get to them.

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!

Avasculous posted:

I was looking through the achievements and saw "Who needs Tygan? Beat the final mission using only conventional gear."

Am I understanding correctly that they mean the starting armor + weapons? How the gently caress is that possible?

I feel like even if you just had to fight the Avatars, they would heal almost as fast as you could damage them and basically 1-shot your guys in return.

And that's ignoring the stuff streaming out of the portals and the mission-worth of endgame aliens you have to go through to get to them.

Basically, you bring a whole herd of Psi Troopers with the starting amp to the final mission.

Avasculous
Aug 30, 2008

Zoran posted:

Basically, you bring a whole herd of Psi Troopers with the starting amp to the final mission.

Oh, gotcha. I kind of figured they were out since you need research (i.e. Tygan) to get them.

I can see doing it by spamming the hell out of their auto-damage abilities, Stasis, and Inspire, though it still seems like it could go pear-shaped really fast, and taking out the Sectopod has got to be tedious as hell.

Ornamented Death
Jan 25, 2006

Pew pew!

There's no time limit on the final mission, so you can just keep ending your turn after each pod and wait for all your stuff to come off of cooldown. Also, with a team full of psi troopers, you're going to have a lot of dudes dominated. For the sectopod, just stun it with a specialist and focus fire it down.

Roobanguy
May 31, 2011

Ornamented Death posted:

There's no time limit on the final mission, so you can just keep ending your turn after each pod and wait for all your stuff to come off of cooldown. Also, with a team full of psi troopers, you're going to have a lot of dudes dominated. For the sectopod, just stun it with a specialist and focus fire it down.

or just lock it down with stasis at the end of the turn.

Ornamented Death
Jan 25, 2006

Pew pew!

Can you use special ammo and still get that achievement? Seems like that would help quite a bit.

Bholder
Feb 26, 2013

Ok I found the actual bullshit of LW2: Vipers.

They are the same old, but the AI was changed so they would shoot binded targets, so basically anyone the Viper grabs is dead no matter what.

dyzzy
Dec 22, 2009

argh

Bholder posted:

Ok I found the actual bullshit of LW2: Vipers.

They are the same old, but the AI was changed so they would shoot binded targets, so basically anyone the Viper grabs is dead no matter what.

I think they did that in the better AI mod, too. Not a huge fan.

sullat
Jan 9, 2012

Synthbuttrange posted:

Its a bug. Reboot the game.

Oh, i dunno, it is kind of therapeutic shooting sectoids in the face.

Roobanguy
May 31, 2011

Bholder posted:

Ok I found the actual bullshit of LW2: Vipers.

They are the same old, but the AI was changed so they would shoot binded targets, so basically anyone the Viper grabs is dead no matter what.

yep. i learned that the hard way, but got some lucky rolls for damage and the grabbed dude survived with 1 hp.

Avasculous
Aug 30, 2008
No special ammo according to the list I googled.

Roobanguy posted:

or just lock it down with stasis at the end of the turn.

Yeah, that's what I was thinking. And stasis has what, a 4 turn cooldown? So with 6 psionics, you could do it forever if you had to.

The bigger problem would be the final fight, when there could very easily be 10+ Archons/Andromedons/Codexes/Gatekeepers/Avatars out by the time the 3rd Avatar shows up, all of whom have the mobility and firepower to murder your unarmored guys from a mile away in 1-2 attacks.

Even spamming dominate and stasis, I feel like it would just take 1 bad turn there to be totally hosed.

Ornamented Death
Jan 25, 2006

Pew pew!

I dunno, by the time you get to the avatar room, you're going to have at least a couple gatekeepers and andromedons. Save your last two dominates for things that are in the avatar room, even if only to draw fire, and you can probably buy yourself enough time to take out the avatars.

Of course, the problem with dominating andromedons is that once the first form goes down, the second is not under your control, so you could be adding to your problems by bringing a bunch with you.

Exposure
Apr 4, 2014
Man I really hope the 1.1 patch really improves the conveyance of...a lot of things really, but as an example; I'm not sure how many people remember that there's even an objectives menu in the Commander's room, much less that they would've made use of it to tell you how to liberate regions.

terrorist ambulance
Nov 5, 2009
Is there a list of quality of life / "good" mods that are not LW for someone picking this up again? Trying to browse the workshop but it's all stupid cosmetic poo poo from Mass Effect or whatever I'm not interested in.

goodnight mooned
Aug 2, 2007

Just discovered that the infiltration boost from spending intel is 75% of what you already have, not 75% flat (ie won't boost you from 0->75%)

Antti posted:

Good lord rocket scatter is exactly as stupid as it was in LW1. You pretty much need the perk that makes them more accurate.


Stop Wasting My Time, reduces Bradford VO and makes Gremlins faster
Instant Avenger Menus, removes the transition animations in base management
Overwatch All
Evac All
Gotcha, to see if it's a flank or not before you move
Perfect Information, for displaying hit/dodge odds when someone shoots

Thanks for this.

Coolguye
Jul 6, 2011

Required by his programming!

terrorist ambulance posted:

Is there a list of quality of life / "good" mods that are not LW for someone picking this up again? Trying to browse the workshop but it's all stupid cosmetic poo poo from Mass Effect or whatever I'm not interested in.

Antti's list is very good (so good that I have now added it to the 2nd OP)

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
https://steamcommunity.com/sharedfiles/filedetails/?id=746389497

Get this mod. It removes that god awful pause between reloads & overwatches. Holy poo poo I can't believe it took me almost a year to find this mod.

Roobanguy
May 31, 2011

man, playing with not created equal was a mistake. all my snipers have poo poo accuracy, but i didn't realize it til it was too late.

e:large pod?



no problem

Roobanguy fucked around with this message at 06:09 on Jan 23, 2017

Apoplexy
Mar 9, 2003

by Shine
Technicals are really loving good. I wish Assault were like it were in the LWPP, because between the loss of their sword and Fleche ability along with it, and the shotgun nerf in general, they kinda have low viability outside of certain scenarios.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Roobanguy posted:

man, playing with not created equal was a mistake. all my snipers have poo poo accuracy, but i didn't realize it til it was too late.

Pfft, you don't need that flamethrower.

All you need is the Exo-suit, because it has the Shredder.

http://streamable.com/qw254

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Shredstorm Cannon was my end all favorite heavy weapon in vanilla. I hope it's not too banged up for LW2 :v:

Sure, Proximity Mines can erase entire city blocks, the Blaster Launcher was your very personal "gently caress you" to the game at any point, but cleaning an entire street and doing as much damage to the environment as you are to the enemies in a huge line? gently caress yes. Shredstorm Cannons basically embody that XCOM Annihilation gif.

lazorexplosion
Mar 19, 2016

dyzzy posted:

I think they did that in the better AI mod, too. Not a huge fan.

Played a campaign with A Better AI mod and never saw this despite definitely getting grabbed on several occasions, so I'm not sure about that, unless I got extremely lucky.

BlazetheInferno
Jun 6, 2015
I have seen Vipers shoot at bound targets before, and I think it may even have been in Vanilla.

However, they only did so when they had no other targets available - I can't recall properly as it was quite a while ago, but I think they may not have been aware of any other targets.

I could also be thinking of mind-controlled soldiers.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

BlazetheInferno posted:

I have seen Vipers shoot at bound targets before, and I think it may even have been in Vanilla.

However, they only did so when they had no other targets available - I can't recall properly as it was quite a while ago, but I think they may not have been aware of any other targets.

I could also be thinking of mind-controlled soldiers.

They do it in vanilla, if they see nothing else, but if that's the case your soldier strayed too far from the group and basically deserved it. Also vipers may spit poison at bound unit even if they do see something else.

Roobanguy
May 31, 2011

I've seen vipers shoot poison at hacked Mecs. had one kill a low health sectoid i planted the mec near once.

Apoplexy
Mar 9, 2003

by Shine
hahahahahahaha. After being hit month after month with Faceless purges in East and West US, I finally got this poo poo under control. Last month my income was 601, pilferage 1. And IMMEDIATELY thereafter, I get the Faceless purge mission.

Apoplexy
Mar 9, 2003

by Shine
I love the flamers of this game, especially when panic infliction is involved. http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23589 New changes coming to the flamer in 1.1 that'll make it better!

Friction
Aug 15, 2001

My first two missions had engineers as rewards. One had nice 5 day infiltration time, so squad of 4 dudes handled that without problems. The other one had less than 2 days. Dropped in at 8% infiltration, light-moderate & impregnable. With 10 rookies.



Grenades for days.

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
It's always Bring your Grenades to Work Day! :patriot:

ModernMajorGeneral
Jun 25, 2010

Friction posted:

My first two missions had engineers as rewards. One had nice 5 day infiltration time, so squad of 4 dudes handled that without problems. The other one had less than 2 days. Dropped in at 8% infiltration, light-moderate & impregnable. With 10 rookies.



Grenades for days.

Is the list of enemy numbers on missions a few posts back at 100% infiltration? 18 enemies in an 8% mission like that seems off when I just played a very light at 96% with 13 enemies.

The Bramble
Mar 16, 2004

Yeah I don't understand how the overall Advent activity level (Extremely light, swarming, etc) interact with the alertness you can control via infiltration (vulnerable, guarded, impregnable, etc)

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common

Lester Shy posted:

Sometimes there's an Advent van with a mouse icon on the back door, but when I get a unit up next to it and left click it, nothing happens. Right clicking just moves the unit to the next space over, wasting my turn. What am I doing wrong?

This is a bug. I have the same problem. I'm watching xwynn's LW2LP and he had the same thing happen as well - apparently you can open the door from some squares and not others, with no indication right now of which squares will or will not work. So, it's not just you, and it's not that it's in your action menu without your knowledge of it.

I'm also experiencing a bug where Shadowfall doesn't work. Beyond that I just have geoscape map performance problems.

LW2 looks pretty great otherwise; I played 4-5 missions last night but am going to start it again tonight after seeing some of the changes in action. Also and lol@shinobi.

The Bramble posted:

Yeah I don't understand how the overall Advent activity level (Extremely light, swarming, etc) interact with the alertness you can control via infiltration (vulnerable, guarded, impregnable, etc)

This is it exactly:

https://www.youtube.com/watch?v=Mn78E_7ZJes

Basically the enemy activity level shown at the left indicates generally the number of enemies on the map if you are at 100% infiltration at mission start - if you are less than 100%, enemy numbers are increased, but only rarely will they be decreased if your infiltration % is greater than 100.

KaiserSchnitzel fucked around with this message at 16:35 on Jan 23, 2017

Taffer
Oct 15, 2010


KaiserSchnitzel posted:

This is a bug. I have the same problem. I'm watching xwynn's LW2LP and he had the same thing happen as well - apparently you can open the door from some squares and not others, with no indication right now of which squares will or will not work. So, it's not just you, and it's not that it's in your action menu without your knowledge of it.

This happens in vanilla too. It's a really annoying bug and I can't believe it hasn't been fixed.

Exposure
Apr 4, 2014

ModernMajorGeneral posted:

Is the list of enemy numbers on missions a few posts back at 100% infiltration? 18 enemies in an 8% mission like that seems off when I just played a very light at 96% with 13 enemies.



The Bramble posted:

Yeah I don't understand how the overall Advent activity level (Extremely light, swarming, etc) interact with the alertness you can control via infiltration (vulnerable, guarded, impregnable, etc)


What was your region's advent strength level? That's the one remaining variable I noticed people not mentioning (probably because it's like, a tiny text blurb over the havens), and honestly it would be perfectly in-character for Long War to have Light to mean completely different things due to a number you can't easily see when you go to view a mission, instead of taking advantage of the fact that they have 10 different levels to describe a mission's difficulty to not do that in the first place.

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common

Taffer posted:

This happens in vanilla too. It's a really annoying bug and I can't believe it hasn't been fixed.

No kidding? That sucks. I hadn't experienced that. It really is drat annoying.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Apoplexy posted:

hahahahahahaha. After being hit month after month with Faceless purges in East and West US, I finally got this poo poo under control. Last month my income was 601, pilferage 1. And IMMEDIATELY thereafter, I get the Faceless purge mission.

How do I get to do a purge? Assign an adviser and hope for the best?

Apoplexy
Mar 9, 2003

by Shine
Correct. Soldier liaising with the haven will get you your Faceless.

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Backhand
Sep 25, 2008
So I get Enemy Activity Levels, but what exactly does Enemy Readiness imply?

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