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Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
Would people generally not recommend playing LW2 with Ironman enabled? Sounds dangerous.

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Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
Have there been any more announcements about the LW2 patch? Any idea of its release time? Sounds like adjusting how much is stolen by faceless will make a big diff.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Phrosphor posted:

Disabling Not Created Equally really made Long War a lot more enjoyable for me. No more Rookies with 0% chance to hit or negative dodge. If you are that bad a shot then go manage a haven.

I've been using NCE and Hidden Potential. Hoping for high gains to offset the seemingly garbage soldiers, but nobody has stood out as incredibly bad just yet.

Edit: I had to send 3 on a mission to extract a few VIPs. Engagement level is Extremely Light, got 120% infiltration and it's a sniper + assault + rookie team with some upgraded weapons and medkits. How good are my chances? It's month 2 and I'm doing Veteran Ironman.

Amish Ninja fucked around with this message at 00:28 on Jan 31, 2017

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
People playing LW2: did you build an AWC or a GTS first? I went with AWC and found an extra scientist early enough to take advantage of the reduced healing time, but it's still been difficult to keep a healthy roster even on veteran, and recruits don't seem to be showing up despite setting a few people to recruit in both havens.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

YoungSexualNorton posted:

Avoiding enough injuries early on that you don't need increased heal rates is key.

Sounds like I need to git gud.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

pedro0930 posted:

GTS first so I can match people's class with their stats. It'd be a huge waste if a natural 15 hack rookie get promoted to a sniper or a 76 aim guy turns into grenadier.

That's a super good point. I can't find info on ufopaedia, but how long does it take to take a soldier from rookie to class of choice?

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
Anyone know if True Concealment works with LW2? Also, if there's a detailed explanation of how stealth works that would be super helpful to know about. So far I've gathered that the game will display red eyes in certain spots to indicate where someone *could* see you when you don't have line of sight into a building or whatever. It also shows you red eye tiles on the ground when you can spot a patrol, which I take it is their field of vision. It seems like a troop can spot you easily even if you're in full cover within their sight range, and I think I've had civilians sell me out (been spotted outside of the range of enemy patrol fov when I was trying to approach slowly to set up and open the fight favorably). Not sure how to deal with civilians when they're between you and your objectives but want to get the drop on advent. Can you kill them without attracting attention?

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
Does anyone know what mod xwynns uses for perfection information displayed as a bar above unit heads? I have PI installed but it has no such overlay.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Apoplexy posted:

Additional Icons?

Thanks! I think that's the one. Apparently it's meant to be used without Perfect Information? I just like the simple info readout.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
For those of you who complete VIP missions with just a single shinobi: do you spec into the stealth tree? Any particular methodology to avoid being seen that you like to stick to? Seems hard to pull off perfect stealth sometimes even with extremely light presence and avoiding red squares + moving slowly.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

MF_James posted:

Yeah stealth stuff, the one that's ghostwalk (I think it's in the first set of choices, makes you less noticible for the rest of the turn and enemy turn) is very helpful for once you get to the VIP door and need to hack it since there's (generally) dudes walking nearby.

I prefer to do them with one or two shinobis and a specialist.

Specialist can hack the thing remotely and you can use both shinobis to watch and make sure you're not getting snuck up on from a second angle. Obviously this will lengthen your infil times and it's super helpful if you have adv supressors on all 3 guys, but it works fairly well.

Just make sure that you don't charge around corners foolishly, if you don't have vision of a spot, assume there's a civ/ayy there to gently caress you over.

Thanks. I've been taking low profile a lot becuase it's sooo good, but minimally fielded forces for VIP missions is also appealing.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

MF_James posted:

Yeah I've taken low profile on one shinobi, it's... ok I guess. I typically use my shinobis just like I used rangers in vanilla, they scout ahead for pods until I REALLY need them to attack something, so just a different playstyle than you.

I'm starting to see the value in the stealthier playstyle and will be trying it more. I just really like being able to fletch and get full cover pretty much anywhere.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Walton Simons posted:

Oh, look. That same move triggered a pod of turrets.

Hell man, reading your post triggered me. Good luck pulling out of that sitch.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
Also, maybe I've just been lucky but every panic reaction I've had in my Long War 2 game thus far has been to hunker down. Are you playing vanilla?

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

YoungSexualNorton posted:

Is anyone else dumb enough to be playing LW2 on iron man/commander? I really think it's almost impossible. I think I'd need to play through the game a few times without iron man. Basically need to be able to predict everything that's going to happen and know when I'm about to run into one of the thousand scenarios that transforms a mission from winnable to instant evacuate/squad wipe.

I started my LW2 game on Ironman and I regret it. I've been shamelessly cheating by allowing myself to restart missions that go to poo poo from completely unexpected shenanigans.

edit: actually it's gotten to the point where I'm pretty much savescumming because I don't want to lose my 40 hour investment. I really wish I could turn off ironman and allow saves, though. 100% acceptable and I can guarantee that LW2 is challenging enough even on Veteran.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Zore posted:

I forgot to mention they added 3 incredibly lovely powers that clog up the list, have your natural psionic power cap around 94 (which gives you a 35% chance to hit loving Mutons with some powers and has your powers hit about as hard as a laser rifle/frag grenade (soulfire/void rift)) and locked the Psi-Amp upgrades behind Gatekeeper and Tier 3 Avatar corpses so you aren't getting that poo poo forever.

Psionics are absolutely not worth it at all in LW2, especially looking forward to 1.2 where they're buffing a bunch of enemy will stats.

Also they are literally nerfing the Amp bonus from +15/+30 to +10/+20 in 1.2 which is laffo.

Welp. I just trained 4 rookies as psi soldiers to spread them out into squads. What difficulty do you see those numbers on?

edit: also, what about that mindwhip item? Doesn't that give you extra psi offense?

Amish Ninja fucked around with this message at 18:06 on Feb 9, 2017

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
When do psi soldiers begin to suck in LW2? I just did my first mission with one in the group and they tore it up. Fresh out of the tank with 76 psi, and I'm in June/July with several dark events active.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Backhand posted:

So I am playing my way through LW2.... very, very slowly due to real life stuff. I keep wanting to like technicals, but my God do they drive me crazy. The flamethrower is really hard to get position with, but I can accept that because every class has to jockey for good positioning. The real problem is the rocket: Inaccurate as hell until you get the perk and not exactly pinpoint even then, EXTREMELY loud to the point where it seems like using any time before you know you've already encountered the last pod on the map is suicidal, and not even that damaging when it hits. The one time I took on a Swarming mission I definitely got some mileage out of it, but it was still only slightly better than a good grenadier.

Do the rockets ever get much better or do they stay pretty anemic all game long?

The way I try to build technicals is like this: go with fire in the hole for the rocket accuracy (it's the first perk tier, so you get it early and it's a good "bang for your buck" talent). Makes your rockets more reliable which is nice since you'll always have one, they shred armor, and are pretty good at opening a fight in some cases, although they do make a LOT of noise and it's better with the Bigger Booms talent.

From there, if you want to go more fire-focused pick up:

* Napalm-X (panicking enemies is great CC)
* Burnout (Defensive boost every time you use flamethrower, which is nice since technicals put themselves in harms way a lot)
* Formidible (Phosphorus kinda sucks because you can't set machines on fire, nor can you panick them. It's a weak talent. This makes you more tanky)
* Incinerator (Obvious choice for being a raging flamer. Makes your flamethrower a wider and further arc)
* Tactical Sense or Quickburn (Tac sense is a little better imo, because one of the best use cases for flamethrower is opening a fight silently. After that, the enemies scatter which means if you try to quickburn you won't get nearly as many hits as your opener. This adds to your survivability without sacrificing much in terms of flamethrower power).
* Firestorm or Bunker Buster (BB is probably less situational than Firestorm, but Firestorm seems to have some crazy high damage potential if you set it up correctly. Either one looks like a solid choice. I don't have a Technical at the highest rank yet so this is theorycrafting)

As for positioning: having a high mobility on a technical is a great thing, but failing that you can equip them with an SMG to give them that extra movement boost. Main downside is that SMGs kind of suck damage-wise compared to the other guns but they're not half bad if you're up close and personal, which you should be with a technical a lot of the time anyway.

Amish Ninja fucked around with this message at 23:56 on Feb 17, 2017

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Not a Step posted:

Javelins let you fire rockets without moving, which really helps with the accuracy aspect.
Quickburn lets you put down a smoke patch without using an action, which has enormous tactical flexibility. Its also useful for walking forward, flaming, and then retreating to safety.
E: Quickburn affects *all* flamethrower abilities. So you can move -> quickburn -> firestorm -> run the hell away if you wanted
Bunker Buster is a gently caress off huge rocket that destroys basically any structure you point it at. Its pretty good.

Gunners and Technicals are your reliable cover destruction. Grenadiers are less reliable until they get Combat Engineer at MSGT.

Yeah, I was mainly talking about a flamethrower-based build. You have a fair point about Quickburn. Anecdotally, I suppose I end up in not too many situations where moving and then burning, or burning twice is super useful. I can think of a couple. It's just that most of the time, at least half of my burn targets end up panicked and I don't find myself in a cover position where the defensive smoke doesn't make my technical extremely difficult to hit, so it seems more situational than TacSense.

I'm still in agreement with you that Bunker Buster seems quite good even if you're going for a flamethrower build.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Lunethex posted:

Since Technicals came up again: Concussive Rocket: what's the thought on it? When I read it created a smoke cloud that gave enemies defense I was like "Yep. That's never getting taken" and the primary argument for it was that you fire it into a group then move everyone into it like some kind of shock and awe strategy lol.

It's one of the worst perks in the game, if not *the* worst. It needs to be changed for something else entirely or rebalanced in some way.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
So I have two regions liberated right now, but one of the adjacent regions (to both) has gone up to strength 11. Should I be worried about an impending invasion? I already went through one invasion mission and it was pure hell. I'm not sure how to mitigate it. I have two people in that region's haven; Psi soldier advisor with a recruit and an intel person. I had one in hiding for part of it, but that didn't seem to affect anything at all in terms of regional strength. Is there any way for me to preemptively deal with this?

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.
Just got the templars and met Geist. Why did they make him so unlikeable? He comes off as creepy and insincere.

Also, I'm basically doing "ironman" (honestman), because I've heard about game ending bugs for people running Ironman on reddit. But according to this thread, Ironman runs fine. Has anyone had any big game breaking bugs happen with it yet?

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Internet Kraken posted:

Because he is creepy and insincere. I guarantee he's gonna have malevolent intentions in the next game.

Point out the obvious, why don't you.

Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Internet Kraken posted:

So apparently if a soldier gets captured the old way (left behind when you extract), you don't get a covert op to rescue them. Instead they can take the place of a captured VIP just line in the launch version. That's disappointing, I had a soldier get captured due to some bullshit (thanks stun lancer reinforcements for proccing unconscious!) but I don't even get to play the new mission. I only ever did the Mox one because I'm not dumb enough to let the Chosen steal my soldiers.

I've been trying to dig up info on this. Really good templar and psi op soldier got captured the old fashioned way, been trying to figure out how to rescue. Does this mean that I have to hope for a randomly generated VIP type mission and look for the name/title of one of the captured soldiers?

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Amish Ninja
Jul 2, 2006

It's called survival of the fittest. If you can't slam with the best, jam with the rest.

Baba Yaga Fanboy posted:

Does anyone have a recommendation for a good set of starter's tips for this? I'd like to minimize my losses to "tragic" rather than "campaign-ending."

Build Guerilla Tactics School as your first building. Early on, you'll have at least one soldier promoted far enough to allow for squad size upgrade (4 to 5, which doesn't seem like much but it's very impactful).

Build a resistance ring probably as your next building immediately after GTS. Lets you do covert actions which can be incredibly useful at all stages of the game as far as I can tell.

WotC introduced the training center, which lets you buy up skills that you don't pick during your normal soldier progression from field operations. This allows specialists to grab both the healing and "deal with robots" skills, which circumvents needing to have a hacker and a medic as separate soldiers. Still, I'd prioritize the healing skills first as you're leveling them and keep at least one healer with you on every mission you can. Especially if you want to be hardcore and play Ironman mode.

Generally prioritize getting in contact with other regions so that you have the option of hitting advent facilities at will. There are covert actions that knock avatar progress back a bit, but when you strike facilities you set back the project as well.

People tend to do one of two things with research: go straight for tier 2 armor and tier 2 weapons, or rush psi ops (through the bio track). I've only done the former. Either way, having tier 2 armor and weapons is a good benchmark for when to hit your first big alien blacksite.

Remember that you get $$ each month, so while supplies are great to have, it's good to keep an eye out for engineers and scientists and prioritize them over supply rewards when possible.

Don't just put your A team on every mission. Level up rookies and get a B or even C team going as the game progresses.

Explosives solve a lot of problems early on. If you see armor points on an enemy and don't have a way to bypass it, shred it down with explosives first before shooting normally.

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