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Armor piercing tactical spike11/24/2023 Keep in mind that in Long War, explosives in general have received an overhaul. Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. Only affects Plasma weapons and the Blaster Launcher Primary weapon and the Blaster Launcher gain +1 damage Primary weapon's range penalty is doubled Only affects Beam and Pulse Laser weapons Primary weapon and rockets gain +1 damage Primary weapon and rockets gain +20% damage to flying unitsĬollateral Damage gains +20% damage and can target flying unitsīonus damage is at least +2 and applies after DR is appliedĬan't stack with Shredder or Armor Piercing Ammo Target receives 50% more damage for 2 turnsĬan't stack with Armor Piercing or Flak Ammo Primary weapon applies the Shredded effect on hits: Negates more effective target DR from Shotguns Only affects Carbines, Assault Rifles and Battle Rifles Note that Ceramic, Alloy and Chitin Plating can't stack with one another, and that none of these items can be equipped more than once. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. In Long War, the aliens are even more deadly than in vanilla. An item that lasts for 2 turns and is activated during the Aliens' turn, remains in effect for the remainder of that Aliens' turn, the following player's turn, and the following Aliens' turn. Thus, an item that lasts for 1 turn and is activated during the player's turn, remains in effect for the remainder of that player's turn and the following Alien's turn. All turns last until the start of the player's turn. Since most items provide a movement penalty, this effectively gives you a small movement bonus.Ī lot of items have an effect that lasts for one or more turns. You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Extra charges from perks such as Packmaster, Grenadier and Smoke and Mirrors do not increase the weight and do not provide additional movement penalties. The average item has a weight of 1, and thus provides a -1 movement penalty, though some items weigh two, while a few items weigh nothing or even provide a movement bonus. Most items have a weight, which is represented as a movement penalty. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission. Note that producing consumables represents a production line for these consumables. The same applies to Alien Grenades, once you have researched the Alien Grenades Foundry project.Īll other items need to be produced first, and can only be equipped once per time they are produced. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.Īll equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game armors (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the Tactical Rigging Foundry project. The Tactical Rigging Foundry project increases this to 3 slots. In Long War, all regular soldiers have 2 equipment slots from the start of the game.
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