|
You needn't launch a mission on every downed UFO - ignoring them carries no negative consequences. But yeah, Long War definitely crashes quite a lot.
|
# ? May 6, 2014 18:27 |
|
|
# ? Jun 9, 2024 18:42 |
|
amanasleep posted:the "Steadfast" perk, which flat out prevents panic from viewing allies getting wounded or killed. Note that it doesn't prevent a soldier panicking from another soldier panicking Happened to Beaglerush in one of his (non-Long War) streams, after he gave one of his troops the medal that does the same thing.
|
# ? May 6, 2014 18:28 |
|
Download the hotfix from the Nexus to fix the crashes on UFO missions.
|
# ? May 6, 2014 18:29 |
|
Samopsa posted:Download the hotfix from the Nexus to fix the crashes on UFO missions. I don't think I will. I kind of view the game crashing as a way of balancing long war's increased game length. It's a challenge. When I think about taking a mission I have to consider if it's possible that the alien ship is equipped with bits capable of ending the world.
|
# ? May 6, 2014 18:40 |
|
I'll give the hotfix a go, cheers.
|
# ? May 6, 2014 18:50 |
|
Coolguye posted:You needn't launch a mission on every downed UFO - ignoring them carries no negative consequences. But yeah, Long War definitely crashes quite a lot. It's understandable that there'd be crashes and hitches as they're adding new features at a ridiculous rate. Once the mod stabilizes and they can focus exclusively on clubbing bugs (and they've even cured a few from the vanilla game) and tuning balance, things should be good. And yeah, landed UFOs are usually way above your level in the early game. It plays nicely into the story that the aliens are waaaaaay more powerful than you and deliberately testing you for potential ascension rights, and that Meld is them throwing you a bone in the form of some unprogrammed, ready-to-use nanotech. Dominic White fucked around with this message at 19:21 on May 6, 2014 |
# ? May 6, 2014 19:19 |
|
Jesus *poo poo* LW is a completely new game. I reached the point where I went entire campaigns in vanilla EW without buying new soldiers or losing any of the originals, but now I'm spending every funbuck I can beg, borrow and steal on more meat for the grinder. Lost three recruits to clear out a downed UFO with an intact power supply and was pleased with myself for it - in vanilla I'd be kicking myself if I lost a single man for any reason! In the past two weeks in-game I've juiced up exhausted veterans to prop up newb squads at the expense of them spending a week in the hospital after coming down from the , had the aforementioned UFO that was assaulted by six recruits and a medic that had previously gone on a single mission, had nine new recruits come in at once only for them to all be dead, in hospital or exhausted within two days, and gotten into the habit of sprinting recruits at meld canisters despite the dangers because the contents are worth more than they are. And I'm not even two months in. It really feels like I'm barely holding on by my fingernails, and I love it.
|
# ? May 6, 2014 20:22 |
|
Tehan posted:gotten into the habit of sprinting recruits at meld canisters despite the dangers because the contents are worth more than they are. This is how you know that Long War has 'clicked' for you. It really makes you think about the big picture, and just how expendable those little redshirts are. It makes XCom's leap into genetic modification and cyborgization all the more logical, too.
|
# ? May 6, 2014 20:28 |
|
Dominic White posted:This is how you know that Long War has 'clicked' for you. It really makes you think about the big picture, and just how expendable those little redshirts are. It makes XCom's leap into genetic modification and cyborgization all the more logical, too. Now if only the way they actually did those things made any sense at all I wish they'd fix the organs, and make the mimetic effect a phantom-armor or ghost grenade-only thing. And make legs less of a one-sided choice. I don't know if they could swing it, but if there was a brain-mod that gave squad-sight to all the guys with the same mod, and then another brain mod that bestowed a psy rating, and made the psy-chamber just something a soldier went into in order to raise their rating, it'd solve more weird mechanical problems and preserve some of the interesting aspects of LW into the late game, where it starts to get old, just like the base game.
|
# ? May 6, 2014 20:44 |
|
After not 'getting' long war a few betas ago, I'm giving it another shot and I gotta say I'm enjoying it a lot. Only thing I'm not a fan of is the sectoids abusing psychic attacks right in the first mission due to some unfortunate panic chains they caused, but it's still pretty fun. I wouldn't say it's better or worse than Enemy Within, but it IS a totally different game and I would have gladly paid the price of an expansion pack over this. It's really, really well made.
|
# ? May 6, 2014 23:37 |
|
My main complaint is that it is a little tedious. It takes a very long time to get things done because enemies like to spam attacks that stalemate the game, as well as the damage reduction making cover shooting very drawn out. I spend a lot of time plinking at sectoids while they miss my soldiers or panic them to minimal effect. There's little in the way of truly decisive weaponry unless you out-tech your opponent. I can clear missions with no losses but it takes forever. Also the huge numbers of enemies and drastically increased mission counts mean a lot of grinding, also the increased roster requirements mean you spend a lot more time using crappy soldiers and makes people very interchangeable. It lacks a lot of the personality of vanilla.
|
# ? May 6, 2014 23:42 |
|
Hopeford posted:After not 'getting' long war a few betas ago, I'm giving it another shot and I gotta say I'm enjoying it a lot. Only thing I'm not a fan of is the sectoids abusing psychic attacks right in the first mission due to some unfortunate panic chains they caused, but it's still pretty fun. OwlFancier posted:My main complaint is that it is a little tedious.
|
# ? May 7, 2014 00:03 |
|
Did Long War rebalance the Progeny and Triad DLC campaigns, or should I just disable those to save myself some bother?
|
# ? May 7, 2014 00:15 |
|
I think I may have a bit of a bizarre glitch - I keep getting the same map over and over again. Going to reinstall the mod and see if that clears anything out.VDay posted:Sectoids being psychic-happy is a bug in the latest beta. They should still use them, but right now they're basically prioritizing them over everything, including killing one of your guys from a flank shot. Glad to know it's a bug, not a feature. That just makes me like the whole thing a lot more.
|
# ? May 7, 2014 00:17 |
|
You probably need to clear the game's cache of 'maps played' so that the new maps introduced by the mod don't get unduly prioritized. I forget the key press, but it's in the LW readme.
|
# ? May 7, 2014 00:20 |
|
Ah, thanks! Read the file but I totally missed that. It seems to be ALT+f10, for reference.
|
# ? May 7, 2014 00:21 |
|
Yeah that got me too; that's another thing that should go in any potential FAQ.
|
# ? May 7, 2014 00:23 |
|
I'm ultra busy the next 24 hours, but I'm gonna try to get the FAQ up Wednesday night.
|
# ? May 7, 2014 00:24 |
|
poptart_fairy posted:Did Long War rebalance the Progeny and Triad DLC campaigns, or should I just disable those to save myself some bother? Rebalanced yes, made easier no. Did the first mission of Triad and as well as raining thin men there was also a zerg rush of them charging towards the starting area, about three groups of three. Total of eighteen aliens, if memory serves. Glad my A-team weren't out of rotation at the time
|
# ? May 7, 2014 00:34 |
|
poptart_fairy posted:Did Long War rebalance the Progeny and Triad DLC campaigns, or should I just disable those to save myself some bother? They've had increased enemy counts, and Beta 7 made the pre-spawned enemies actually patrol now, which makes things a bit more challenging. Interesting...feature? I just had a terror mission pop up using the Newfoundland mission map. "Something about that shark..." Cryssalid popped out of the shark. Spent the rest of the mission terrified to go near the whaling ship. (it did not start vomiting monsters, thankfully) Deuce fucked around with this message at 00:49 on May 7, 2014 |
# ? May 7, 2014 00:45 |
|
Deuce posted:They've had increased enemy counts, and Beta 7 made the pre-spawned enemies actually patrol now, which makes things a bit more challenging. Hooooooooooly poo poo. I'd just say gently caress it for that mission. It's a long war, so choose your battles wisely.
|
# ? May 7, 2014 00:52 |
|
John Dough posted:Note that it doesn't prevent a soldier panicking from another soldier panicking Happened to Beaglerush in one of his (non-Long War) streams, after he gave one of his troops the medal that does the same thing. They've changed Steadfast to stop that actually, so Alien Trophy will be a good way to stop the early panic chains. Which is good, because it's not very useful at the moment.
|
# ? May 7, 2014 01:04 |
|
Zore posted:Yeah, I'm not sure why 'gently caress Rocketeers' is such a thing. I think I'll skip this iteration then.
|
# ? May 7, 2014 01:25 |
|
VDay posted:Sectoids being psychic-happy is a bug in the latest beta. They should still use them, but right now they're basically prioritizing them over everything, including killing one of your guys from a flank shot. I've tried it on normal and classic. It's not that I really want to get shooty, because it's tedious as I said, and it's not really optimal. But with the changes to enemy accuracy and cover, and especially the sheer numbers of enemies, it's really not practical to do much else I'm finding. I can't flank people because flanking just uncovers more aliens, I am regularly encountering a literal wall of aliens stretching from one side of the map to the other with no room to flank. So I just have to bunker into hard cover and try to pick them off with my machinegunners and snipers, those being the only people who can really do much at the start. Being shooty is a viable strategy, I'm finding, or it's certainly more viable than trying to do anything against a horde of aliens who don't give you any space to get interesting, it's just also very tedious
|
# ? May 7, 2014 01:38 |
|
Air war status: Still fuckin stupid. Medium UFO at the start of may swings by, all six interceptors go up and can't bring it down. Few days later another medium UFO comes by to pop the satellite over North America, home continent. Can't oppose it because the entire fleet is down for repairs. I'm out. I liked it better when the air war was a non-factor rather than something that is basically a "roll dice to see if you get hosed" factor. Deuce fucked around with this message at 01:57 on May 7, 2014 |
# ? May 7, 2014 01:40 |
|
Deuce posted:Air war status: That's sort of another problem, the game will occasionally just do something like that, which is... not very helpful I find? I literally don't have any control over the air war. I can try engaging things or not engaging them, but any engagement puts fighters out of action, meaning if something does come up that's serious I can't counter it. So I either shoot nothing down which annoys the council, or I try shooting things down and risk getting hosed. It doesn't seem a very engaging choice to me.
|
# ? May 7, 2014 01:43 |
|
OwlFancier posted:I can't flank people because flanking just uncovers more aliens, I am regularly encountering a literal wall of aliens stretching from one side of the map to the other with no room to flank. So I just have to bunker into hard cover and try to pick them off with my machinegunners and snipers, those being the only people who can really do much at the start. Deuce posted:Air war status: If you look over the last few pages you'll see that I too think the air game needs balancing (in particular I still think a slight nerf to Scout UFOs so that you can actually reasonably engage them would do wonders), but getting mad because you couldn't shoot down the thing you're not meant to shoot down seems kind of silly.
|
# ? May 7, 2014 01:54 |
|
The general idea seems to be that your starting fighters are about on par with a small scout, which is flavorful in theory but in practice means you either worship at the foul altar of the dread god Save Scum or you just loving lose your satellites because you fail to shoot something down and then your satellite gets hunted down while all your planes are out of commission. Maybe the intended effect is for the player to mostly stay out of the air war until phoenix cannons and modules? VDay posted:I mean, you could have not sent 6 (presumably) unupgraded fighters to fight a medium UFO two months into the game.wonders), but getting mad because you couldn't shoot down the thing you're not meant to shoot down seems kind of silly. Sometimes the aliens send a medium UFO to eat your satellite
|
# ? May 7, 2014 01:55 |
|
VDay posted:I mean, you could have not sent 6 (presumably) unupgraded fighters to fight a medium UFO two months into the game. Not being able to take down every UFO or complete every mission (like when a transport with 30+ aliens lands three weeks into the game) is a fairly big part of the mod, as is being able to recover from things like losing a satellite or a country. Expecting players to let their satellites get shot down is a tad counter intuitive. The air war is loving dumb and i'm sitting out of every beta until it gets fixed.
|
# ? May 7, 2014 01:58 |
|
VDay posted:Try using more engineers and infantry, specifically to blow up cover and then shoot the hell out of the aliens behind said cover. I agree that snipers are great since you can always plant them in the back of the map, but engineers, infantry, and scouts (especially with the updates in this latest beta) are the guys that consistently win missions for me. Which means there was absolutely nothing I could do to protect the only satellite over North America. Because the satellite hunter was the same class. Further UFOs then go unopposed because I can't detect them and the enemy advances in tech faster because of something I had zero control over. Taking a setback is far more acceptable if the player has at least some kind of agency over the situation. But this was literally "RNG says you lose a satellite today. Suck it."
|
# ? May 7, 2014 02:02 |
|
Tehan posted:The general idea seems to be that your starting fighters are about on par with a small scout, which is flavorful in theory but in practice means you either worship at the foul altar of the dread god Save Scum or you just loving lose your satellites because you fail to shoot something down and then your satellite gets hunted down while all your planes are out of commission. quote:Sometimes the aliens send a medium UFO to eat your satellite Deuce posted:Which means there was absolutely nothing I could do to protect the only satellite over North America. Because the satellite hunter was the same class. Further UFOs then go unopposed because I can't detect them and the enemy advances in tech faster because of something I had zero control over. VDay fucked around with this message at 02:06 on May 7, 2014 |
# ? May 7, 2014 02:03 |
|
VDay posted:Try using more engineers and infantry, specifically to blow up cover and then shoot the hell out of the aliens behind said cover. I agree that snipers are great since you can always plant them in the back of the map, but engineers, infantry, and scouts (especially with the updates in this latest beta) are the guys that consistently win missions for me. I do try to use explosive equipped soldiers but frankly, I have trouble carrying enough grenades for an entire map full of enemies. Also I have trouble getting close enough to use them efficiently. Infantry are quite good I'm finding because of their ability to shoot twice, but this highlights the other issue, even one month in, I don't have enough useful specialist rank soldiers to send them on all missions, and I'm specifically trying to train up as many as possible. You get maybe one or two infantry, one or two grenadiers, and one or two snipers. I need at least one of each on any mission to do it quickly, I can do it functionally with all rookies, but to do it without resorting to a shooting war, I don't have the stuff I need. I would understand not having the equipment to succeed (though I would question the ability to make that work without soldier inventories, you can't shoot a few aliens and take their stuff and abort the mission) but the game seems more like a quandary between success in an enjoyable amount of time, and success in an unbearably slow and agonising amount of time.
|
# ? May 7, 2014 02:08 |
|
Tehan posted:The general idea seems to be that your starting fighters are about on par with a small scout, which is flavorful in theory but in practice means you either worship at the foul altar of the dread god Save Scum or you just loving lose your satellites because you fail to shoot something down and then your satellite gets hunted down while all your planes are out of commission. In Beta 6 anyway, I didn't even find the phoenix cannons to be all that helpful. Their short range combined with the short engagement timer meant that they seemed to be inferior to avalanche against scouts and stingrays against fighters, and they still lacked the firepower to take down anything large. So they'd be useful for the medium UFOs but the closing time meant they'd pretty much always take serious damage and be down for weeks. The focus of my game is supposed to be squad tactical combat. I want to win or lose by my actions on that platform, not watching the RNG be depicted by two-dimensional flying saucers. I just don't think it's possible for a mod to actually make the air war a real addition to the game, the underlying problem is the entire mechanics of the air war involve little player input. I dunno, maybe make some interceptor consumables available from day one. Then at least I have an option of influencing the air war before doing two months of research, and have the choice to allocate resources to something that affects things. Deuce fucked around with this message at 02:15 on May 7, 2014 |
# ? May 7, 2014 02:11 |
|
VDay posted:
When the RNG feels like it.
|
# ? May 7, 2014 02:12 |
|
Also a sat is pretty cheap. Having a spare on hand in case you lose one is always a good idea. Deuce posted:In Beta 6 anyway, I didn't even find the phoenix cannons to be all that helpful. Their short range combined with the short engagement timer meant that they seemed to be inferior to avalanche against scouts and stingrays against fighters, and they still lacked the firepower to take down anything large. So they'd be useful for the medium UFOs but the closing time meant they'd pretty much always take serious damage and be down for weeks.
|
# ? May 7, 2014 02:14 |
|
Tehan posted:Rebalanced yes, made easier no. Did the first mission of Triad and as well as raining thin men there was also a zerg rush of them charging towards the starting area, about three groups of three. Total of eighteen aliens, if memory serves. Glad my A-team weren't out of rotation at the time I just tried this mission and about 2 rounds after the shooting started the VIP was dead, sniped by a thin man while hunkered down behind my line. I had a nice rage quit then, although I was still frustrated from the previous mission when it took me about 20 minutes to kill a single outsider because he kept regenerating all of his health when I'd gotten him down to 2 or 3 and my guys could not loving finish him off with 80-90% chance to hit. I really want to love this mod but it seems anti-fun at times.
|
# ? May 7, 2014 02:15 |
|
I hope they at least upped the bonuses you get from doing the DLC missions, from what I recall of B6 it wasn't really worth it to pursue Zhang. Now it seems like they're actively warning you against it.
|
# ? May 7, 2014 02:17 |
|
nutranurse posted:I hope they at least upped the bonuses you get from doing the DLC missions, from what I recall of B6 it wasn't really worth it to pursue Zhang. Now it seems like they're actively warning you against it.
|
# ? May 7, 2014 02:19 |
|
bees everywhere posted:I just tried this mission and about 2 rounds after the shooting started the VIP was dead, sniped by a thin man while hunkered down behind my line. I had a nice rage quit then, although I was still frustrated from the previous mission when it took me about 20 minutes to kill a single outsider because he kept regenerating all of his health when I'd gotten him down to 2 or 3 and my guys could not loving finish him off with 80-90% chance to hit. Well having a thin man pull some ridiculous poo poo has always been A Thing, and the full health regen is yet another bug in this newest beta. They added a whole lot of fairly big changes in beta 7 that unfortunately seemed to break a bunch of stuff, so I expect there will either be a couple of hotfixes or they'll release beta 8 early. At least, I sure hope so because the health bug in particular is brutal when combined with the new boss aliens. e: The beta 8 change log mentions that they've already fixed the health thing, so now I really hope they don't sit on it too long and release it before the end of the week. Would love to give beta 7 a proper run this weekend. VDay fucked around with this message at 02:34 on May 7, 2014 |
# ? May 7, 2014 02:27 |
|
|
# ? Jun 9, 2024 18:42 |
|
Oh, outsiders regenerating all their health isn't intended? I thought that was the point. It would be nice to not have to pile everyone onto them at once.
|
# ? May 7, 2014 02:41 |