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Acer Pilot
Feb 17, 2007
put the 'the' in therapist

:dukedog:

I've just been trying to blow up walls and lure baddies with them so far. It's kind of fun not using them to kill but yeah, I think I'll use them to save lives.

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MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Acer Pilot posted:

I've just been trying to blow up walls and lure baddies with them so far. It's kind of fun not using them to kill but yeah, I think I'll use them to save lives.

I mean, as your dudes get more abilities/you amass a better armory you can rely on grenades a whole lot less (and should), but early on you shouldn't be afraid to lob a grenade at a thin man if it means that skinny fucker won't poison-panic your soldiers next turn.

Using them to blow up cover is definitely a viable tactic too, though, but be sure your guys can hit the aliens in the first place!

EmmyOk
Aug 11, 2013

Acer Pilot posted:

Thanks for the tips guys. So do I generally not want to use explosives and should I just be using the arc gun all the time?

There is no reason for reluctance when it comes to using explosives. Especially in the early game. A heavy's rocket launcher is a vital safety net for one shotting enemies if you gently caress up.

Coolguye
Jul 6, 2011

Required by his programming!
In the vanilla game, there is no problem that cannot be solved with a sufficient quantity of explosives. If you think you've found a situation that can't, you're wrong. The problem is simply that you don't have enough explosives.

ToxicSlurpee
Nov 5, 2003

-=SEND HELP=-


Pillbug
A non-dead soldier is far more valuable than a few weapon fragments.

Cheston
Jul 17, 2012

(he's got a good thing going)
Is there a best MEC class in Long War? I don't really get why there are eight, and of the three I've seen, none are particularly distinct.

MrBims
Sep 25, 2007

by Ralp
There is a new hotfix for beta 12 that fixes the damage resistance bug, it is hosted on the nexusmods page. Replace the XComGame.upk in XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole with the downloaded one. I'm going to sleep before I try it so I don't know if it managed to screw up a bunch of other stuff.

Doctor Goat
Jan 22, 2005

Where does it hurt?
gently caress, I forgot to save for over an hour and did quite a lot of important missions including Base Defense.

WELP.

Time to prepare more thoroughly this time I guess?

Furism
Feb 21, 2006

Live long and headbang
Last night I had a game where I had setup my guys on Overwatch to perfectly that I one-shot a Mectoid using only Reaction Shots. And then killed the accompanying Ethereal by punching it in the face with a MEC.

This probably made me happier than it should have but god drat I love it when that game stops giving you poo poo and everything just goes according to plan.

TescoBag
Dec 2, 2009

Oh god, not again.

Cheston posted:

Is there a best MEC class in Long War? I don't really get why there are eight, and of the three I've seen, none are particularly distinct.

Also interested in opinions on this.

Catts
Nov 3, 2011

Hog Butcher posted:

gently caress, I forgot to save for over an hour and did quite a lot of important missions including Base Defense.

WELP.

Time to prepare more thoroughly this time I guess?

Time to play on Ironman.

Prop Wash
Jun 12, 2010



Hooray, that patched version of xcomgame.upk found on the Long War nexus site fixes that armor bug. Just in time for Operation Hot God :getin:

MrBims
Sep 25, 2007

by Ralp
I didn't realize until now that flashbangs are really loving good against Chryssalids. I always just threw explosives at them, didn't think bangs even worked. First terror mission in Long War Classic, killed 4 Chryssalids and 8 Floaters, took zero damage, 13/18 civilians saved.

If you're having issues in the first month, take more consumables. You will never go wrong with consumables (unless they are medkits)

Cheston
Jul 17, 2012

(he's got a good thing going)
Is there a bug in Long War where Psi Panic isn't available? The tech tree shows it as coming from a Berserker interrogation, but I did that and all I got was the Armor credit.

Segmentation Fault
Jun 7, 2012

Furism posted:

In the Heavy Class tree, what do they mean by "increases the area of effect on Suppression" in the Danger Zone skill? I don't get it since when I Suppress an enemy I need to have it in my line of sight so I don't get the area of effect part.

E: Also, does the Adrenal Neurosympathy gene mod (triggers an area of effect buff) works on the soldier himself, or just on the surrounding ones?

The Combat Rush buff works on the possessing soldier, too, though it only lasts until the beginning of the next turn so your buffing soldier won't be able to get the benefits (outside of certain cases like Close Combat Specialist or Bullet Swarm).

toasterwarrior
Nov 11, 2011
Uh, I managed to bag 34 Meld from a 3-canister mission on Not-So-Long War, and I heard that the game will boost Meld gains when you're getting your rear end kicked by the aliens on the strategic layer. Is this a dire sign of things to come, or is it par for the course?

Segmentation Fault
Jun 7, 2012

toasterwarrior posted:

Uh, I managed to bag 34 Meld from a 3-canister mission on Not-So-Long War, and I heard that the game will boost Meld gains when you're getting your rear end kicked by the aliens on the strategic layer. Is this a dire sign of things to come, or is it par for the course?

You got 10 meld per canister, which leaves 4 extra. Mechtoids give 5 meld on death in EW, but I'm not sure if this got nerfed in LW.

But Not Tonight
May 22, 2006

I could show you around the sights.

Segmentation Fault posted:

You got 10 meld per canister, which leaves 4 extra. Mechtoids give 5 meld on death in EW, but I'm not sure if this got nerfed in LW.

Are you sure? This doesn't seem right to me, because I've NEVER seen 10 meld per canister in LW. Granted, I haven't been super far behind, but I've received 6 or 8 at most from one.

MrBims
Sep 25, 2007

by Ralp

Segmentation Fault posted:

You got 10 meld per canister, which leaves 4 extra. Mechtoids give 5 meld on death in EW, but I'm not sure if this got nerfed in LW.

LW does not give flat 10 meld, the mod changes it to be based on an escalation level where it goes up the better the alien player is doing.

I haven't played not-so-long-war, but I imagine the meld yields are heavily multiplied to make up for the fewer chances you have to get them.

amanasleep
May 21, 2008

Cheston posted:

Is there a best MEC class in Long War? I don't really get why there are eight, and of the three I've seen, none are particularly distinct.

They are actually really different, although we could probably do just as well with only 4 classes.

In the mid game when you first get MECs, the best ones are probably:

Goliath

Absorption Fields means that this guy can run around like an actual tank absorbing fire for your squishy troops and punching anything that gets too close. This adds a capability to the squad that they would not previously possess.

Shogun

Likewise the Shogun provides Collateral Damage, which gives you LOS 100% cover destruction every other turn.


Long term, some MECs become absolute monsters late:

Pathfinder

Holy poo poo if you think a Scout is good with In The Zone wait till you get it on a MEC with top tier weapons.

Marauder

This guy can be an even better tank than the Goliath at max level if you take all the defensive perks. You can run right into the middle of an activated pod and just start wailing on everything. With the MEC Close Combat perk and Close Encounters, if you start next to an enemy unit, you can shoot one unit, punch the one next to you, and then punch/shoot/move. Very effective for dealing with Berzerker spam late in the game.

Jaeger

Endgame Jaegers have Squad Sight and Light Em Up, which makes them superior to non-Cyborg Snipers. They can't crit at squad sight range, but they do so much normal damage and can fire more often. Plus they can stand on top of anything on the battlefield and not give a gently caress about cover, take hits if necessary, toss grenades, and still punch the gently caress out of anything that gets too close.

Furism
Feb 21, 2006

Live long and headbang
What's everyone's thought on Double-Tap and In The Zone? On one side I like the reliability of DT - I know my Sniper will always have two shots - but on the other hand ITZ sounds like it has a huge potential. I just did a map where four units were flanked or out of cover (I guess flying counts as well?) meaning, as I understand, that my Sniper could have killed every single one of them in one turn. But it's so situational I'm not sure if it's worth it in the long run.

Coolguye
Jul 6, 2011

Required by his programming!
Both are good for different situations. DT is just lovely for dealing with a jerk with a lot of HP, but ITZ is just lovely for dealing with an entire pod of mooks at once. ITZ just gets hilarious if you give a sniper some Archangel armor, he's basically Saint Michael smiting the unholy xenos from the heavens at that point.

MrBims
Sep 25, 2007

by Ralp
The chains that ITZ creates are well worth it, however rare: https://www.youtube.com/watch?v=A9MoXm-mpjU

EmmyOk
Aug 11, 2013

How much should I be chasing Meld in missions? I usually get at least one but that's mainly down to lucky spawning or clearing the map quickly enough. Gathering both canisters seems like it'd require a more aggressive playstyle than mine.

Dominic White
Nov 1, 2005

Prop Wash posted:

Hooray, that patched version of xcomgame.upk found on the Long War nexus site fixes that armor bug. Just in time for Operation Hot God :getin:

I'm pretty happy with how they seem to be doing LW releases. A major beta update followed by several bugfix patches to make it stable, then the cycle continues.

The mod really has grown into something unique now. If XCom vanilla was a virtual board-game ala Space Hulk, then this is a step up to Warhammer 40k tabletop, with all the granularity and slaughter that implies, and I'm, loving it. Also, the aggression levels on interceptors have made all the difference to that early-game phase where you struggle to hit UFOs.

Deuce
Jun 18, 2004
Mile High Club

Acer Pilot posted:

Thanks for the tips guys. So do I generally not want to use explosives and should I just be using the arc gun all the time?

Blow up everything all the time gently caress that German lady.

In vanilla, grenades are your failsafe. Guaranteed damage in case the RNG rolls a bunch of misses. Additionally, they can remove the cover of an entrenched enemy, making them incredibly vulnerable. Flash bangs effectively disable an enemy.

The arc thrower is best used when you have good opportunity to isolate a single enemy. Last enemy in a pod, wound it and flashbang/suppress it, set up a trooper to dash in for the tazer action. Make sure there's a SOLID backup plan. If the capture fails, you likely have a trooper flanked and murdered by the alien you intended to capture. Also note that the AI seems to really dislike being flanked, so if you use suppression to pin an alien down make sure it's not also flanked. They seem to respond to this by trying to move through the suppression/overrwatch anyway, so your troopers take the shot and kill it.

In vanilla, captures aren't really critical. You only need one of each to interrogate for credits. You also only need one plasma rifle capture to research plasma weaponry, but it can be helpful to capture more to save money. One alien grenade also let's you get the foundry upgrade to upgrade all your regular grenades.

Beware of enemies that use grenades. Lowering their aim via suppression or stunning makes the grenade toss a more attractive option.

Deuce fucked around with this message at 18:12 on Jul 1, 2014

Furism
Feb 21, 2006

Live long and headbang
For the 6th time in a row, the EXALT intel I get is "The EXALT base is not in the United States." Is this a bug, bad RNG luck, or what?

Ravenfood
Nov 4, 2011

Furism posted:

For the 6th time in a row, the EXALT intel I get is "The EXALT base is not in the United States." Is this a bug, bad RNG luck, or what?

Six different EXALT missions? I don't think that should be the case. You're supposed to rule out one country/mission, I think.

MJ12
Apr 8, 2009

Furism posted:

For the 6th time in a row, the EXALT intel I get is "The EXALT base is not in the United States." Is this a bug, bad RNG luck, or what?

That generally happens when you've already ruled out all but one country but keep getting EXALT intelligence.

Furism
Feb 21, 2006

Live long and headbang

MJ12 posted:

That generally happens when you've already ruled out all but one country but keep getting EXALT intelligence.

But I don't have any possibility to designate a country where the base is, so what gives? I never played with EW before maybe I'm doing something stupid.

TheCosmicMuffet
Jun 21, 2009

by Shine

MJ12 posted:

That generally happens when you've already ruled out all but one country but keep getting EXALT intelligence.

Yeah. *OR* it's a devious EXALT plot to make you think the United States isn't the EXALT HQ.

I say blow up this so-called United States. I mean, honestly, how can you trust them? It's like... Bordering the Atlantic *and* the Pacific Ocean? Pick a side. We're at war.

Furism posted:

But I don't have any possibility to designate a country where the base is, so what gives? I never played with EW before maybe I'm doing something stupid.

I'm not sure what you mean by designate. The EXALT base carmen-san-diego mini game is like Clue. You announce 'it was EXALT, with the stolen alien technology, in the Japan!' and then you have to check the envelope, and if you're wrong, you lose. The country. That you just violated the sovereignty of with your ill-informed accusations. And deadly futuristic super soldiers.

TheCosmicMuffet fucked around with this message at 19:43 on Jul 1, 2014

Furism
Feb 21, 2006

Live long and headbang
Turns out I *was* doing something stupid. Didn't realize you could click on the countries on the Covert Operations menu :(

Nick Esasky
Nov 10, 2009
Oh God, in the Long War, You can get terror missions with NOTHING BUT ZOMBIES AND CHRSYALIDS :gonk:

Doctor Goat
Jan 22, 2005

Where does it hurt?

Nick Esasky posted:

Oh God, in the Long War, You can get terror missions with NOTHING BUT ZOMBIES AND CHRSYALIDS :gonk:

If snipers with In the Zone still exist and you can get some good area of effect explosions going, that's paradise.

double nine
Aug 8, 2013

Hog Butcher posted:

If snipers with In the Zone still exist and you can get some good area of effect explosions going, that's paradise.

Or the flying armor suits. 'sup Monsters below.

SkySteak
Sep 9, 2010

MrBims posted:

The chains that ITZ creates are well worth it, however rare: https://www.youtube.com/watch?v=A9MoXm-mpjU

I know this is a turned based game etc but I am trying to picture how that entire turn would look in real time.

Beagle
Dec 8, 2012

It's fine...

SkySteak posted:

I know this is a turned based game etc but I am trying to picture how that entire turn would look in real time.

Scout does a John Woo dive around the corner to dodge the fire as the grenade explosion rips through the enemies, takes out three before she hits the ground, then keeps pumping the handle and slaying as she slides to a stop in the water. She drops the shotgun and pulls out her pistol for the last Muton who is just standing there in shock.

Essentially, In The Zone is the coolest perk.

Deuce
Jun 18, 2004
Mile High Club
Beta 12 seems to have a crash bug associated with suppression on an LMG. I think it might be related to shooting into squadsight range. Can't seem to duplicate it reliably, though.

Deuce fucked around with this message at 02:26 on Jul 2, 2014

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Without spoiling me too hard, how do I know if I'm hosed? I just lost America after my second or third month, the next council meeting after the shelling starts. I went from almost 300 a month to 77. Can I ever get them back?

And I didn't realize how important satellites were, and now I've finally got some coming that will take 20 more days to build, so probably won't get there until NEXT month. And almost every mission is labeled very difficult. :(

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Doctor Goat
Jan 22, 2005

Where does it hurt?
Very difficult means you bring that guy/girl who's a leviathan who kills everything they look at funny and a bunch of squaddies and have fun levelling them up. If you're in the early game, I think the worst you're going to get are sectoids and thin men who I abhor

yet I have still never bought the accessory that makes you immune to their poison

edit: do not feel bad about using rockets/grenades either

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