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It's a relatively recent change, but it was made a few beta releases ago now.
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# ? Jul 11, 2014 07:48 |
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# ? Jun 9, 2024 11:57 |
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Vib Rib posted:Regarding the new weapons, I never really had a use for the Battle Rifle. Virtually any situation I wanted them for I'd rather have a shotgun or just a regular rifle. I'm also not a big fan of the marksman's rifle, since there's a pretty precarious balance between "too far" for squadsight and "too near" and getting the aim penalty. In most cases I'd rather have a rifle or a sniper. I've started using Battle rifles on my higher level Infantry, with a Scope they still sit at 80+ aim, and with Ranger and Alloy Rounds they shoot for a scary amount of damage twice a round. Although my first laser rifles are just coming into service now, so I plan to switch over to Heavy laser ASAP, they have less of an aim penalty. I also used Marksman rifles/Sawn off shotguns on my scouts for a while, it worked ok - if the enemy is close enough to give aim penalties they are likely close enough to run up and shotgun in the face, but now I have Arc throwers my Scouts tend to get an SMG and sent after captives. I also use Carbines for rookie training and Rocketeers.
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# ? Jul 11, 2014 11:14 |
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OneTwentySix posted:Rockets are also amazing on EXALT missions, since there are way too many of those fuckers. So I got a transmitter mission, and let's see what we can notice on the first turn. Well, I got the construction site which is a hard map by itself, but what is that in the distance? Oh, EXALT is camping the defend area from turn one without me seeing any of them. Cool. On the next turn, one pack is visible, and another dug in at the objective. Will I get there in time? Haha, nope! It's also great when McBaseDude yells at you about poo poo that you can't fix anyway. So EXALT finds the transmitter... and drops a few guys next to it while the brunt of my squad is still on the other side of the map. There's still a gently caress-ton of guys over there, but I have to shift and save the transmitter. What follows is very chaotic, and boils down to two of my guys eating nades and distracting the big crowd, while the rest hurries to the transmitter. EXALT drops even more fuckers on the transmitter, but at least McBaseDude says that it's the last wave. My distractors are down to three hp each and hide because they'll die to the next grenade. My guys near the transmitter do a bunch of risky moves to clear that thing, and some get wounded in the process. At least the last EXALT guys just charge the transmitter after that, which is the only good thing that happened in this mission. 19 dead EXALT, and four wounded soldiers. Do I really have to say that I reloaded like a motherfucker to even beat this? Because I did. On normal. Well, what do we learn from this? gently caress the first objective and just camp the transmitter with all your rockets and grenades
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# ? Jul 11, 2014 13:01 |
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Tin Tim posted:Well, what do we learn from this? gently caress the first objective and just camp the transmitter with all your rockets and grenades Yeah, there are only a few maps where you can reasonably hope to be able to hold the encoder. The roof-top cafe is one that comes to mind, as well as the Capitol building.
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# ? Jul 11, 2014 13:12 |
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Tin Tim posted:Do I really have to say that I reloaded like a motherfucker to even beat this? Because I did. On normal. Yeah I savescummed the Zhang mission, and then I got the Lille convoy ambush mission after that and had to savescum the poo poo out of that too. I think I might just drop back down to Vanilla XCom again rather than try to keep going against LW if I'm just going to end up doing so many reloads anyway, but at the same time there are individual parts of the mod that I really like, such as the Medic and Engineer classes, the no-cooldown Suppression, early Lightning Reflexes, the larger squad counts, the natural extra damage of the LMG vs Mechs, the ability to carry Battle Scanners just from the inventory, the flashbang grenade, and the 2 slot inventory in general. So questions for Vanilla play: 1. Is Ironman mode safe to use? I remember back in Enemy Unknown there were some bugs with it 2. Is Marathon mode cool or does it just make the game way too long for not much more benefit? I do admit I like shooting up aliens with terrestrial weapons - the LMG just feels so beefy
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# ? Jul 11, 2014 13:20 |
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You can mod a file somewhere and set the intel scan price to 1 buck. Then scan once a week and ignore the Exalt fucks forever.
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# ? Jul 11, 2014 14:13 |
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gradenko_2000 posted:Yeah I savescummed the Zhang mission, and then I got the Lille convoy ambush mission after that and had to savescum the poo poo out of that too. The Lille convoy was pretty easy for me. I didn't even use a fancy squad combo. I carefully took the first house, triggered a pack of seekers that then ran into overwatches, cleared some Thin Men from the next building, and placed most of my squad on top of both buildings before I got the dude. On the way back, my roof guys could pop most of the orbital Thin Men drops. Let's be honest here, if you played one council mission you'll know that there'll be drops eventually. So far I think the difficulty curve(on normal) is okay on the ground. I'm just now meeting my first cyberdiscs, and things are starting to get rough. Before that I didn't have too many problems after I kinda got what the mod wanted me to do. Like, it pays to be cautious and slow when you can, so that you minimze the risk of triggering too much at once. And as Beagle recently said, falling back when your position isn't the best sure is a good idea! Especially when you go after landed/splashed medium ufos. They usually have a lot of packs, and they'll eventually find you if you're too static. Facing two groups while there are also seekers in the air isn't going to work well, let me tell you. And the many tools in your hands should be used. Especially support grenades likes flashbangs and battlescanners are very helpful. Really, once seekers become common, going out without a BS is kinda suicide. Lima posted:You can mod a file somewhere and set the intel scan price to 1 buck. Then scan once a week and ignore the Exalt fucks forever.
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# ? Jul 11, 2014 14:13 |
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I just realized that MEC-anizing a dude technically resets them back to Specialist rank, so I'm hoping that means I don't have to train up a new batch of rookies because Pathfinders have way better stat progression than Scouts.
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# ? Jul 11, 2014 14:36 |
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Lima posted:You can mod a file somewhere and set the intel scan price to 1 buck. Then scan once a week and ignore the Exalt fucks forever. ...You're my hero.
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# ? Jul 11, 2014 14:55 |
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Yeah, I hit exalt missions in LW last night and holy gently caress there are a lot of agents. Worst part of LW so far.
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# ? Jul 11, 2014 15:08 |
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And the rewards for running an exalt mission just aren't worth the effort you have to put into winning one
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# ? Jul 11, 2014 16:25 |
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I had a mission where I only got to have four troopers (who thought this was a good idea?) and on my first move, I revealed 11 EXALT and then three more dropped on me afterward. Had to reload like crazy to get through it, since they kept blowing up my cover with grenades and rockets and then wiping my entire team on their first turn.Not a Step posted:And the rewards for running an exalt mission just aren't worth the effort you have to put into winning one Plus, even with just fatigue (and it won't be just fatigue, expect to have half or more of your team out for two weeks or longer), you run the risk of having no good soldiers on hand for your next mission given how there are so many more missions in the game now. Hooray, terror mission with rookies (or, you bring fatigued troops and then do your next two or three missions with rookies!) OneTwentySix fucked around with this message at 16:40 on Jul 11, 2014 |
# ? Jul 11, 2014 16:34 |
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Hire more dudes. I shoot for ~60, honestly. They all get up fairly quickly to Tech Sergeant, which is a perfectly serviceable rank.
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# ? Jul 11, 2014 16:41 |
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OneTwentySix posted:Plus, even with just fatigue (and it won't be just fatigue, expect to have half or more of your team out for two weeks or longer), you run the risk of having no good soldiers on hand for your next mission given how there are so many more missions in the game now. Hooray, terror mission with rookies (or, you bring fatigued troops and then do your next two or three missions with rookies!) It gets even better! You learn to keep your A-team rested for the EXALT mission, so you have basically at least 2 days before a covert extraction plus at least 3 afterwards where your best soldiers aren't going to be available. I'd love it if they would have disabled the voice over for the later EXALT missions, too. Yes, Bradford, I know they are hacking the encoder. I have played this map before. Now, I wonder if I can grenad - COMMANDER WE ARE ALMOST OUT OF TIME WE NEED TO GET MOVING - okay, so, I've dealt with the second wave of reinforcements, maybe I can put a rocket in that pack of - THE ENCODER IS GONE THEY ARE GOING AFTER THE TRANSMITTER STRIKE ONE NEEDS TO GET MOVING OR WE WILL LOSE THE DATA
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# ? Jul 11, 2014 16:49 |
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I'm not looking forward to dealing wit EXALT since the rest of TLW has been really enjoyable even if I just declared gently caress this game for the weekend and gently caress Chryssalids, I'm going to work.
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# ? Jul 11, 2014 17:10 |
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Decided I got lazy and lethargic on my Classic run so decided to start an Ironman. Got hosed the first three times but I'm finally getting used to not being able to savescum at all.
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# ? Jul 11, 2014 17:53 |
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Old Doggy Bastard posted:I'm not looking forward to dealing wit EXALT since the rest of TLW has been really enjoyable even if I just declared gently caress this game for the weekend and gently caress Chryssalids, I'm going to work. Xcom Long War: gently caress this, I'm going to work.
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# ? Jul 11, 2014 18:09 |
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Just had a weird camera issue, using Long War which might or might not matter: it is stuck at a perfectly bird's-eye view. I cannot fix it by spinning around with Q&E or the mouse wheel. Going back to earlier save and restarting the game have also failed to solve the issue. The game is nearly unplayable like this, anyone have a fix?
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# ? Jul 11, 2014 19:53 |
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I think the function keys change the camera angle? Try going through them. I found this feature when I fat-fingered the soldier info screen.
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# ? Jul 11, 2014 19:56 |
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dyzzy posted:I think the function keys change the camera angle? Try going through them. I found this feature when I fat-fingered the soldier info screen. Thanks! Solved the problem. I'll name a trooper after you.
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# ? Jul 11, 2014 20:17 |
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May he/she die usefully
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# ? Jul 11, 2014 21:07 |
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I just had a Scout with Rapid Reaction overwatch-kill a Lightning Reflexes Chryssalid then the non-LR one right behind him. Use your Scouts guys, they will get you out of trouble. Also, RE: Exalt, I'm a firm believer in Reaper Rounds on Exalt missions. You need one-shot kills against Exalt to push back the human wave, and a Gauss Autorifle with Scope and Reapers will do the job. MrBims fucked around with this message at 22:32 on Jul 11, 2014 |
# ? Jul 11, 2014 21:11 |
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Long War really seems to be settling down now. Beta 14 looks like it's going to be another bugfixes-and-tuning patch, and there seems to be a lot less priority given to new features now, just making the current set really polished and consistent. The funny thing is that I'd be equally happy if they just locked down all the current features or kept adding new ones, as there were some really clever ideas on the cards including alien attacks on interceptor bases, further refinements to the endgame missions and so on.
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# ? Jul 11, 2014 22:51 |
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MrBims posted:I just had a Scout with Rapid Reaction overwatch-kill a Lightning Reflexes Chryssalid then the non-LR one right behind him. Generally I really like the Lightning Reflexes changes, but when my Scout got shot in half while dashing along a roof by a flying-but-below-him Floater the other night I just had to stop and stare for a moment. It had to have been something like a 1% hit chance shot I also lost a troop last night when an assault, standing directly below a Floater, close enough that she could have extended her gun up and stuck it in the thing's rear end if it had one, missed a 95% shot
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# ? Jul 11, 2014 23:08 |
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I had a flashbanged thin man hit a sprinting scout through dense smoke. Luckily it only took him down to 1 hp and a month long stay in the hospital after the mission. As an encore I missed a 98% sniper shot on the very next mission that wound up costing me a rookie. You know what would be great for medics? If they had a perk that gave the reduced recovery time genemod to everyone on the mission, like Stay Frosty for officers. I would integrate one into every squad composition if they had that. As it is Ive only been training one up for use on longer missions, like a base assault, where theres downtime available for healing
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# ? Jul 12, 2014 00:08 |
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Dominic White posted:Long War really seems to be settling down now. Beta 14 looks like it's going to be another bugfixes-and-tuning patch, and there seems to be a lot less priority given to new features now, just making the current set really polished and consistent. MrBims posted:I just had a Scout with Rapid Reaction overwatch-kill a Lightning Reflexes Chryssalid then the non-LR one right behind him. Also a word on the LR skill Cryssalid leaders have, does anyone know if it's better than your own version? I swear I saw one have it proc like four or five times in a row when it flew by my squad in Newfoundland. And I actually mean that it flew, because it wanted to leap over a roof to get to my lone scout on the other side
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# ? Jul 12, 2014 00:17 |
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I feel like the feature set of LW is pretty solid right now, what I would love to see is for them to get some kind of 3d modeler for all the new weapons and objects they put in. Like the alloy strike rifle's equip picture looks loving amazing, I know its probably just a cut up photoshop of the regular guns, but drat its seriously cool. Then the actual model is just a slightly shorter sniper rifle, super lame. I mean I don't even know if that kind of thing is possible, but it would be super cool if they could make all the guns look unique instead of slightly shorter or slightly longer. I'd also like them to differentiate the military and research UFOs on the geoscape and in the air combat interface.
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# ? Jul 12, 2014 00:29 |
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Have they got the ability to add new models at this point? They've figured out how to add UI elements, but as far as I'm aware, all the 3D stuff is just re-scaled models. If they DO have the ability to add 3D art, then I'd love to see them maybe do special models for leader enemies as well as giving every weapon its own specific model. The big mama Chrysalid hive-tyrant thingy would look all the more terrifying if it had a few extra spikes or claws or whatnot. Differentiating enemy leaders, or perhaps having visible upgrades on enemy units over time would be a fantastic feature, though. Convey more information without forcing the player to go F1'ing every new contact.
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# ? Jul 12, 2014 00:33 |
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Tin Tim posted:Tbh I think balancing/tuning is the better idea right now. They have a pretty solid set of features going, and it all gets muddled when more new stuff gets piled on before the old stuff is polished. It is the same Lightning Reflexes. On my current Normal/Ironman, I actually skipped beam for gauss. It took about a month to research it, not counting the pre-requisites, but it has worked out pretty well. Advanced Gauss took longer than I'd like, just because of the massive amount of scientists you need, but I haven't felt the hunger pangs for Alloys that I normally get from rushing laser guns before having two Workshops and a Foundry set up. I'm not sure yet if Phoenix Coilguns are actually decent, not impressed with them so far, but I've won the ground war hard enough that I'm on my way to finishing much of the Advanced Aerospace projects. MrBims fucked around with this message at 01:01 on Jul 12, 2014 |
# ? Jul 12, 2014 00:57 |
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How do I randomize my troops appearance, isn't there a setting? I'm tired of them all being sleeveless losers with no helmet and the same armor, and gently caress if I want to customize them by hand (please add a random button to the customize screen).
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# ? Jul 12, 2014 01:16 |
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Why can't I promote anyone to captain rank? My guys have done tons of missions and I have a few three rank lieutenants. Is there somewhere that lists the requirements? I kinda regret blowing 300 bucks on the upgrade at the officer school and not being able to use it.
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# ? Jul 12, 2014 01:58 |
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Turns out that crazy whack talk I was spouting about EXALT explosives being hindered by the relay hacks in Long War recent betas was half true; it disables Rockets, but not Grenades. Still, handy.Sexual Aluminum posted:Why can't I promote anyone to captain rank? My guys have done tons of missions and I have a few three rank lieutenants. Hahah oh wow that stuff is expensive if you're not Asia. Officers have to go on five missions as that rank before they can be promoted to the next one. Reportedly this works even if he is not the leading officer on the missions ("Come on, Lt. Green, Major Ironballs is going to show you the ropes"). So once your Lt. has gone on five missions as an Lt., he can be promoted to a Captain, and so on. With continent bonuses on my brain: Anybody here do a Europe start? It seems like the only way to make early workshops/labs viable. $500 or so early on a 2x2 workshop/foundry combo for a 65% pricing on all items seems like a pretty good deal (as does similar cost for a 2x2 lab block giving you mad research discounts). It just seems too expensive for anyone else until much much later. Beagle fucked around with this message at 02:05 on Jul 12, 2014 |
# ? Jul 12, 2014 02:01 |
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Dominic White posted:Have they got the ability to add new models at this point? They've figured out how to add UI elements, but as far as I'm aware, all the 3D stuff is just re-scaled models. I think they said they had found some hook that way, but if I had to guess, given that the initial mod was code-only, they probably just don't have someone to make nice assets that will fit in. Or maybe they've started but don't have anything presentable. I have a feeling a bolter might make it in at some point if they start looking around for donor models Upgraded MEC punchy fist = Chainfist.
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# ? Jul 12, 2014 02:35 |
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TheCosmicMuffet posted:I think they said they had found some hook that way, but if I had to guess, given that the initial mod was code-only, they probably just don't have someone to make nice assets that will fit in. Or maybe they've started but don't have anything presentable. They know how to make the game use new packages but apparently the sticking point is they're not 100% sure on how to make a package in a way that it will 100% correctly be loaded by XCOM. Still, when they put some R&D in to that I'm expecting some great things out of inserting new hats/decos/weapons.
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# ? Jul 12, 2014 02:42 |
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I admit I'm more stumped by the starter bonuses than I was in vanilla. Africa was my go-to, but a flat 30% doesn't seem as impressive now, especially with how expensive foundry projects and interceptors are. I guess North America and Asia are considered the best options now?
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# ? Jul 12, 2014 03:14 |
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USA has always been number one, in my opinion. Planes and satellites are crucial early-game.
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# ? Jul 12, 2014 03:17 |
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The common LW strategy is to start in Asia, immediately start building 3 satellites instead of 2, allow your Japan satellite to get shot down, and take over NA.
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# ? Jul 12, 2014 03:19 |
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I liked the South American bonus just for the flavor.
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# ? Jul 12, 2014 03:20 |
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Does LW gives a random chance to lose equipment on lost soldiers? I had to rush back to the skyranger last mission, losing 4 dudes, and now a bunch of items are missing. One armor, at least one laser carbine, 1 scope and a gatling laser. Weird thing is that my only laser sniper is still there, while the wielder was among the casualties. And only one armor is missing (or maybe two?). No, I didn't activate the second wave option that makes you lose the stuff of dead soldiers. But if that's a feature of LW, then that's silly.
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# ? Jul 12, 2014 03:39 |
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# ? Jun 9, 2024 11:57 |
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Zokalwe posted:Does LW gives a random chance to lose equipment on lost soldiers? I had to rush back to the skyranger last mission, losing 4 dudes, and now a bunch of items are missing. One armor, at least one laser carbine, 1 scope and a gatling laser. Weird thing is that my only laser sniper is still there, while the wielder was among the casualties. And only one armor is missing (or maybe two?). 50% chance for any dead troop to lose the equipment that troop had. With Total Loss on, that chance is 100%. WHAT A GOOD DOG posted:USA has always been number one, in my opinion. Planes and satellites are crucial early-game. USA's bonus doesn't apply to satellite costs, does it? I assume you mean having planes to defend your sats is crucial, but if you mean you can build satellites on the cheap with the USA bonus, daaaamn that's good.
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# ? Jul 12, 2014 04:02 |