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Coolguye
Jul 6, 2011

Required by his programming!
It's a relatively recent change, but it was made a few beta releases ago now.

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Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

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.
However, the SMG is a pretty common staple among my fast-moving support classes like medics and engineers, so they can get where they need to be and take action with no hassle. The carbine is great for fast-moving rookies or mid-level soldiers, especially those who do flanking or take "cleanup" shots on wounded enemies where precision is required. The extra aim makes them crucial against enemies that normally rely on high defense, but especially against soft targets taking high cover. Everything seems to have its use, and while some of them don't really fall in my playstyle, I usually get some variety in my squads from it and quite like the new options, at least to have them.

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.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

OneTwentySix posted:

Rockets are also amazing on EXALT missions, since there are way too many of those fuckers.
Oh hey what a good setup for showing why those missions are bad right now in LW :v:


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 :mil101:

ArchangeI
Jul 15, 2010

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 :mil101:

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.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

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

Lima
Jun 17, 2012

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.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

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.

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.
Tbh, I did not find those two mission to be that hard. I mainly wanted to show that currently the EXALT maps are way too packed, and that it's a cheap way of making it "difficult". Granted, the Zhang mission is a sea of Thin Men, but if you bring two snipers and possibly two soldiers, you can mow a lot of them down at range. Just dig in at the start and weather the storm. Only problem is when they decide to run up the sides of the map, so having a rocketeer or engineer is handy for that.

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.
lmao

toasterwarrior
Nov 11, 2011
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.

Zokalwe
Jul 27, 2013

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.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
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.

Nix Panicus
Feb 25, 2007

And the rewards for running an exalt mission just aren't worth the effort you have to put into winning one

OneTwentySix
Nov 5, 2007

fun
FUN
FUN


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

Ravenfood
Nov 4, 2011
Hire more dudes. I shoot for ~60, honestly. They all get up fairly quickly to Tech Sergeant, which is a perfectly serviceable rank.

ArchangeI
Jul 15, 2010

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

Old Doggy Bastard
Dec 18, 2008

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.

EmmyOk
Aug 11, 2013

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.

TheCosmicMuffet
Jun 21, 2009

by Shine

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.

Smiling Knight
May 31, 2011

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?

dyzzy
Dec 22, 2009

argh
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.

Smiling Knight
May 31, 2011

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.

dyzzy
Dec 22, 2009

argh
May he/she die usefully :patriot:

MrBims
Sep 25, 2007

by Ralp
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

Dominic White
Nov 1, 2005

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.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

MrBims posted:

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.

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 :xcom:

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 :(

Nix Panicus
Feb 25, 2007

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. :xcom:

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

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

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.

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.
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.

MrBims posted:

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.
I wish I had such cool stuff already. I'm stuck with lasers for now.

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 :v:

AtillatheBum
Oct 6, 2010

Justice ain't gonna dispense itself.
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.

Dominic White
Nov 1, 2005

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.

MrBims
Sep 25, 2007

by Ralp

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.

I wish I had such cool stuff already. I'm stuck with lasers for now.

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 :v:

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

Mr. Crow
May 22, 2008

Snap City mayor for life
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).

Sexual Aluminum
Jun 21, 2003

is made of candy
Soiled Meat
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.

Beagle
Dec 8, 2012

It's fine...
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.

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.


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

TheCosmicMuffet
Jun 21, 2009

by Shine

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.

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.

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.

Beagle
Dec 8, 2012

It's fine...

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.

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.


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.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
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?

jokes
Dec 20, 2012

Uh... Kupo?

USA has always been number one, in my opinion. Planes and satellites are crucial early-game.

MrBims
Sep 25, 2007

by Ralp
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.

Servicio en Espanol
Feb 5, 2009
I liked the South American bonus just for the flavor.

Zokalwe
Jul 27, 2013
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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Beagle
Dec 8, 2012

It's fine...

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?).

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.

50% chance for any dead troop to lose the equipment that troop had. With Total Loss on, that chance is 100%. :ohdear:

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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