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OneTwentySix posted:Can someone explain what benefit the reflex cannon is (plasma shotgun)? It's the same damage as the alloy cannon, but has one fewer shots. Does it just not have the penalty to hardened targets? I feel like I just wasted a ton of money on this thing. If you want to be fair but don't want to update, you can change it through editing that .ini file. Change the Alloy Cannon's iDamage to 8. Simple as. What I also noticed while editing the .ini, that I didn't really before, is just how obscenely powerful the default SHIV turret is. On it's own, it's as strong as a Pulse Rifle! MechPlasma fucked around with this message at 15:43 on Jul 19, 2014 |
# ? Jul 19, 2014 15:30 |
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# ? Jun 2, 2024 01:14 |
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Beagle posted:Ranger +1 is pfffhbtbtbtbt because of how neglible it is, Low Profile is good, but Sprinter is got to go so god drat fast. Sprinter + Light Armor + SMG + Inherent Scoot Mobility = RIP every bomb mission, terror mission, newfoundland, and all aliens that didn't want to be flanked because you are moving at the speed of sound. golem_ii posted:8 Seekers at once is pretty fun! So, I really hope that the LW people hear all the hate that the current Exalt missions are getting Yeah okay, just parachute three heavies into my back. That's no big deal and very cool. Having zero chance to save your operative because he gets mobbed on the other end of the map on the start of turn two? Even better! I reloaded that one because gently caress it and got the same mission on the observatory map Yep, Exalt outnumbered me four to one. Or rather five to one because the Operative can't do much with a pistol. I think I should be happy that only one of my guys is out for more than a month? Also, more odd stuff. Why didn't close combat proc this time? The last one was due to elevation, but here it's all good in my eyes? Zombie walked up and nothing happened. Two floaters moved on the same tile. lol, never saw that before. Well, the aliens do come from space. So I guess covering the sky is a good idea? Tin Tim fucked around with this message at 16:09 on Jul 19, 2014 |
# ? Jul 19, 2014 16:06 |
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So my current game has glitched so that I can not input any orders so is there any way to get the game working again or will I have to just restart from my last save point?
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# ? Jul 19, 2014 18:52 |
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Hunt11 posted:So my current game has glitched so that I can not input any orders so is there any way to get the game working again or will I have to just restart from my last save point? Can't you just save now and restart?
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# ? Jul 19, 2014 19:42 |
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Jesus Christ. It's only mid-May on Long War and this thing showed up. Maybe it's because I finished the game pretty quickly but in my Vanilla run I never saw one of these. What the hell is it? Battleship, I presume? It can shoot me down in one hit and Firestorms are a far-off pipe dream. On that note however, rushing beam laser cannons for my ships and researching each ship type between major projects was a good idea. My air game is definitely stepped up.
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# ? Jul 19, 2014 23:22 |
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^^^Yeah, that's a terror mission ship, they are just there to mock you as you watch the panic of where ever it lands skyrocket. I didn't even know enemies could gently caress up grenade throws hahaha.
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# ? Jul 19, 2014 23:59 |
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After getting Lasers I had several Exalt missions which I thought weren't so bad. Even when some elite agents showed up things were workable. Perhaps I had judged LW's Exalt missions too harshly, I thought. But just now I got one of those 4 soldier only missions, populated by at least 75% elite agents and now they have Lasers too. I thought I could at least hack the data and escape, but after hacking the second node more elite agents airdropped in by the Skyranger and went on overwatch. In the end I left one corpse behind and pulled 4 heavily wounded soldiers out of the flaming wreckage of the map. I only managed to kill 7 Exalt
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# ? Jul 20, 2014 00:45 |
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Vib Rib posted:
http://www.youtube.com/watch?v=zZkcOa3tkyI edit: "Experimental Warfare"
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# ? Jul 20, 2014 01:00 |
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I thought I was caught with my pants down when my first terror mission came up, but two specialist gunners with LMGs just filled everything with holes while the rest of my newbie squad just hunkered down between turns. Aside from a few shotgun kills on some very brave chryssalids they were all of the mission's confirmed kills. Oh and it was murder street too. How apropos
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# ? Jul 20, 2014 01:22 |
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dyzzy posted:I thought I was caught with my pants down when my first terror mission came up, but two specialist gunners with LMGs just filled everything with holes while the rest of my newbie squad just hunkered down between turns. Gunners were my favourite Weapons class for a while because suppression everywhere, then I discovered how good Rockteers are, but now Gunners are back with a vengeance because I discovered how good Flush is. I wish I started with 8 soldiers, I want to take one of every class before the midgame. They're all so wonderful and balanced for each of their roles
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# ? Jul 20, 2014 02:14 |
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Does Long War make the aliens pick their targets non-randomly? Because France was the scripted withdrawal and ever since then the aliens have had a raging hate-boner for Germany. Three terror missions at Cologne, one in Germany, and more UFO fly-bys than the entirety of North America - they were getting bombed on a weekly basis before I got satellite coverage up. Whether it's random or not, it's really built up an emergent narrative. Started with a satellite over Japan and have managed to keep it alive the whole time thus far, and Japan's never left zero panic. I like to imagine the Japanese are the most ardent supporters of X-Com, with action figures and cosplay and fanclubs, and 'Sugar' Abubakar, Ace Pilot of Asia with eight confirmed kills is probably a national hero. The Germans are harrowed but unbroken, constantly hovering around level four panic but never surrendering. The French are right proper bastards, withdrawing right at the start and having thrice harboured Exalt cells, not that it stops my murder squads from moseying on over on a regular basis to kick around Exalt or to do the Portent/Deluge/Furies stuff, if the French have something to say about jurisdiction they can tell it to my gatling laser. Russia is making the best of things, constantly offering scientists and technicians in exchange for any alien gizmo I can get my hands on. Egypt has an insatiable hunger for corpses, Mexico wants a disturbing amount of live aliens, and the British are really into drones and seekers. And for some reason the aliens really, really love landing in Canada. I don't think Australia even realizes there's a war on, they've had a grand total of one abduction and it was in Melbourne so I doubt anyone even noticed.
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# ? Jul 20, 2014 02:45 |
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Tin Tim posted:
Have to see the turn to know for sure, but did that zombie walk over from the left? If so he only walked one tile into your Assault's vision beyond that car's full cover corner.
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# ? Jul 20, 2014 02:47 |
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Beagle posted:Gunners were my favourite Weapons class for a while because suppression everywhere, then I discovered how good Rockteers are, but now Gunners are back with a vengeance because I discovered how good Flush is. And since 5/8 classes can use shotguns now, your options for outfitting really open up. Do you give the shotgun to the Assault and the laser rifle to the Scout, or vice versa? Depends on the squad composition, the available equipment, the mission setting, etc. Also, the fact that they tell you the kind of terrain you'll be facing makes a world of difference. I really like knowing that ahead of time.
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# ? Jul 20, 2014 02:54 |
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Tehan posted:Does Long War make the aliens pick their targets non-randomly? Because France was the scripted withdrawal and ever since then the aliens have had a raging hate-boner for Germany. Three terror missions at Cologne, one in Germany, and more UFO fly-bys than the entirety of North America - they were getting bombed on a weekly basis before I got satellite coverage up. AFAIK the LW strategy AI is very different and I'd like to say it does make smart decisions re: taking over countries/continents. I've seen pictures of mid/late-game "air raids" where a bunch of UFOs prepare and then assault all at once to overwhelm XCOM air defense. I know they definitely react to how threatened they are by XCOM and by how many resources they have. I love the writeup of your council personalities, haha. It makes it all the sweeter when you imagine the Skyranger touching down in France as the local governments whine about it.
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# ? Jul 20, 2014 02:55 |
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Tehan posted:Does Long War make the aliens pick their targets non-randomly? Because France was the scripted withdrawal and ever since then the aliens have had a raging hate-boner for Germany. Three terror missions at Cologne, one in Germany, and more UFO fly-bys than the entirety of North America - they were getting bombed on a weekly basis before I got satellite coverage up. Unfortunately for me my forced withdrawl early on was in Canada, so now I can't get the Air and Space bonus until way later. I guess Africa's a good goal, though. But with as high as prices on maintenance are, Europe is probably a better option.
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# ? Jul 20, 2014 02:57 |
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A team of scouts/gunners/assaults with flush, combined with assaults with close combat specialist, is absolutely hilarious. Especially if they are Gunners with Shredder ammo. Flush definitely seems to trigger that pretty reliably. Sadly, not every enemy can be fully flushed, but the increased chance to hit against fliers and stuff is honestly still pretty nice. +30 bonus to aim is totally worth the half damage in a bunch of situations. I sort of want to try making a super-tanky Assault now though. So many nice defensive perks... GlyphGryph fucked around with this message at 03:13 on Jul 20, 2014 |
# ? Jul 20, 2014 03:04 |
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Vib Rib posted:This is a fantastic narrative. I wonder what kind of fans XCOM would get in real life. A bunch of nerds with far, far too much knowledge of how a Laser Rifle works.
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# ? Jul 20, 2014 03:20 |
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Can anyone give me some tips for dealing with LW berserkers? I shot at one and all 8 people in squad panic'd and lost 2 turns in which they walked up and started mauling my guys. After i shot at them again and caused 5 guys not dead to panic...
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# ? Jul 20, 2014 03:25 |
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Wassbix posted:Can anyone give me some tips for dealing with LW berserkers? I shot at one and all 8 people in squad panic'd and lost 2 turns in which they walked up and started mauling my guys. After i shot at them again and caused 5 guys not dead to panic... Don't bring rookies/people with low will. Other than that, Flashbangs, Grenades, Rockets.
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# ? Jul 20, 2014 03:37 |
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ArchangeI posted:Don't bring rookies/people with low will. Other than that, Flashbangs, Grenades, Rockets. I did flashbang, and the team was all corps so I'm guessing I was really unlucky
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# ? Jul 20, 2014 03:38 |
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Alright, end of month four. I've destroyed the far-too-long Alien Base and started researching the Hyperwave Relay, before I found out that I need to destroy a second Alien Base to actually make the thing. That is... REALLY strange. Oh well, at least you can make a country instantly ragequit by accusing them of being EXALT. Which spawns an alien base. Yes, accusing a country of being alien sympathizers will make them so pissed off that they'll start sympathizing with the aliens. Logically. I've also been thinking about skipping Alloy SHIVs. Not entirely intentionally, but my research is so far ahead while my money/alloy reserves so lacking that I haven't even had a good opportunity to make them yet. As for the balance in Not-So-Long War, it's... not bad, as far as I can tell. I know Meld is affected by a multiplier, and I'm assuming ship materials are too (next time someone takes a Scout intact, let me know the figures). But I get the impression the enemy is behind on tech - is it normal, five months in, to still have them using mostly Scouts and nothing more than Medium Raiders? 'Course, it could just be that I haven't lost a mission yet and let very little ships through. In the meantime, have some cool stuff: I'm pretty sure this isn't even supposed to be possible! And yes, when you don't lose a single civilian, the panic level stays just where it is! Pictured: a Chrysalid taking over 50 points of guaranteed damage in one turn. Against default weapons. That doesn't require an action. And that happens multiple times a turn, until you run out of ammo. Basically, what I'm saying is that Chrysalids can't do SQUAT against Sentinel Drone SHIV teams. And it's hilarious to watch them try! Beagle posted:I discovered how good Flush is. Edit: oh, here's a question. Which is better, HEAT ammo or Holo-targeting with +5 aim? All the tough opponents (Cyberdisks, Mechtoids, the occasional tough Floater) are robotic, so I'm wondering if it's worth the loss of up to 15% accuracy. MechPlasma fucked around with this message at 03:48 on Jul 20, 2014 |
# ? Jul 20, 2014 03:45 |
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MechPlasma posted:
HEAT with Flush = like 6 damage to robotics with Flush with basic ballistics I take it over Holo and take Holo on Scouts instead. Are those SHIV "Sentinel Modules" their version of CCS? Pretty hillarious looking. Alloy SHIV very strong.
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# ? Jul 20, 2014 04:12 |
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MechPlasma posted:Edit: oh, here's a question. Which is better, HEAT ammo or Holo-targeting with +5 aim? All the tough opponents (Cyberdisks, Mechtoids, the occasional tough Floater) are robotic, so I'm wondering if it's worth the loss of up to 15% accuracy. The obvious answer would be both. I'm not sure what the optimal mix is, but one or two with Holo-targetting would be better than pure HEAT even against robotic enemies, while HEAT on a few won't hurt much against non-robots since the HEAT SHIVS can just shoot enemies that have already been Holo-targetted. If you need to research one before the other, HEAT makes sense for the first pick. You can rely on a damage boost like that; +5 aim not so much. Edit: If you're talking about Gunner perks and not SHIV small items the yeah, listen to Beagle. Is the perk worth +5 aim now? The perk stat bonuses were pretty lackluster in the last beta that I played. HundredBears fucked around with this message at 04:28 on Jul 20, 2014 |
# ? Jul 20, 2014 04:20 |
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HundredBears posted:The obvious answer would be both. I'm not sure what the optimal mix is, but one or two with Holo-targetting would be better than pure HEAT even against robotic enemies, while HEAT on a few won't hurt much against non-robots since the HEAT SHIVS can just shoot enemies that have already been Holo-targetted. If you need to research one before the other, HEAT makes sense for the first pick. You can rely on a damage boost like that; +5 aim not so much. Oh you guys were talking about SHIV items not Gunner perks. I'm such a bad babby that I haven't got late enough to build multiple alloy SHIVs yet so it didn't even cross my mind
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# ? Jul 20, 2014 04:35 |
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So is an all-SHIV team viable? Expensive, probably, and lacking in cool special abilities, but viable? Probably needs that auto-repair Foundry thing to really pay off...
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# ? Jul 20, 2014 06:50 |
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Roobanguy posted:^^^Yeah, that's a terror mission ship, they are just there to mock you as you watch the panic of where ever it lands skyrocket. I once had two low-health high-ranking soldiers end a turn a few tiles away from a 1-HP muton. He ran up to the immediately adjacent tile and he threw a grenade at them, missing the shot and somehow lobbing it backward just far enough to blow himself up and leave my two soldiers alive. It was the most amazing spectacle.
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# ? Jul 20, 2014 07:12 |
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Is there something you're supposed to do to get engineers in Long War? I have more than twice as many scientists as engineers, and while part of this is having full satellite coverage over North America, part of it is that scientists just seems easier to come by. Am I doing something wrong?
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# ? Jul 20, 2014 07:45 |
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Speedball posted:So is an all-SHIV team viable? Expensive, probably, and lacking in cool special abilities, but viable? Probably needs that auto-repair Foundry thing to really pay off... Yup. Mobile, high powered weapons, and with the Sentinel module and suppression, they can be pretty good.
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# ? Jul 20, 2014 07:57 |
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so apparently your operative still exists when they exit through the evac zone. that guy got killed btw
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# ? Jul 20, 2014 09:50 |
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Your evac ship has nothing but shotguns installed on it.
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# ? Jul 20, 2014 09:53 |
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Speedball posted:So is an all-SHIV team viable? Expensive, probably, and lacking in cool special abilities, but viable? Probably needs that auto-repair Foundry thing to really pay off... In terms of expenses, they're somewhat expensive at the beginning, but because they don't actually need upgrades and you can skip a whole lot of normally-necessary purchases and projects, and some Research ones too, they do pay off. Oh, but the two places they fall down is in capturing aliens (you need at least one regular and three Outsiders) and the Base Defense mission (I presume, I haven't played it, but in the original it really depended on you having high-ranked well-equipped dudes). They're certainly both possible, (remember that losing Base Defense just makes you restart the mission, not the game), but when I do a pseudo-Impossible I'm totally gonna cheat on those anyway. I'm not carrying around a fleshbag for all my UFO missions, that's just no fun. If you want, I've got a very rough guide I made a few posts back, and I'll be making a proper one later. Although I'd really suggest putting it off until Beta 14, when the too-many-missions bug gets (supposedly) fixed. Glidergun posted:Is there something you're supposed to do to get engineers in Long War? I have more than twice as many scientists as engineers, and while part of this is having full satellite coverage over North America, part of it is that scientists just seems easier to come by. Am I doing something wrong?
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# ? Jul 20, 2014 13:47 |
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MechPlasma posted:I think Scientists are supposed to be as common as Engineers, but it's still cool. Scientists are WAY more useful up until considerably later. True; however, Engineers are critical in early game since you'll need them to set up both Workshops and Satellite Uplink/Nexuses. Two Laboratories will carry you for a long while.
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# ? Jul 20, 2014 13:59 |
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11 may not seem like a lot but 3 dense pods of seekers in a row really makes me hate these assholes. > Also, whoever said explosions destroy weapon fragments but not corpses, drat you for a liar. I just encountered my first cyberdisc on this mission and finishing it with a rocket yielded no wreck to salvage. MechPlasma posted:I'd really suggest putting it off until Beta 14, when the too-many-missions bug gets (supposedly) fixed.
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# ? Jul 20, 2014 14:24 |
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Wonderful, nothing like activating a Chryssalid pod through a wall thanks to buggy LoS. Time to creep around this UFO and hope that the fuckers dash into my line of fire instead of waiting until I move too close and murdering all my dudes
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# ? Jul 20, 2014 14:42 |
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Line of sight is pretty good in most of the game's areas, but in UFOs it's a total crapshoot. Ramps, slopes, diagonals, roofs... whether you'll be able to see one end from the other, you may as well flip a coin.
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# ? Jul 20, 2014 14:45 |
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I am about to finally get around to installing this game. I have read the op and then jumped to the end of the thread. I played lots of enemy unknown on the ps1. Do I need to know anything else super important? Should I just go straight in with enemy within or play the normal game first?
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# ? Jul 20, 2014 15:06 |
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^^ Go hog wild with EW from the start. The added complexity is nothing compared to the old Ufo/X-com.Vib Rib posted:Line of sight is pretty good in most of the game's areas, but in UFOs it's a total crapshoot. Ramps, slopes, diagonals, roofs... whether you'll be able to see one end from the other, you may as well flip a coin. Climbing or grapple hooking up a multistory building is also almost guaranteed to reveal pods inside Lima fucked around with this message at 15:48 on Jul 20, 2014 |
# ? Jul 20, 2014 15:45 |
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What .ini changes would you suggest to make Long War a bit easier? I want to like it and I don't mind having the difficulty increased some, but I keep getting into this mid game where it's pure frustration. I have so few resources and mechtoids/berserkers start showing up and I feel like I can't make any progress. More money would be a big help.
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# ? Jul 20, 2014 15:48 |
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Grand Fromage posted:What .ini changes would you suggest to make Long War a bit easier? I want to like it and I don't mind having the difficulty increased some, but I keep getting into this mid game where it's pure frustration. I have so few resources and mechtoids/berserkers start showing up and I feel like I can't make any progress. More money would be a big help. I feel that reducing cost and upkeep for planes would help a fair bit. As is, expanding satellites to South America is literally a net loss, money-wise, if you plan on actually protecting it from ufos. Other continents really aren't much better.
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# ? Jul 20, 2014 17:22 |
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# ? Jun 2, 2024 01:14 |
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goddamn it I hate Newfoundland. Am I the only one that has to deal with these weird screenlocks every single time I play this level? I had to reload 6 or 7 times last time to finish the level without breaking the game, and it took me way to long to figure out how to navigste the ctrl-alt-del menu properly with the keyboard (the game kept focus for the mouse, so that didn't work). It's just weird and dumb and terrible and I sometimes get the impression that I'm the only one who has the problem (and it's ONLY with Newfoundland, specifically the infestation mission and particularly attempting to finish the level... I'd assume it's a problem with the cutscene loading somehow?)
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# ? Jul 20, 2014 18:38 |