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Does the air game get better later with foundry projects and such? I always found it kind of annoying even in vanilla, and kinda thought its main redeeming value was that Firestorm + EMP let you just sort of forget about it in the late game and focus on more interesting things. Since that combination is a good thing I assume Long War nerfs or entirely eliminates that, or at least hides it behind so much research and cost that if you see it you've basically already won anyway.
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# ? Apr 22, 2015 05:07 |
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# ? Jun 10, 2024 03:08 |
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Yes. The air game gets better as time goes on. There are six-ish tiers of weaponry, a bunch of foundry projects that improve interceptors (less likely to be hit, more HP, better aim, more damage per shot, and various interceptor weapon upgrades), then things like advanced repair reduce how long interceptors are out of commission, and, of course, the Firestorm.
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# ? Apr 22, 2015 05:18 |
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Akratic Method posted:Does the air game get better later with foundry projects and such? I always found it kind of annoying even in vanilla, and kinda thought its main redeeming value was that Firestorm + EMP let you just sort of forget about it in the late game and focus on more interesting things. Since that combination is a good thing I assume Long War nerfs or entirely eliminates that, or at least hides it behind so much research and cost that if you see it you've basically already won anyway. If you put the pedal to the metal and rush your air game ASAP at the expense of tactical luxuries like Gauss and MECs then between better equipment and better pilots it does get better. Just in time for the aliens to bring out the really big gently caress You Guns like twin-linked plasma cannons on Destroyers and reset the game to baseline. Eventually if you survive you'll be taking scalps in the air at will, but like a lot of other aspects of LW it takes forever and there are a lot of peaks and valleys in the difficulty curve along the way.
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# ? Apr 22, 2015 06:17 |
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honestly...I kind of hate the airgame...I have 0 trouble on the field...,but the airgame is the only thing messing em up. And to me there isn't much interesting about it.
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# ? Apr 22, 2015 06:54 |
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Willie Tomg posted:If you put the pedal to the metal and rush your air game ASAP at the expense of tactical luxuries like Gauss and MECs then between better equipment and better pilots it does get better. Just in time for the aliens to bring out the really big gently caress You Guns like twin-linked plasma cannons on Destroyers and reset the game to baseline. The worst part IMO is the fact that the aliens get more accurate the longer you play so after a long while those Destroyers get really high accuracy and then you're kind of hosed.
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# ? Apr 22, 2015 07:57 |
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Koorisch posted:The worst part IMO is the fact that the aliens get more accurate the longer you play so after a long while those Destroyers get really high accuracy and then you're kind of hosed. At least there's a cap on accuracy and damage for them now. They used to gain accuracy, defense and power indefinitely which would eventually make the game unwinnable.
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# ? Apr 22, 2015 08:52 |
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Is the S.H.I.V any use in Long War? I am guessing it suffers the same problem that it does in Vanilla, takes up a slot that a soldier that can gain XP could be using instead. But I am wondering if the mobile cover element is any use along with the ability to suppress seeing as finding good cover seems to be so difficult on some maps.
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# ? Apr 22, 2015 09:45 |
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If you're going to impersonate me, at least try for a Scottish accent? Or... in view of the character in this game, a South Korean accent?
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# ? Apr 22, 2015 16:44 |
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Phrosphor posted:Is the S.H.I.V any use in Long War? I am guessing it suffers the same problem that it does in Vanilla, takes up a slot that a soldier that can gain XP could be using instead. But I am wondering if the mobile cover element is any use along with the ability to suppress seeing as finding good cover seems to be so difficult on some maps. SHIVs are great. You can equip them with items to give new abilities/more HP/better aim/etc. in the mod, so even your clunky base SHIV (which you can build right on March 1) maintains some usefulness throughout the game. True, they take a spot where a soldier could be getting xp. But in the late spring/early summer months (basically from the time EXALT is introduced until the time you finally rout them) you will have like a bazillion missions and you'll frequently find yourself looking at a nasty fatigue spiral in your barracks. Even if you don't take casualties, you'll eventually be forced to "injure" your troops by taking fatigued guys out for a mission. Which can be a huge problem if you get a mission you really need to go on and suddenly all your best dudes are taking mandatory R&R. SHIVs don't fatigue. If a SHIV doesn't take HP damage on a mission, it can go on a mission 1 hour later. That's hugely valuable. Plus the basic SHIV autocannon is actually quite powerful and will usually 1-shot a thin man, floater, or sectoid even on Impossible. Alloy SHIVs are obscenely good. They have like a billion HP, and equipped with a laser autocannon they'll murder mutons with no trouble. But they cost so much to build that you really can't afford to do it until you've got at minimum a 2x2 block of workshop/foundry up so you can get alloys back as a rebate. I've never lasted long enough to use a Hover SHIV, but I doubt they're as useful as their Alloy counterparts.
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# ? Apr 22, 2015 17:18 |
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I may or may not be cut out for Euroduty.
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# ? Apr 22, 2015 21:55 |
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SHIVs have the issue that they can't hit the broad side of a barn, their aim doesn't get the innate boosts per tech level like in Vanilla and going up against enemies who can fly (+30 defense) or just regular old innate defense with 70 Aim is frustrating at best. Add to this that their small items are all good but incredibly specialized, and that with 3 slots you can't get enough to actually cover things. For instance if you try to make up for your poo poo aim, you can't do the 3 item overwatch combo and those items aren't good on their own. Really Long War should probably give SHIVs some more innate upgrades. Making them so reliant on small items means they can have a combination of three perks, or aim, which is painful and makes them sort of useless for anything but tanking shots. And Alloy SHIVs are stupidly expensive, like 100 Alloys. And Hover SHIVs are worse and gated behind one of the final research projects, though at least they have the ridiculous advantages flight gives you to make up for SHIV deficiencies (+DEF, +Aim). If you start in Japan you get a start that gives you 2 free SHIVs and an innate +10 to SHIV aim which is kinda neat, and they can help you through the early months. They just fall off hard pretty quick.
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# ? Apr 22, 2015 23:18 |
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Youtube Link Massacre at the Liquor Store. Congratulations Megane on making Corporal! Megane needs a nickname! Bad Guy Showcase Mutons Mutons, we know and love them. They're sprouting up a little early this year. Thankfully we only had to deal with one. As shown, one ability they can get is Covering Fire. It's also possible for them to get Opportunist, Hyper-reactive Pupils, and other perks. They start by using Plasma Carbines (same as Floaters and Thinmen), then later upgrade to Plasma Rifles. The thing that worries me most about Mutons is when they use Grenades, so keep them suppressed, disoriented, or dead-ed, and spread out your guys. Otherwise I get more concerned by Thinmen (though I wish we would get more of them). ProfessorBooty fucked around with this message at 05:12 on Apr 24, 2015 |
# ? Apr 23, 2015 14:17 |
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Hell yeah, the first Muton kill is mine! Suck it alien scum, every single bullet is going in your brains.
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# ? Apr 23, 2015 18:03 |
I recommend DoorStop as SgtSteele's nickname.
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# ? Apr 23, 2015 18:34 |
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"I was thinking Saffron was Megane for some reason." It's the hair. That was a bloody mission indeed. General Antares just can't catch a break.
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# ? Apr 23, 2015 18:37 |
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The absolute worst thing about mutons, all mutons not just the grunts, is Intimidate. What a bullshit ability.
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# ? Apr 23, 2015 18:40 |
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I was hoping to go on the mission to check out that downed UFO but this was good as well. But man, I'm sure glad I was lucky enough to get out of there with no scratches.seaborgium posted:I recommend DoorStop as SgtSteele's nickname. I'm not opposed to that SgtSteel91 fucked around with this message at 07:02 on Apr 24, 2015 |
# ? Apr 23, 2015 19:45 |
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That was pretty hairy with all those hits there, thank god for body armor!
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# ? Apr 23, 2015 21:42 |
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Kaislioc posted:"I was thinking Saffron was Megane for some reason." It's always being called an anime, I think She's an anime. Lucky Star. Dinictus fucked around with this message at 22:44 on Apr 23, 2015 |
# ? Apr 23, 2015 22:41 |
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I may be a little late to post for Mission 12's air game, but hats off to LEGO Genetics, the apparent new ace of the XCOM air forces. I, for one, welcome our new robot pilots.
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# ? Apr 24, 2015 01:38 |
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Dinictus posted:She's an anime. Lucky Star. Seconding Lucky Star for alien-hunting name value as well as anime reference.
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# ? Apr 24, 2015 02:46 |
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Took me a bit, but I came up with another great nickname. I'm going to put forward My Waifu for Megane, as I can't stop chuckling at the idea of Professor Booty having to use it.
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# ? Apr 24, 2015 03:31 |
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Curses! I guess you should mech me then (assuming that actually makes sense, I've never actually gotten past month 3 in long war)
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# ? Apr 24, 2015 04:14 |
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SaffronKit posted:Took me a bit, but I came up with another great nickname. I'm going to put forward My Waifu for Megane, as I can't stop chuckling at the idea of Professor Booty having to use it. This for that My Waifu
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# ? Apr 24, 2015 19:06 |
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Godna posted:This for that On the condition that she is referred to as such in all future videos. Because I am a horrible, unfunny person
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# ? Apr 24, 2015 20:08 |
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Caught up with the thread. Really enjoying the videos since I haven't played Long War myself yet. You should definitely give me another chance, I'm sure I won't disappoint again!
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# ? Apr 26, 2015 07:01 |
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Just saw all those sweet sweet helmets. Can I have a sweet sweet helmet? Edit: Also YAY BUILDINGS! Edit 2: Also what is Long War me up to now days? Am I a barracks rat? Gridlocked fucked around with this message at 16:31 on Apr 26, 2015 |
# ? Apr 26, 2015 16:23 |
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Gridlocked posted:Edit 2: Also what is Long War me up to now days? Am I a barracks rat? You're in the next mission. It's going to be a big focus to get infantry and gunners ranked up. You won't have a sweet hat because its already recorded. I'll be sure to give you one when I do some roster-maintenance before next recording session.
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# ? Apr 26, 2015 17:28 |
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ProfessorBooty posted:You're in the next mission. It's going to be a big focus to get infantry and gunners ranked up. You won't have a sweet hat because its already recorded. I'll be sure to give you one when I do some roster-maintenance before next recording session. Horray! I have to say I have found that reading the Long War wiki while watching is helping me understand quite a bit, I didn't realise so much had changed from the core game. Also can you explain your colour code for characters? I have noticed all the scouts are in red, snipers in safety yellow etc...
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# ? Apr 27, 2015 02:10 |
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There's a .ini file that contains a whole bunch of options (defaultgamecore.ini) that can be used to customize long war (starting cash, loot you get from aliens, chances aliens will take certain action, other things). Included is default soldier colors. What ships with Long War is perfectly serviceable - but I like playing dress up in my games so I decided to change the colors up. I used to have scouts and assaults work in a more distinctive team, and because I liked having scouts in black I decided to give assaults another variant of black. Support engineers stick with scouts and assaults, so they also get another variety of black. The 'standard' engineers (sapper engineers) get the salmon color just because I was looking through all the colors and found it to be pretty unique and tasteful. Until engineers get to Lance Corporal I assume them to be standard engineers. Rocketeers used to be some form of blue, and a separate build got another variant of blue. I use red for rocketeers now, and I'm still deciding the color for the suppression rocketeer and overwatch rocketeer, if I decide to give them a unique color at all. Snipers get 'please don't kill me' yellow because one time I made a Lone Wolf sniper (gets bonuses if not within 7 tiles of a unit), and it was easier for me to keep her away from the pack when she had the unique color. I eventually grew to like it so now all my snipers have some variant of yellow depending on their role. Gunners and Infantry get some sort of green because I think its the most fitting color given their real-life analogue. I change the infantry color to another varient of green if I make them an officer infantry, and HEAT gunners get the dark green-turquoise. Medics get ambulance white, another form of medic gets a light/sandy brown color because they're more combat oriented. Rookies are the light blue because sometimes I call them smurfs
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# ? Apr 27, 2015 03:47 |
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Assaults need to get some bright orange action BECAUSE THEY'RE ALL UP IN YO FACE
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# ? Apr 27, 2015 03:54 |
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Would be really awesome if you could get camo paterns and stuff not just solid colours.
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# ? Apr 27, 2015 04:04 |
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Gridlocked posted:Would be really awesome if you could get camo paterns and stuff not just solid colours. There's a mod that adds camo colors (military retexture pack). I may try that out, but it can cause other things to bug out from what I understand - I'll figure that out when I get a better recording groove
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# ? Apr 27, 2015 04:08 |
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I know I am really late to the party, but if you are buying any more interceptors could I be a pilot?
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# ? Apr 27, 2015 10:14 |
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Wanted to chime in to say I'm really enjoying this LP and its made me consider giving Long War another shot! I'm interested in signing up to be a pilot too if you have any spaces
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# ? Apr 28, 2015 08:20 |
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ProfessorBooty posted:There's a mod that adds camo colors (military retexture pack). I may try that out, but it can cause other things to bug out from what I understand - I'll figure that out when I get a better recording groove Occasionally the camo texture gets applied to literally everything on the battlefield, and when you think about it, that just makes it really good camo.
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# ? Apr 28, 2015 09:56 |
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Youtube Links: Mission 14 | Base Management 14 Taking on a UFO in Canada. Good time for training. We had microphone issues prior to recording, and I pulled out the backup. Unfortunately the backup is maybe slightly too good at picking up sound so I had to heavily edit Kidneyman's audio track to make my voice less jarring when picked up by his mic. We have a new microphone for the next video. Sorry! Perk Talk Flush v. Covering Fire v. Holo Targeting We're pretty familiar with these perks. I like taking Flush on one variant of gunner - very handy for killing 1-2 HP targets, though its use as forcing a bad guy to move seriously isn't that handy. Holotargeting is the first step to the 'bullet wizard' build. Covering Fire doesn't work with suppression - take it if you want to make an overwatch gunner, but my gunners are either offensive specialists or bullet wizards, and making an overwatch build gunner kind of defeats the purpose of bringing a gunner, not to mention gunners can't crit on overwatches (they don't get opportunist later). This is more a personal preference thing, some people do like overwatch gunners. Let's talk about GUNS Rockets!!! Rocket mechanics are significantly changed from Enemy Within. Instead of having a 90% chance of hitting the exact molecule you're targeting (and a 10% chance to do a U-turn into your own squad) rockets are subject to 'scatter'. Scatter is based on the aim of your rocketeer, and is affected by steady weapon, platform stability, scopes, and other perks that help reduce scatter. I think with 110 aim you have a 100% accurate rocket. One thing to keep in mind is that whoever made the rocket scatter mechanic was super in to normal distribution curves at the time and the scatter value you see is the first standard deviation, meaning there's a roughly 68% chance for the rocket to fall in that scatter range, a 27% for it to be double that range, and a 3-ish percent chance to be triple that range, so be careful with the dice rolls. Rocketeers can move and shoot in Long War, the drawback being that their accuracy and range is significantly hampered, and this should be avoided. Rocketeers get a perk that reduces scatter and the distance penalty if they move and shoot rockets. Rocketeers can carry extra rockets as a small item (only 1 of each type). Shredder rockets work like AP grenades and doesn't affect units in cover. This is kind of beneficial as most bad guys you want to shred can't take cover, so your covered troops are reasonably safe. LMG v. SAW The SAW allows you to move and shoot, has 6 base ammo, -1 mobility penalty, and is the same gun we've seen the past few episodes. The LMG has limited squadsight (+5 tiles), 8 base ammo, and a -2 mobility penalty. No moving and shooting with the LMG, and gunners cannot get snapshot later, so its a weapon that rewards smart positioning. The trap most LMG users get in is trying to perfectly position the gunner in the +5 squadsight range. I tend to use the LMG gunner as kind of a stake I put in the battleground, and the squadsight ensures enemy movement doesn't inadvertently prevent a good shot on the next turn. There are later perks that synergise pretty well with LMG-type weapons. Stuff! This update was a lot longer than I originally thought it would be! Alloy SHIV The Alloy SHIV is pretty good tank, and I really want to pick one up because it may be a long time before I start building MECs. I never really mentioned SHIVs in long war, but they typically have some innate defense, DR, and can carry small items. The Alloy SHIV has 70 aim, 24 health (4 of which is armor), and 2.5 DR. I was going to mention this in the video, but I got distracted. The alloy shiv has a huge, ridiculous cost associated with it: 250 bucks and 80 alloys (I think it used to be 100? They dropped the price). But with that you get a mobile low cover unit that can eat a lot of damage. Foundry projects help SHIVs significantly, but there's always the issue with opportunity cost. Reinforced Armor Reinforced armor grants 1 HP and 1 DR at the cost of 8 defense (not so bad seeing as you're trying to make a bio-tank) and 2 mobility. The mobility loss is kind of a deal breaker for me, but when my assaults become more mobile I might consider giving them this item. Rebuild Alloy SHIV If a SHIV gets killed you can rebuild it at a lower cost than building a brand new one. It takes roughly twice as long as the initial construction. Phalanx Armor More mobility than tactical armor, 1 extra HP. This is really cheap armor, and I'll be picking some up once I get my alloy situation under control. 1 extra HP isn't amazing, but it can lessen wound times. ProfessorBooty fucked around with this message at 13:09 on Apr 28, 2015 |
# ? Apr 28, 2015 12:59 |
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Oh boy my second mission. Yay! Looking forward to it! Edit 1: I forgot I was an African Woman. Hopefully with an Australian accent. I can't tell if that's an Australian accent or not. Edit 2: If I get a second kill I demand a sweet Stormtrooper esque helmet. YES! Kill 2 baby. Gridlocked fucked around with this message at 16:43 on Apr 28, 2015 |
# ? Apr 28, 2015 16:10 |
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By the way, I've been doing some digging and there is no reason to think suppression stacks. I kind of wish it did, it makes sense to. It stacks with other debuffs, though.
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# ? Apr 28, 2015 17:09 |
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# ? Jun 10, 2024 03:08 |
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That's the most routine mission we've had so far. No one got hurt, all the aliens died and two meld canisters to boot! Only one promo, but what can you do?
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# ? Apr 28, 2015 18:12 |