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Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

XCOM2 is already pretty unstable and Long War moreso, so no, I wouldn't recommend Ironman just yet. Give it a few patches at least.

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Bholder
Feb 26, 2013

YoungSexualNorton posted:

I liked LW1 a lot and am finding LW2 to be a tremendous pain in the rear end. I don't mind losing soldiers or occasional missions but this burn intel -> 125%/vulnerable infiltration ->"very light" resistance poo poo where oh hey there are multiple pods of mutons, snakes, etc against a squad of 4 is retarded.

Unless I've entirely missed the research branch that provides scanners, I got to full kits of laser weaponry but still had no way to avoid accidentally walking into some unforeseeable line of sight in ways that completely wreck a mission. And once snakes and mutons start showing up, even retreating and trying to survive 3-4 turns until evac comes is nearly impossible unless every soldier is carrying a bouquet of flashbangs and smokes.

Overall the pressure of patrols, turn timers, and the impossibility of fighting your way through even half of the pods when random chance fucks you into a corner halfway to an objective is too much for me. It's not so much challenging or intense as obnoxious.

Very light doesn't mean easy.

And if you must go 4-man stealth run, I would go with technicals, grenadiers and rangers and re-create the classic vanilla Xcom 2 "kill everything with grenades" trick.

John Charity Spring
Nov 4, 2009

SCREEEEE

Tendales posted:

The aliens in the network tower aren't particularly more dangerous, but you're stuck in close quarters and reinforcements pile in fast. Speed is your number one priority, both in terms of movement and in terms of killing.

Yeah, I ended up going for it. My 5 soldiers survived, but with some serious wounds on a few and I completed it just as another reinforcement group was about to arrive. My officer's jammer ability to delay reinforcements had also been a lifesaver earlier in the mission.

busb
Mar 19, 2009

Thorgie
Reading those patch notes and the key to my fukt up missions at least has been getting cornered by patrols even when full concealed. Hopefully their bugfix works because until then I'm not going to be going for concealment runs anymore.

3 missions in a row where I'm converged on in 3 directions as I'm at the objective

Taffer
Oct 15, 2010


Long war definitely seems like it got way ahead of itself on packing "STRATEGY!!!" into every possible facet of the game to where it seems really overloaded. The strategy layer has so many things to think about.

YoungSexualNorton
Aug 8, 2004
These are good for the children's brains.

Bholder posted:

Very light doesn't mean easy.

And if you must go 4-man stealth run, I would go with technicals, grenadiers and rangers and re-create the classic vanilla Xcom 2 "kill everything with grenades" trick.

Yeah, I'm aware of that. The vast majority of missions available barely offer the 4 days that a small squad with boosted intel needs to hit 100-125%. I guess I could take nothing but 6+ day ones. It's hard to know if that's going to eventually gently caress me on keeping up with the power curve but it definitely feels like it would. I'm running like 6 intel people in one region on top of the avenger scan and maybe 1/4 of the missions are 6 days or more.

There is no amount of explosives that 4 people can carry relatively early in the game that will kill 12-16 mutons, snakes, sectoids, etc that, after the first pod is alerted, spread out in ways that make it impossible to hit more than 2 of them per explosive. Especially given that you're almost guaranteed to lose at least one of those people after the first turn to whatever surviving source of tongue, poison, grenade, officer mark+shoot+crit against high ground high cover, etc is around.

I guess overall I feel like those missions are extremely stealth reliant, and your ability to fight your way out when things go wrong is constantly decreasing. Once it's past regular rear end trooper pods, blown cover has unbeatable hordes descending on you within a few turns. Meanwhile your ability to move around stealthily doesn't go up much at all over time.

goodnight mooned
Aug 2, 2007

Amish Ninja posted:

Would people generally not recommend playing LW2 with Ironman enabled? Sounds dangerous.

I'm playing Ironman, because that's how I've always played Xcom, but I'll admit it's looking like I'll probably never manage to finish a game of LW2 - it seems to be quite long.

dyzzy
Dec 22, 2009

argh

Darkrenown posted:

Most mods aren't rolled into LW, and the LW devs have said they don't plan to include many since Xcom2 is very modular with mods. There's some reccomended mods here:
http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23558&sid=029cc87eb3f4123a38b5fee026a1b985#p25865
I think the flank previewer is especially useful

You're not wrong but I'm p. sure he was asking about the previous mods made by Pavonis.

Uncle Jam
Aug 20, 2005

Perfect

YoungSexualNorton posted:

Yeah, I'm aware of that. The vast majority of missions available barely offer the 4 days that a small squad with boosted intel needs to hit 100-125%. I guess I could take nothing but 6+ day ones. It's hard to know if that's going to eventually gently caress me on keeping up with the power curve but it definitely feels like it would. I'm running like 6 intel people in one region on top of the avenger scan and maybe 1/4 of the missions are 6 days or more.

There is no amount of explosives that 4 people can carry relatively early in the game that will kill 12-16 mutons, snakes, sectoids, etc that, after the first pod is alerted, spread out in ways that make it impossible to hit more than 2 of them per explosive. Especially given that you're almost guaranteed to lose at least one of those people after the first turn to whatever surviving source of tongue, poison, grenade, officer mark+shoot+crit against high ground high cover, etc is around.

I guess overall I feel like those missions are extremely stealth reliant, and your ability to fight your way out when things go wrong is constantly decreasing. Once it's past regular rear end trooper pods, blown cover has unbeatable hordes descending on you within a few turns. Meanwhile your ability to move around stealthily doesn't go up much at all over time.

I've been getting more time for infiltration by setting all my haven dudes to intel.

Ornamented Death
Jan 25, 2006

Pew pew!

Shen's Last Gift is laughably easy in LW2 due to how easy and dirt cheap it is to get AP ammo.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
How exactly does Kill Zone work? I had an ADVENT shieldbearer pinned down with no where to go, and it wouldn't have any good shots, so I had Hitler, my sniper, set up a kill zone that well encompassed him and his immediate surroundings. Yet when the Shieldbearer ran away next turn, Hitler didn't take a shot. Any idea why that would happen?

Apoplexy
Mar 9, 2003

by Shine
Hitler had only one bullet, and it was for himself.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Apoplexy posted:

Hitler had only one bullet, and it was for himself.

It would actually be really loving funny if the developers made it so whenever a soldier that has the name Hitler in it shot himself when he has one shot left.

BlazetheInferno
Jun 6, 2015
My honest guess would be that the move the Shieldbearer made took him out of line of sight to the Sniper. That's the only thing I can think of.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Apoplexy posted:

Hitler had only one bullet, and it was for himself.

You obviously have no idea what you're talking about.

upgunned shitpost
Jan 21, 2015

YoungSexualNorton posted:

I guess overall I feel like those missions are extremely stealth reliant, and your ability to fight your way out when things go wrong is constantly decreasing. Once it's past regular rear end trooper pods, blown cover has unbeatable hordes descending on you within a few turns. Meanwhile your ability to move around stealthily doesn't go up much at all over time.

Find the workshop mods called Spec Ops Long War and Spec Op Knives by a dude named Mushasi. It adds a really cool class that does cool poo poo in stealth and the knives allow your dudes to make 'silent takedowns', which don't break concealment. Combined with the Long War Suppressors mod, you can reliably drop pods without breaking stealth... most of the time. poo poo happens.

Also, just bump up the environmental damage on grenades and other explosives for when things go pearshaped. If you can't save the world by levelling it with explosives, it was never worth saving in the first place*.

*actual translation of 'vigilo confido'.

Bogart
Apr 12, 2010

by VideoGames
Pander18 Will Not loving Die

I think I learned about SA in the first place from GuavaMoment's original XCOM lps. :3:

Bogart fucked around with this message at 06:31 on Jan 25, 2017

Apoplexy
Mar 9, 2003

by Shine

I had forgotten about that completely until now. Thank you for giving me a laugh

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
What I feared was going to happen has happened, I can't possibly afford lasers and armor for all the squads I need to keep taking missions and even the easiest pods are all super advanced exalts with 7+ hp (officers with 10!) or mutons with 10 and armor and snakes with 6+

Reaching a point where I just can't pass the dps checks (not helped by the bug to-be-fixed in 1.1 where the pods are still tailing you just out of sight while you're concealed)

MikeC
Jul 19, 2004
BITCH ASS NARC
Biggest complaint about Long War 2 so far.

They can just gently caress off with the endless micro needed for resistance members on the strategy layer and the removal of the protype -> mass production of tier weapons. Like what the gently caress. Do I really need this level of micromanagement?

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune
:siren: LW2 tech tree :siren:

https://imgur.com/a/Y0L48#DdAxu1R

Roobanguy
May 31, 2011


i wish coil guns were the endgame weapon. always thought ballistic weapons were cooler than plasma.


also the grenadier tree is goofy. one of the mid tier skills lets you have a 50% chance to do 2 more damage with an explosion, which is neat, but the one to the right of it is explosives do full damage at any distance. how is that a choice?

SweetBro
May 12, 2014

Did you read that sister?
Yes, truly a shitposter's post. I read it, Rem.

Gyshall posted:

Check the Xcom Archives. Pavonis has an out of game post here.

This isn't covering bullshit mechanics like how I can't shoot if I'm on fire. I need to know about the mechanical changes they made that will gently caress me.

Mandatory Assembly
May 25, 2008

it's time to get juche
Lipstick Apathy

YoungSexualNorton posted:

Yeah, I'm aware of that. The vast majority of missions available barely offer the 4 days that a small squad with boosted intel needs to hit 100-125%.

You haven't assigned enough resistance members to Intel, or you aren't being selective enough with the missions you take.

Have you read the XCOM Archives in the Commander's room on the Avenger? That's the manual.

upgunned shitpost
Jan 21, 2015

Roobanguy posted:

also the grenadier tree is goofy. one of the mid tier skills lets you have a 50% chance to do 2 more damage with an explosion, which is neat, but the one to the right of it is explosives do full damage at any distance. how is that a choice?

All the class trees are goofy and a lack of Commander's Choice baked in really makes that shine. Roll a poo poo-tier sharpshooter and you're supposed to run around tagging stuff with the targeter... cuz, you know... running around and not killing stuff is 'tactical' and wicked fun. The only decent classes are the specialist, ranger and the gunner. The technical is letdown by a poo poo weapon, the shinobi is saddled with an rear end in a top hat's name and they took the sword away from the close combat class... who the gently caress does that?

Thankfully, the mod architecture(?) built by firaxis loving owns and is incredibly robust, I love the fact the system will just pull info and values from other mods with zero bullshit or effort, just type it in the config files and it works. Serious voodoo. There's a lot of good, even great ideas in lw2 and I have nowhere near the patience to even attempt anything like they did, but I'm seriously happy I can just hack the thing up and make it 'FUN!'(tm).

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
In general I think just turning off the not-created-equally stuff is a good plan. It's a great thing to have when you're building up one team (and maybe a few spares), but it's just too much stuff to keep track of and try to optimize when you have a roster the size of long war's.

upgunned shitpost
Jan 21, 2015

You can tone down the amount of bullshit in soldier creation through the toolbox.ini. Setting the low end delta values for zero on defense, dodge and will are a good start. It'll reduce the amount of aim bonuses that your dudes might get, staying in a range of 55-70 or so, but you don't wind up with bullet magnets just itching to die. Plus you still get the odd 6hp/17m superhuman, though they're kinda rare.

There's also a somewhat functional Commander's Choice mod, but it's a little henky so saving before you use it is a good idea. It's actually more time consuming to get them all looking stylish than it takes to optimize stats to class.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Commander's Choice works fine it's just you can only change at Squaddie rank. Otherwise you have to use the console. LW uses its own classes but if you have the console you can do this:

Type "MakeSoldierAClass [Name] [Class]"

example: 'MakeSoldierAClass "Anelie Kaczmarek" LWS_Sharpshooter'

Name may or may not have to be in quotes. The classes are all prefixed with LWS_ so just get the name right, Assault, Shinobi, etc.

Bogart
Apr 12, 2010

by VideoGames
Making your soldiers look good is missing the point. Get a bunch of cosmetic mods and the one that lets you randomize all options and click the button a few times until you get a crew of proper freaks.

upgunned shitpost
Jan 21, 2015

Lunethex posted:

Commander's Choice works fine it's just you can only change at Squaddie rank.

It'll completely wipe the stats from soldiers. No aim, no mobility, nada. Doesn't play well with NCE or Hidden Potential and really hates custom classes at the moment.

Bogart posted:

Making your soldiers look good is missing the point. Get a bunch of cosmetic mods and the one that lets you randomize all options and click the button a few times until you get a crew of proper freaks.

You could not be more wrong. Looking good, constant map-levelling explosions and finally, optimized characters are how you save the day, in that order.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Bogart posted:

Making your soldiers look good is missing the point. Get a bunch of cosmetic mods and the one that lets you randomize all options and click the button a few times until you get a crew of proper freaks.

Download Uniform Manager! It takes time but you'll love yourself later.


jfood posted:

It'll completely wipe the stats from soldiers. No aim, no mobility, nada. Doesn't play well with NCE or Hidden Potential and really hates custom classes at the moment.

I'm almost certain this doesn't happen with CC, I haven't seen anyone's stats get wiped and I've swapped several times at the start of my campaigns.

Loren
Nov 9, 2005
Master of Chaos
Just finished my first Network Tower assault in Long War 2. 38 Aliens dead. 1 soldier killed, 1 soldier wounded. 27 Turns.
I really wish that there were a tooltip that popped up and said, 'Seriously. Even though there isn't a timer on this mission, you actually have to move move move and complete the objective as soon as possible because the reinforcements are unlimited.' Bradford pops up and says something to that effect at the beginning of the mission, but I didn't take it seriously as I thought it was just flavor. It's a mission that justifies the existence of the officer abilities. I would have wiped without them.
Anything I should know going into the HQ Assault?

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
Make sure you equip up your advisors before you put them in Havens, because they'll use whatever equipment you give them in Haven defense missions. Didn't give them anything? Hope you like kevlar and assault rifles.

Apoplexy
Mar 9, 2003

by Shine
Don't worry, eventually rebels will be equipped with lasers and poo poo. Trust me, you do not want to be randomly rolled up with only 2 rebels, one with a shotgun and one with an SMG.

MMania
May 7, 2008
Has anyone actually manged to pull off an Avenger Defense? The pods that run in on turn 1 are just bonkers.

Maybe putting at least 1 guy on intel in every region might help detect Dark Event-countering missions, those are apparently "very easy" to find?

Apoplexy
Mar 9, 2003

by Shine
Yeah, I had an Avenger Defense in April just now. Easily done with conventionals and a squad of squaddies.

Exposure
Apr 4, 2014
Trick I discovered with alien relay missions: they're just as hilariously vulnerable to fire as datataps. The Technical's flamethrower may not do initial damage, but it seems to set it on fire every time and should destroy it the next turn after.

MMania
May 7, 2008

Apoplexy posted:

Yeah, I had an Avenger Defense in April just now. Easily done with conventionals and a squad of squaddies.

I'm in August, maybe it just scales super fast or to some hidden variable? Guessing you didn't see anything close to an Archon, a berserker, and 10 of their friends on turn 2.

Ornamented Death
Jan 25, 2006

Pew pew!

I'd imagine one (probably large) factor is regional Advent strength. So if you're going to get shot down, do it in a region with strength at one or two.

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Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Long war 2 special grenades only have a 1 tile radius. Ok, so, in about 30+ enemies I'm sure I'll find a use for this one grenade.

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