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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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# ? Jan 25, 2017 01:13 |
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# ? Jun 10, 2024 05:51 |
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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. 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.
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# ? Jan 25, 2017 01:15 |
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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.
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# ? Jan 25, 2017 01:45 |
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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
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# ? Jan 25, 2017 01:49 |
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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.
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# ? Jan 25, 2017 02:17 |
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Bholder posted:Very light doesn't mean easy. 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.
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# ? Jan 25, 2017 02:21 |
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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.
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# ? Jan 25, 2017 03:21 |
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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: You're not wrong but I'm p. sure he was asking about the previous mods made by Pavonis.
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# ? Jan 25, 2017 03:42 |
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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. I've been getting more time for infiltration by setting all my haven dudes to intel.
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# ? Jan 25, 2017 04:10 |
Shen's Last Gift is laughably easy in LW2 due to how easy and dirt cheap it is to get AP ammo.
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# ? Jan 25, 2017 04:34 |
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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?
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# ? Jan 25, 2017 04:46 |
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Hitler had only one bullet, and it was for himself.
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# ? Jan 25, 2017 04:53 |
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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.
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# ? Jan 25, 2017 04:57 |
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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.
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# ? Jan 25, 2017 05:05 |
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Apoplexy posted:Hitler had only one bullet, and it was for himself. You obviously have no idea what you're talking about.
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# ? Jan 25, 2017 05:17 |
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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'.
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# ? Jan 25, 2017 05:50 |
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Pander18 Will Not loving Die I think I learned about SA in the first place from GuavaMoment's original XCOM lps. Bogart fucked around with this message at 06:31 on Jan 25, 2017 |
# ? Jan 25, 2017 06:29 |
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I had forgotten about that completely until now. Thank you for giving me a laugh
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# ? Jan 25, 2017 06:44 |
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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)
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# ? Jan 25, 2017 07:32 |
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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?
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# ? Jan 25, 2017 07:39 |
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LW2 tech tree https://imgur.com/a/Y0L48#DdAxu1R
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# ? Jan 25, 2017 07:54 |
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800peepee51doodoo posted:LW2 tech tree 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?
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# ? Jan 25, 2017 07:59 |
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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.
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# ? Jan 25, 2017 08:38 |
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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.
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# ? Jan 25, 2017 08:41 |
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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).
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# ? Jan 25, 2017 08:50 |
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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.
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# ? Jan 25, 2017 09:24 |
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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.
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# ? Jan 25, 2017 09:38 |
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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.
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# ? Jan 25, 2017 09:43 |
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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.
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# ? Jan 25, 2017 09:48 |
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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.
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# ? Jan 25, 2017 09:57 |
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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.
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# ? Jan 25, 2017 10:13 |
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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?
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# ? Jan 25, 2017 11:22 |
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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.
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# ? Jan 25, 2017 15:06 |
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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.
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# ? Jan 25, 2017 15:40 |
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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?
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# ? Jan 25, 2017 17:27 |
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Yeah, I had an Avenger Defense in April just now. Easily done with conventionals and a squad of squaddies.
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# ? Jan 25, 2017 17:30 |
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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.
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# ? Jan 25, 2017 18:34 |
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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.
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# ? Jan 25, 2017 19:04 |
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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# ? Jan 25, 2017 20:17 |
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# ? Jun 10, 2024 05:51 |
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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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# ? Jan 26, 2017 01:48 |