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On January 24 2015 19:41 Disengaged wrote: The Long War mod makes the game harder/longer and changes so much about the game its like another expansion.
Should try it. Once you do you may never wanna play vanilla xcom ever again lol
IMO Long War is to X-Com what Brood War was to StarCraft, it fills in the blanks that were missing to make a (nearly) perfect package.
That said I think new players should complete regular EW first.
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Canada8025 Posts
I'm just happy that they changed rocket scatter in long war. God that shit made me angry in vanilla.
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On January 25 2015 01:02 Mannerheim wrote:Show nested quote +On January 24 2015 19:41 Disengaged wrote: The Long War mod makes the game harder/longer and changes so much about the game its like another expansion.
Should try it. Once you do you may never wanna play vanilla xcom ever again lol IMO Long War is to X-Com what Brood War was to StarCraft, it fills in the blanks that were missing to make a (nearly) perfect package. That said I think new players should complete regular EW first.
i think you need to really enjoy xcom to have fun with long war. if you only think xcom is fun and a nice game instead of an awesome game, i doubt you will stand the hundreds of missions long war throws at you.
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Anyone have any tips for playing on Impossible? I just get completely wrecked. I can often get past the first mission fine, but after that everything just falls apart. I've seen guides on Steam recommending to use Hunker Down liberally, and I've tried that and use high ground advantage... can't think of anything else to try. After the opening mission, I can only ever complete one or two council missions... all of the others end in a wipe or limping off with one or two squad members. What do I do? :D Classic is too easy, so don't really want to lower the difficulty. I play with all Second Wave options and Ironman.
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On January 30 2015 13:57 screamingpalm wrote: Anyone have any tips for playing on Impossible? I just get completely wrecked. I can often get past the first mission fine, but after that everything just falls apart. I've seen guides on Steam recommending to use Hunker Down liberally, and I've tried that and use high ground advantage... can't think of anything else to try. After the opening mission, I can only ever complete one or two council missions... all of the others end in a wipe or limping off with one or two squad members. What do I do? :D Classic is too easy, so don't really want to lower the difficulty. I play with all Second Wave options and Ironman.
Its trial and error on I/I (impossible ironman). Once you get to know the maps and alien spawn locations the game becomes easier. That said, RNGesuz can still screw you over on any mission he choses.
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Don't get into line of sight of aliens if you can't kill'em (removing cover, flanking, etc). Otherwise, just play the cat and the mouse game as much as you can to not take loses (and injuries! if you can help it). Once you get the squad sight sniper, everything will be really smooth, since you can place somebody hunkering down ahead and use the sniper to kill aliens until infinitum.
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On January 30 2015 13:57 screamingpalm wrote: Anyone have any tips for playing on Impossible? I just get completely wrecked. I can often get past the first mission fine, but after that everything just falls apart. I've seen guides on Steam recommending to use Hunker Down liberally, and I've tried that and use high ground advantage... can't think of anything else to try. After the opening mission, I can only ever complete one or two council missions... all of the others end in a wipe or limping off with one or two squad members. What do I do? :D Classic is too easy, so don't really want to lower the difficulty. I play with all Second Wave options and Ironman.
This is good advice:
Don't get into line of sight of aliens if you can't kill'em (removing cover, flanking, etc). Otherwise, just play the cat and the mouse game as much as you can to not take loses (and injuries! if you can help it). Once you get the squad sight sniper, everything will be really smooth, since you can place somebody hunkering down ahead and use the sniper to kill aliens until infinitum.
Also, alot of I/I ppl (at least those streaming) use the red fog option, too, which makes the game more intuitive - and also easier. That way even "just injured" aliens where you missed that last 98% shot at least get a reduction to their to-hit-chance.
PS: also, ALL 2nd Wave options ? o.0 Some contradict each other like training roulette <-> strict screening or Cinematics mode making the game actually alot easier... Just pick and mix, kinda like finetuning the difficulty.
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Don't think I have all Second Wave unlocked. I've never been able to stomach actually finishing a game as it always becomes a foregone conclusion and a grind after a point. I noticed a forum post on Steam explaining how people manage I/I, and well.... I think I may give up on the game. Basically they rush to Mech, which then pretty much trivializes the difficulty level, and explains why streams I watch look so easy lol. Difficulty levels seem pointless in this game when there are so many ways to simply trivialize it anyway. Just going to wait for Darkest Dungeon to come out on Tuesday at this point and see if it has better balance and retains a challenge into the game (and is nice and rogue-like). Cheers!
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Do I need Enemy Within to play Long War?
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3030 Posts
Played the Exalt HQ mission today, was kinda meh. Let the timer go for a few days and then I saw a new cutscene which led to the base defense one. The mission was pretty fun aside from the randomness factors or being unable to outfit people. I didn't know how the incoming waves worked so I camped all my people and baited out the rookies as fodder. The AI also stomped on my holo globe, I didn't do that to yours!
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On February 01 2015 15:19 Daumen wrote: Do I need Enemy Within to play Long War?
There is a much older version of it that can be played without it, but you need it to play the more current version.
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On February 01 2015 17:34 blahz0r wrote: Played the Exalt HQ mission today, was kinda meh. Let the timer go for a few days and then I saw a new cutscene which led to the base defense one. The mission was pretty fun aside from the randomness factors or being unable to outfit people. I didn't know how the incoming waves worked so I camped all my people and baited out the rookies as fodder. The AI also stomped on my holo globe, I didn't do that to yours! My first time, my best sniper was completely naked as i was trying to rank my second sniper and stripped off his gear...
Colonel Sniper - "Woohooo, finally some days off, at last i can catch a break". Random Rookie 1 - "Cool dude, let's get in underwear and pillowfight each other."
A few minutes later explosions and stuff...
Colonel Sniper - "Fuck my life, worst vacation ever".
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Letting you equip troops for the base defense is one of the features that I was surprised didn't make it into the base game.
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3030 Posts
Finished Enemy Within on Classic last night then worked on installing and playing a bit of Long War on Normal. It's nice to play around more of your roster instead of a few select strong people. I took a look at the research tech tree for Long War but there isn't much information even on the research wiki page. Supposedly an early research allows countries to request Sectoid corpses but I haven't been sure which of the early Xeno ones allow this to happen.
Also does anyone recommend any retexture mods?
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Canada8025 Posts
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On February 07 2015 07:40 blahz0r wrote: Finished Enemy Within on Classic last night then worked on installing and playing a bit of Long War on Normal. It's nice to play around more of your roster instead of a few select strong people. I took a look at the research tech tree for Long War but there isn't much information even on the research wiki page. Supposedly an early research allows countries to request Sectoid corpses but I haven't been sure which of the early Xeno ones allow this to happen.
Also does anyone recommend any retexture mods? The first Xeno (Xenobiology) allows sections for scientists.
http://ufopaedia.org/images/8/87/Long_War_Tech_Tree.jpg is the tech tree http://ufopaedia.org/index.php?title=Research_(Long_War) has a lot more info about what each research gives.
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3030 Posts
Short summary of my struggles through first Long War (normal):
Day 1: Having all these extra nades and stuff makes the early game a lot more bearable with using a ton of rookies. 1 KIA due to assuming a sectoid couldn't move enough to flank.
Day 2: Nothing much happens...
Day 3: Did one or two shot down medium UFOs which had one or two outsider pods meh.. Mid April comes by and there's a Raider UFO that's (NOE). Got trolled by spazer into letting it land. Right out of the LZ after clearing out a 4 seeker pod, constantly getting more and more activations running into me. Mission ended up taking a long time and netted a total of 26 aliens. 5-7? floaters, 1 muton, 4 sectoids, 4 lids, 2-3? thin men, another 3 seekers, and lastly a 2 outsider pod. Some weird pathing got my engineer hit by overwatch when I took him to point A safely and tried to go back to the original point. My assault also took a nasty hit from the LAST floater that was at ground level which none of my other guys could hit for some dumb reason (blame da rng). I think my Lone Wolf sniper helped a lot as I didn't have to keep hitting steady weapon every other turn. Also if I did 2 turns differently.. I may not have taken hits on the two people listed above. Possibly a third turn I could have did better when I was fighting a part with a flanking floater, 4 lids, and some other stuffs...
So far Long War has been pretty cool for the earlygame minus the freaking airplane game part. Oh and I guess the permanent will loss from critical wounds.
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Canada8025 Posts
Landed mediums are fun!
In all seriousness though, there is a point to letting that ufo land.
First, you knew its destination and had sat coverage, so letting it go was relatively safe.
Second, the air game is shit hard. You've seen how long the repair times for interceptors are. Anything you can do to reduce those times is quite welcome.
Third, you are in dire need of resources. Landed ships are treasure troves of sellable material (and aliens!).
So in short, if you think you can handle a landed, go for it. You're taking on greater risk for potential rewards.
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Selling higher value items like power sources is a pretty decent way to jump start your engineering, base building and other projects. It's gonna be a long while before you'll be using any of them. Recently just got Aerospace Concepts but so far I've spent way too much on airgame i feel, by being a bit too greedy with shoot down attempts. It'd be nice if that money had gone towards other stuff.
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3030 Posts
Some questions that I couldn't find the answers to if anyone can help with these:
1. Do explosives destroy/remove the alien corpses if used within radius of one? Does the same situation apply to critically wounded soldiers?
2. Do I still get corpses,exp,meld, or any other resource if I kill or gather then leave the mission?
3. A situation with your scout running two enemies with overwatch but triggering them at different tiles during your path. Does the 90%/70% thing reset for each reaction shot taken by the enemy? Example of Scout pathing: S -> [ x ] tile that triggers overwatch #1 -> -> -> [ x ] tile that triggers overwatch #2 -> So does the scout get 90% evasion for both instances or does it get 90% for the first trigger then 70% for the second trigger even though they were spaced out?
Not sure if I'm doing the air game poorly but I'm rotating through 8 planes for one continent at the moment... No laser cannons yet, they're being built.
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