I'm gradually working on a run for achievements on Commander. Gonna rush psi, ignore weapon tech and squad size; just storm the gates in the last mission with 4 psi ops and nothing else.
Turned off Shen's Last Gift mission, turned on the alien rulers mission and will simply ignore it until I have a full squad of psykers and can laugh at the bosses.
Dracomicron on
0
MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
Commander run is off to a rocky start.
Failed my first terrorretaliation mission, and am completely resources starved with only 2 regions unlocked.
The mod was "loved" but it really was not that good. It lacks focus and while it does serve a niche I would keep them away from any design decisions regarding future titles.
+3
mastertheheroProfessional Video Editor & Book AuthorRegistered Userregular
Long War was for the hardcore players who thought X-Com was too easy. It was also pretty much intended for advanced users since other folks mentioned the mod breaking their game. Was definitely built for a very specific audience and though I'm not afraid of mods in general, I did not like the changes they made to the game and didn't get into it like some of the streamers I watched.
I didn't hate it, it just focused on a kind of gameplay I didn't really enjoy. XCOM 2 largely fixed it by knocking out most of the overwatch-turtle gameplay, so for me it's a step back to reintroduce it.
0
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
To be fair, there's no indication that LW2 will make the same changes that LW1 did. It will probably be mostly guided by the same philosophies, instead: increasing enemy variability, increasing class variations, pruning sub-par feats and replacing them with more worthwhile options, increasing difficulty in general, and altering AI.
I doubt they'll be bringing back overwatch-turtling with LW2.
+2
FandaHang a shining starupon the highest boughRegistered Userregular
I guess I don't understand what's meant by overwatch turtling in Long War. That doesn't seem to describe the way I play at all. Are we talking about how Beagle dealt with the first pod in his return to LnI, when he was still finding his sea legs? Because that was a departure from his usual style as well. I can see how someone wouldn't have much fun with the mod if that's how they're approaching it.
...so, uh, is Salvo working for everyone else? Because I just lost a Demo because it didn't work. I was in the open when a patrol happened by, so I figured "hey, I can throw a grenade to break their cover and then back the fuck up into cover". And then throwing the grenade ate up the full turn for some reason. That ended as you'd expect.
Yeah the timers are not as bad as you think they are. I mean, they can get pretty hair raising and force you to evac if things go sour, but in general the timers are very forgiving.
The timers are absolutely ridiculous in concealment most of the time
The aliens are going to blow their shit up because... they feel like it? I guess it's good I got here when I did!
Yeah the timers are not as bad as you think they are. I mean, they can get pretty hair raising and force you to evac if things go sour, but in general the timers are very forgiving.
The timers are absolutely ridiculous in concealment most of the time
The aliens are going to blow their shit up because... they feel like it? I guess it's good I got here when I did!
But hey that's what mods are for
The aliens always know that you're around somewhere, or did you miss the fact that you got dropped off by a rocket-powered flying SUV with no stealth tech?
Concealment means the aliens don't know where the attack is coming from, not that they're completely unprepared.
0
mastertheheroProfessional Video Editor & Book AuthorRegistered Userregular
Peeeeeooooooshhhh whooosh. Leaves rattle in the wind, a sonic boom cracks the air, lights flashing in the distance. *squad touches down.*
Maybe at this point, the aliens/alien hybrids treat XCOM the way we treat reports of UFOs.
"Hey, did you see some lights in the sky?!"
"I bet it's just some swamp gas or something."
"What? Didn't you hear how last week they just popped out of nowhere at a research facility, mind-controlled some guys, abducted a bunch more, and just disappeared? I heard they even killed the Berserker Queen!!"
"Naw, come off it, you've been listening to too much of that nutjob on the radio."
The fact that the xenos are patrolling is evidence enough that they know you're around. Otherwise they'd be in the rec center playing that video game that Shen talked about from the undergound lair in Enemy Unknown.
The fact that the xenos are patrolling is evidence enough that they know you're around.
They might just have regular patrols.
Don't be ridiculous. The xenos is not diligent. They are the lazy bourgeois. If they hadn't heard the skyranger, they'd still be inside watching Dancing From The Stars.
Dracomicron on
+1
Sirialisof the Halite Throne.Registered Userregular
"This is the only evidence that aliens have any cultural or recreational pastimes."
So the best we can determine is that they get high on drugs all the time.
And we're saying this is the only evidence we have that they have culture?
Yo
the scientists at the X-COM project are bigoted as shit.
More that it's the only evidence that X-com finds. In a military installation. Where they probably wouldn't really keep much cultural stuff.
From everything I've heard, Army bases are stuffed to the gills with D&D paraphernalia, consoles, gaming PCs, and the like. At a minimum. I would imagine that one or two people might have a book.
I think X-Com scientists just go "What's this? Huh, must be drugs."
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
+6
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Long War 2 news:
-They expect campaigns to last "100 - 120 missions".
-They're expanding the weapon tiers to "Ballistic -> Laser -> Magnetic -> Coilguns -> Plasma", with each tier having unique characteristics (such as +Aim for lasers).
-Weapons are individually constructed, rather than "buy magnetic, now everyone has magnetic" system introduced in XCOM2. Research and construction costs have, obviously, been adjusted accordingly.
-On difficulty: "This go-round, we've tried to broaden our appeal by keeping the lower difficulty levels of Long War 2 more accessible to casual players who would still like to take part in an extended campaign experience. Those difficulties probably still harder than the unmodded game in the sense that we've added a bunch of mechanics for the player to figure out and master, but the gameplay is set up to be more forgiving to players as they learn the ropes. And make no mistake, the higher difficulties are still things even experienced players should very much lose."
-On the strategy game versus the tactical layer: "The strategy layer is also quite a bit more involved than XCOM 2 players may be used to. That mission count is not quite as long as Long War for Enemy Unknown, but we feel like we've hit a good number where every mission matters and moves things forward but without it becoming a grind."
mastertheheroProfessional Video Editor & Book AuthorRegistered Userregular
Yeah, the individual weapons from the original game was not something I missed. I know it's simplified and dumbed down in a sense, but it's just more convenient and enjoyable to upgrade the weapons once and have it applied to the entire party. Building individual weapons for each soldier is just mind numbingly not fun.
Gun Mods already provide enough scarcity of weapon resourses; don't see the need to go back to "I only have enough money for one plasma rifle..." instead of currently, "I only have one sniper rail gun with an Advanced Scope and Superior Exended Magazine for Killzone shenanigans."
Also, unless they're somehow bringing back capturing for intact guns we're losing out on this deal.
0
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Yeah, the individual weapons from the original game was not something I missed. I know it's simplified and dumbed down in a sense, but it's just more convenient and enjoyable to upgrade the weapons once and have it applied to the entire party. Building individual weapons for each soldier is just mind numbingly not fun.
I think I disagree. There was something fun to me about having to decide whether it was more important to get a sniper rifle or an LMG in the new tier. I think it could be even more fun with weapon attachments in X2 (especially if there's compatibility with the loot mod), where you're not just choosing between tiers, but between existing attachment perks.
Gun Mods already provide enough scarcity of weapon resourses; don't see the need to go back to "I only have enough money for one plasma rifle..." instead of currently, "I only have one sniper rail gun with an Advanced Scope and Superior Exended Magazine for Killzone shenanigans."
Also, unless they're somehow bringing back capturing for intact guns we're losing out on this deal.
Don't worry: Long War for Enemy Unknown already removed capturing intact guns.
0
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Not trying to shit up the thread with Long War 2 updates, but...it's also not like there's a lot of official XCOM stuff happening right now either.
Strategy layer changes, summarized from Reddit/the XCOM official site/Pavonis Interactive's forum:
-Player must form actual resistance cells in each region, composed of individual rebels. Each rebel can be assigned to specific tasks: Recruiting, Scrounging for supplies, Gathering Intel, or Hiding. Gathering Intel is how you spawn missions (more on that below). Hiding is for when the heat is a little too high in a region, and you want to let things cool off for a while.
-When a mission is spawned, it has an expiration timer which varies from 3 hours to about a week. You must commit soldiers and gear to it in advance. For most missions, you can commit anywhere from 1 to 10 soldiers. There are no squad size upgrades; Skyranger capacity is consistent throughout the game.
-Each mission has a trait called an "Infiltration Level" which serves as a multiplier for the number of enemies present on the mission, their strength, and other characteristics such as their detection radii. The Infiltration Level ranges from 0% to 200%, and may be modified in several ways, such as spending intel or equipping special gear to your squad. There are also perks which impact infiltration level when the perk-having soldier is assigned to the mission. The primary way of modifying it, however, is by sending smaller squads. One-man stealth missions are a viable tactic in some scenarios, according to playtesters, though they are (obviously) difficult and high-risk. But for a crucial mission, you can go balls-out and send a full squad of 10, the consequence being an equivalent response from Advent forces.
-The sweep requirement (where you must kill all enemies on the map even after you accomplish the objective) has been removed from most mission types.
-You may deploy an advisor to each region to aid in performing a specific type of task (supplies, recruiting, intel-gathering). These advisors may be chosen from your soldier roster as well as your engineer/scientist staff.
-Avatar counter now goes to 20.
-Multiple missions can be pending simultaneously -- meaning, you can have multiple squads out at once. This replaces the fatigue system from LW1, as it requires you to have a broader roster if you want to maintain a good mission response rate. However, much like LW1, LW2 is designed around the assumption that you will not undertake every single mission that spawns. As a guerrilla resistance, you have to decide which ones are worth the risk.
-Faceless can infiltrate as rebel recruits at the regional cells. The devs say they will not be explaining how this works prior to release. Fun! (TM)
Posts
This time I'm going to try and build+upgrade a psi center quickly, see if I can get 6 psi troopers going.
And is there a way to see your end game stats again? I didn't save them.
Worse case is I just redo the last turn.
edit: will probably deactivate some of the dlc though.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Turned off Shen's Last Gift mission, turned on the alien rulers mission and will simply ignore it until I have a full squad of psykers and can laugh at the bosses.
Failed my first terrorretaliation mission, and am completely resources starved with only 2 regions unlocked.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
https://xcom.com/news/long-war-2-mod-coming-to-xcom-2-on-pc
GUYS
Another buggy quasi-fan-mod that I will never use because it historically breaks the game UI to the point where I have to reinstall???
I'm happy that other people are happy, I guess.
I mean.... its a mod. You can hate it; its okay.
im saying your take was room temperature.
The mod is so bad they got jobs with firaxis. Thats how bad the mod is.
I doubt they'll be bringing back overwatch-turtling with LW2.
The timers are absolutely ridiculous in concealment most of the time
The aliens are going to blow their shit up because... they feel like it? I guess it's good I got here when I did!
But hey that's what mods are for
The aliens always know that you're around somewhere, or did you miss the fact that you got dropped off by a rocket-powered flying SUV with no stealth tech?
Concealment means the aliens don't know where the attack is coming from, not that they're completely unprepared.
(whispers) "Think they heard us?"
(whispers) "Nah, I think we got the drop on em."
"Hey, did you see some lights in the sky?!"
"I bet it's just some swamp gas or something."
"What? Didn't you hear how last week they just popped out of nowhere at a research facility, mind-controlled some guys, abducted a bunch more, and just disappeared? I heard they even killed the Berserker Queen!!"
"Naw, come off it, you've been listening to too much of that nutjob on the radio."
Don't be ridiculous. The xenos is not diligent. They are the lazy bourgeois. If they hadn't heard the skyranger, they'd still be inside watching Dancing From The Stars.
First XCOM was best XCOM.
So the best we can determine is that they get high on drugs all the time.
And we're saying this is the only evidence we have that they have culture?
Yo
the scientists at the X-COM project are bigoted as shit.
But dammit, they get results!
Why I fear the ocean.
I think X-Com scientists just go "What's this? Huh, must be drugs."
"Because that's all those aliens do."
"Drugs."
"And abduct cattle."
Orb is a hell of a drug.
They're really just like us humans.
Computer games.
The Division, Warframe (XB1)
GT: Tanith 6227
-They expect campaigns to last "100 - 120 missions".
-They're expanding the weapon tiers to "Ballistic -> Laser -> Magnetic -> Coilguns -> Plasma", with each tier having unique characteristics (such as +Aim for lasers).
-Weapons are individually constructed, rather than "buy magnetic, now everyone has magnetic" system introduced in XCOM2. Research and construction costs have, obviously, been adjusted accordingly.
-On difficulty: "This go-round, we've tried to broaden our appeal by keeping the lower difficulty levels of Long War 2 more accessible to casual players who would still like to take part in an extended campaign experience. Those difficulties probably still harder than the unmodded game in the sense that we've added a bunch of mechanics for the player to figure out and master, but the gameplay is set up to be more forgiving to players as they learn the ropes. And make no mistake, the higher difficulties are still things even experienced players should very much lose."
-On the strategy game versus the tactical layer: "The strategy layer is also quite a bit more involved than XCOM 2 players may be used to. That mission count is not quite as long as Long War for Enemy Unknown, but we feel like we've hit a good number where every mission matters and moves things forward but without it becoming a grind."
Links:
https://xcom.com/news/xcom-2-long-war-2-pc-mod-new-weapon-coilgun
http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23350
And the current interface makes that type of management time consuming and annoying.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Also, unless they're somehow bringing back capturing for intact guns we're losing out on this deal.
I think I disagree. There was something fun to me about having to decide whether it was more important to get a sniper rifle or an LMG in the new tier. I think it could be even more fun with weapon attachments in X2 (especially if there's compatibility with the loot mod), where you're not just choosing between tiers, but between existing attachment perks.
That said, it can get super-micro at times, yeah.
Don't worry: Long War for Enemy Unknown already removed capturing intact guns.
Strategy layer changes, summarized from Reddit/the XCOM official site/Pavonis Interactive's forum:
-When a mission is spawned, it has an expiration timer which varies from 3 hours to about a week. You must commit soldiers and gear to it in advance. For most missions, you can commit anywhere from 1 to 10 soldiers. There are no squad size upgrades; Skyranger capacity is consistent throughout the game.
-Each mission has a trait called an "Infiltration Level" which serves as a multiplier for the number of enemies present on the mission, their strength, and other characteristics such as their detection radii. The Infiltration Level ranges from 0% to 200%, and may be modified in several ways, such as spending intel or equipping special gear to your squad. There are also perks which impact infiltration level when the perk-having soldier is assigned to the mission. The primary way of modifying it, however, is by sending smaller squads. One-man stealth missions are a viable tactic in some scenarios, according to playtesters, though they are (obviously) difficult and high-risk. But for a crucial mission, you can go balls-out and send a full squad of 10, the consequence being an equivalent response from Advent forces.
-The sweep requirement (where you must kill all enemies on the map even after you accomplish the objective) has been removed from most mission types.
-You may deploy an advisor to each region to aid in performing a specific type of task (supplies, recruiting, intel-gathering). These advisors may be chosen from your soldier roster as well as your engineer/scientist staff.
-Avatar counter now goes to 20.
-Multiple missions can be pending simultaneously -- meaning, you can have multiple squads out at once. This replaces the fatigue system from LW1, as it requires you to have a broader roster if you want to maintain a good mission response rate. However, much like LW1, LW2 is designed around the assumption that you will not undertake every single mission that spawns. As a guerrilla resistance, you have to decide which ones are worth the risk.
-Faceless can infiltrate as rebel recruits at the regional cells. The devs say they will not be explaining how this works prior to release. Fun! (TM)