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VDay
Jul 2, 2003

I'm Pacman Jones!

wolfman101 posted:

Wow, that is pretty good chances considering you will break several overwatches per map. I guess I will be putting my scouts in armor from now on.

I've actually been putting my scouts in heavy(ish) armor and giving them plating because of how often they seem to get hit. Kind of a bummer, but I don't really mind too much given how big of a deal breaking any Overwatch is, let alone every enemy's at once.

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MMania
May 7, 2008

VDay posted:

I've actually been putting my scouts in heavy(ish) armor and giving them plating because of how often they seem to get hit. Kind of a bummer, but I don't really mind too much given how big of a deal breaking any Overwatch is, let alone every enemy's at once.

I run Phalanx Armor + Alloy Plating on scouts, that's 4 HP to soak up reaction fire. When I'm drawing more than one shot I dash unless there's a flanking opportunity that's worth the risk. Starting to "get" Gunners, when things get crazy the ability to cancel an overwatch at range can be vital.

What are people's thoughts on armor in general? 7 Carapace + 1 Phalanx for your scout is 74 alloys, which is kind of insane. In my current run I used all of the Slingshot alloys for Kestrals and one Phalanx, and +1 HP for 2 less movement was probably not the correct choice, in retrospect. Especially considering situations when that extra movement can get you into high cover for 1 DR, which is a hell of a lot better than 1 HP.

amanasleep
May 21, 2008

MMania posted:

I run Phalanx Armor + Alloy Plating on scouts, that's 4 HP to soak up reaction fire. When I'm drawing more than one shot I dash unless there's a flanking opportunity that's worth the risk. Starting to "get" Gunners, when things get crazy the ability to cancel an overwatch at range can be vital.

What are people's thoughts on armor in general? 7 Carapace + 1 Phalanx for your scout is 74 alloys, which is kind of insane. In my current run I used all of the Slingshot alloys for Kestrals and one Phalanx, and +1 HP for 2 less movement was probably not the correct choice, in retrospect. Especially considering situations when that extra movement can get you into high cover for 1 DR, which is a hell of a lot better than 1 HP.

Even low cover gives 1 DR 2/3 of the time. Movement is better than HP even in LW where wound recovery time is so long. On the other hand extra movement carries with it increased chance of activating more pods. I am usually pretty stingy with armor because of the high alloy cost.

Voluspa
Mar 17, 2006

HURRRRley

VDay posted:

I've actually been putting my scouts in heavy(ish) armor and giving them plating because of how often they seem to get hit. Kind of a bummer, but I don't really mind too much given how big of a deal breaking any Overwatch is, let alone every enemy's at once.

Just finally discovered LW for EU and this is my favourite scout in my first game ever:

But Not Tonight
May 22, 2006

I could show you around the sights.

Voluspa posted:

Just finally discovered LW for EU and this is my favourite scout in my first game ever:



Good god those starting stats. If that guy lives he will be a monster.

Voluspa
Mar 17, 2006

HURRRRley

But Not Tonight posted:

Good god those starting stats. If that guy lives he will be a monster.

Really? I noticed the mobility at first, but what makes you say that?

I got a second one:



Also taking suggestions for skill builds.

Deuce
Jun 18, 2004
Mile High Club

Voluspa posted:


Also taking suggestions for skill builds.

Lightning Reflexes - Battle Scanner - Killed By Thin Man

Shouldn't have singled out the poor bastard.

Deuce fucked around with this message at 02:31 on Apr 18, 2014

Ravenfood
Nov 4, 2011

amanasleep posted:

Even low cover gives 1 DR 2/3 of the time. Movement is better than HP even in LW where wound recovery time is so long. On the other hand extra movement carries with it increased chance of activating more pods. I am usually pretty stingy with armor because of the high alloy cost.
I completely skip the first upgrade of armor because the benefits aren't really worthwhile for the alloy cost. I built one Kestrel suit for my squadsight sniper, and then just used Kevlar up until I got mobile power armor. My guys are about to be decked out in a combination of Banshee and Aegis armors. Aegis is actually worthwhile because it has nice health boosts (enough to plausibly keep you from being wounded, especially from grenades), a really minor defense boost, and doesn't hurt mobility. Banshee offers a really fancy movement boost, +15 defense, and +2 health, which isn't bad. I've split my armor resources into roughly three of each armor, the aforementioned Kestrel, and then that last guy probably just has to suck it until I get better power armor (or is a MEC/SHIV/whatever slot).

amanasleep
May 21, 2008

Ravenfood posted:

I completely skip the first upgrade of armor because the benefits aren't really worthwhile for the alloy cost. I built one Kestrel suit for my squadsight sniper, and then just used Kevlar up until I got mobile power armor. My guys are about to be decked out in a combination of Banshee and Aegis armors. Aegis is actually worthwhile because it has nice health boosts (enough to plausibly keep you from being wounded, especially from grenades), a really minor defense boost, and doesn't hurt mobility. Banshee offers a really fancy movement boost, +15 defense, and +2 health, which isn't bad. I've split my armor resources into roughly three of each armor, the aforementioned Kestrel, and then that last guy probably just has to suck it until I get better power armor (or is a MEC/SHIV/whatever slot).

This. I totally agree that 1st tier armor is not worth it. In LW you would rather lose a few more soldiers than that many alloys.

Voluspa
Mar 17, 2006

HURRRRley

Deuce posted:

Lightning Reflexes - Battle Scanner - ??? - Killed By Thin Man

Shouldn't have singled out the poor bastard.



Instructions unclear, the Canadian still alive.

But Not Tonight
May 22, 2006

I could show you around the sights.

Voluspa posted:

Really? I noticed the mobility at first, but what makes you say that?

Solid mobility (he's a scout, natch), 6 health as a specialist, plus a decent will score and his aim will go up quite a bit, being a sniper class and all. I'd be jealous, but I'm drowning in scouts/snipers. I just want another gunner damnit, not more scout/snipers medic/engis :negative:

VVV Yea the difficulty can be brutal to get used to but once I got the hang of it I found it was way more fun than vanilla, I'm especially loving the variety sub-classes offer. Being able to bring 6 right off the bat means I can start mixing and matching squad comps and trying out new things.

But Not Tonight fucked around with this message at 15:47 on Apr 18, 2014

Generic American
Mar 15, 2012

I love my Peng


Man, after playing XCOM since launch and Enemy Within for months now, I thought I was pretty good at the game... but I was wrong.
"Wow, look at all those neat features in Long War! Maybe I should give it a try?"
"Hm. I'll play on Normal, since I've heard that it's pretty hard to start with."
"Oh, look at that. UFO landing on the third day."
"FUCKFUCKFUCK IT'S FULL OF CHRYSSALIDS OHGODHELP THEY'RE EATING EVERYONE."

Lost my entire squad right there, in the span of two turns. Only question now is whether I'll be able to regain momentum after losing every single promoted soldier in that massacre, going forward with a team of fresh-faced rookies into the next mission...
This is going to be a painful learning-process, I can already tell. :stare:

SixFigureSandwich
Oct 30, 2004
Exciting Lemon
Can I actually rename interceptors in Long War? It only seems to pick a random name from some list I can't find.

Voluspa
Mar 17, 2006

HURRRRley

But Not Tonight posted:

Solid mobility (he's a scout, natch), 6 health as a specialist, plus a decent will score and his aim will go up quite a bit, being a sniper class and all. I'd be jealous, but I'm drowning in scouts/snipers. I just want another gunner damnit, not more scout/snipers medic/engis :negative:

VVV Yea the difficulty can be brutal to get used to but once I got the hang of it I found it was way more fun than vanilla, I'm especially loving the variety sub-classes offer. Being able to bring 6 right off the bat means I can start mixing and matching squad comps and trying out new things.

I myself am drowning in assault/infantry instead, single gunner/rocketeer pair and the two posted scouts. Have yet to see a sniper.

But Not Tonight
May 22, 2006

I could show you around the sights.

Infantry are baller as heck, I've been enjoying taking them on runs with executioner/light 'em up and they just chew aliens up if I get them posted in the right spots. Lately I've been taking my abundance of scouts and pairing them up with snipers (6 of each), the scout has a battle scanner and medkit, and the sniper has scope/flashbang, then they go off and do their own thing, while the other 5 split up into 3/2 (usually a shiv+shotgun assault, then medic/whatever/whatever) and I effectively get three fire teams. Increased squad size owns, Long War owns, everyone get it.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Generic American posted:

Man, after playing XCOM since launch and Enemy Within for months now, I thought I was pretty good at the game... but I was wrong.
"Wow, look at all those neat features in Long War! Maybe I should give it a try?"
"Hm. I'll play on Normal, since I've heard that it's pretty hard to start with."
"Oh, look at that. UFO landing on the third day."
"FUCKFUCKFUCK IT'S FULL OF CHRYSSALIDS OHGODHELP THEY'RE EATING EVERYONE."

Lost my entire squad right there, in the span of two turns. Only question now is whether I'll be able to regain momentum after losing every single promoted soldier in that massacre, going forward with a team of fresh-faced rookies into the next mission...
This is going to be a painful learning-process, I can already tell. :stare:

You'll be fine, it's only day 4. But you should really be training up multiple squads, instead of trying to have one good one like Vanilla. You need an actual army to fight the Long War, not just an elite supersquad.

dyzzy
Dec 22, 2009

argh
I mean, it's not like you really have a choice with the fatigue mechanic.

Deuce
Jun 18, 2004
Mile High Club

dyzzy posted:

I mean, it's not like you really have a choice with the fatigue mechanic.

I had a simultaneous council mission and abduction site, did those two and then shot down a UFO and cleaned out the crash site. Along with some injuries. My teams A through D are all down for a few days. Now a terror mission. I think I have two or three specialists to send and then it's just the poo poo rookies who I literally changed their last names to a variation on "lame" because their aim was sub-60.

It's late May, so the enemies aren't too powerful just yet but chryssalids are gonna tear these poor fuckers to pieces. I think I'll send in a fatigued engineer lieutenant to give them a boost to willpower, plus he has combat drug smoke grenades. Then just pack every rookie with two HE grenades and just make it rain. Too bad, I've been forced to use a lot of explosives against chrysallids already and I could really use more corpses.

Uncle Jam
Aug 20, 2005

Perfect
How hard is Easy LW compared to classic XCOM? I'm doing light plasma rifle research on classic right now and I have about 3 pages of dead bodies, am I going to get slammed?

amanasleep
May 21, 2008

Uncle Jam posted:

How hard is Easy LW compared to classic XCOM? I'm doing light plasma rifle research on classic right now and I have about 3 pages of dead bodies, am I going to get slammed?

I think if you are keeping your head above water you can take on Normal LW. The early game is more forgiving than Vanilla Classic, but you will need to learn the LW game's complexities to avoid getting overtaken by Alien research in the late game.

Ravenfood
Nov 4, 2011

dyzzy posted:

I mean, it's not like you really have a choice with the fatigue mechanic.
This forces you to maybe have three-four squads, so ~18-35 guys. You really want around fifty by June.

Deuce posted:

I had a simultaneous council mission and abduction site, did those two and then shot down a UFO and cleaned out the crash site. Along with some injuries. My teams A through D are all down for a few days. Now a terror mission. I think I have two or three specialists to send and then it's just the poo poo rookies who I literally changed their last names to a variation on "lame" because their aim was sub-60.
Yeah, like I said a while ago, in August I had two terror missions almost simultaneously (one popped while I was en route to the other), two UFO shootdowns, an abduction mission, Deluge, and a base defense, all within five days of each other. Train more guys. Deluge I completed only because two snipers sitting in the first tower and two rocketeers and a squaddie engineer to completely level everything. Oh, and one SGT-level scout. I heavily, heavily relied on explosives to get through those five days. Now I'm suffering from a lack of weapon fragments.

VDay
Jul 2, 2003

I'm Pacman Jones!
Yeah one of the things that isn't immediately apparent in LW is that as your air force game catches up to the aliens', you're going to need more guys to compensate for the fact that you can potentially have way more missions going on because you're actually shooting down some medium/large UFOs instead of just letting them go. Between council, terror, abduction, and (multiple simultaneous) UFOs, you're going to need a lot of dudes.

Deuce
Jun 18, 2004
Mile High Club

Ravenfood posted:

This forces you to maybe have three-four squads, so ~18-35 guys. You really want around fifty by June.
Yeah, like I said a while ago, in August I had two terror missions almost simultaneously (one popped while I was en route to the other), two UFO shootdowns, an abduction mission, Deluge, and a base defense, all within five days of each other. Train more guys. Deluge I completed only because two snipers sitting in the first tower and two rocketeers and a squaddie engineer to completely level everything. Oh, and one SGT-level scout. I heavily, heavily relied on explosives to get through those five days. Now I'm suffering from a lack of weapon fragments.

At some point you gotta start dropping things! That's the idea, anyway.

There's no penalty for ignoring a crashed UFO AFAIK, but it's not like you know you'll have three more missions pop up in the next two days when you launch a mission to collect the goods. (and you need those goods. took me forever to get enough UFO computers to research!)

Dux Supremus
Feb 2, 2009

Deuce posted:

Then just pack every rookie with two HE grenades and just make it rain.
AP, yo, AP. HE is for destruction. Unless you roll supremely badly, 3 APs will almost surely take our a given Chrysalid. If they bunch up instead of scattering, you're good. There's usually only 2 pods per map with 3-4 each in April. If you've got an Engineer, you can load them up with 4x AP and a Shotgun in a pinch.

Grapplejack
Nov 27, 2007

Did LW really change Lightning Reflexes to be a percentage reduction instead of a guaranteed miss? That sucks. It makes sense if it's a starting skill but nerfing it seems really lame, especially with how they upped the difficulty so much.

Ravenfood
Nov 4, 2011

Grapplejack posted:

Did LW really change Lightning Reflexes to be a percentage reduction instead of a guaranteed miss? That sucks. It makes sense if it's a starting skill but nerfing it seems really lame, especially with how they upped the difficulty so much.
It applies to every overwatch shot taken now, though. It is also a starting skill. So now you've got semi-good odds of breaking multiple overwatches harmlessly with one scout. Overall, its probably a better-designed skill, though it could use some tweaks.

Deuce posted:

At some point you gotta start dropping things! That's the idea, anyway.

There's no penalty for ignoring a crashed UFO AFAIK, but it's not like you know you'll have three more missions pop up in the next two days when you launch a mission to collect the goods. (and you need those goods. took me forever to get enough UFO computers to research!)
Yeah, if the order of those had been different, I'd totally have skipped a downed UFO. As-is, I almost did: the only reason I didn't was because one rocketeer and an engineer can together make pretty short work of the 4-Berserker pack that came charging out of the mists (the majority of the defense at that small UFO). Also, the base defense was a godsend by letting me used fatigued troops without a penalty. Otherwise, I might have been forced to skip something.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Ravenfood posted:

It applies to every overwatch shot taken now, though. It is also a starting skill. So now you've got semi-good odds of breaking multiple overwatches harmlessly with one scout. Overall, its probably a better-designed skill, though it could use some tweaks.

Even dashing, which adds its own penalty, a basic Sectoid still has an 8% chance to hit you with the redone Lightning Reflexes. An unupgraded standard Sectoid, everything else has a better chance. Without dashing its even worse.

Its a pretty garbage skill now in my opinion since you need to dash to make the most out of it, and with bigger squad sizes and aliens with higher aim than vanilla (plus the possibility of perks!) you can't rely on it to break overwatch. And at that point you might as well just run a sacrificial rookie instead of a promoted trooper.

Ravenfood
Nov 4, 2011

Zore posted:

Even dashing, which adds its own penalty, a basic Sectoid still has an 8% chance to hit you with the redone Lightning Reflexes. An unupgraded standard Sectoid, everything else has a better chance. Without dashing its even worse.
Less than that, actually, since all soldiers come with defense and all of the armors you want scouts to be in will have nice defense bonuses. I agree that its definitely not quite where they want it to be, but when you consider that my scouts are in Banshee and have ~10 defense naturally, that Sectoid actually has something closer to a 5% chance. Definitely not great, but if you want to move soldiers through overwatch without risk, you have flashbangs and suppression. The other thing is that because its percentile, you're not significantly increasing the chance if you start adding perks like Advanced Fire Control or not dashing. Not dashing only adds ~3% to your end chance to be hit, same thing with Advanced Fire Control.

Its benefit comes from the fact that its "free." Suppression or a flashbang cost you your turn. Moving doesn't, though it obviously has its risks. I'm willing to take that risk. I also have a bajillion scouts, since any soldier promoted to that supraclass that has poor aim becomes a scout.

wolfman101
Feb 8, 2004

PCXL Fanboy
I got my second abductor landing and it is only april 15th. I am sitting on 10 alien flight computers, 4 power sources, 126 alloys, and 74 elerium. I will be able to buy more guns and armor than I know what to do with.

I wonder if I am getting so many abductors because the alien base is on the same continent. Last game I noticed that the continent with the base seemed to have a lot of panic.

TheCosmicMuffet
Jun 21, 2009

by Shine

Ravenfood posted:

Its benefit comes from the fact that its "free." Suppression or a flashbang cost you your turn. Moving doesn't, though it obviously has its risks. I'm willing to take that risk. I also have a bajillion scouts, since any soldier promoted to that supraclass that has poor aim becomes a scout.

Yeah. It's just a reflection of the LW theme in yet another way. They randomize everything. Especially things that we're not used to having randomized from the original game, if you're someone who ever put in the time to get consistent at Impossible. If you're used to feeling like you *know* that thin men have X health, and you need y and z to kill them before they can kill your guys on your turn, then LW feels inconsistent and annoying. But they tried to compensate. That's why you have such a larger variety of little tchotkes to help your guys out, and why the squad size is bigger. By giving you more guys and more tools, the idea is that the randomness is more likely to even out. And if it doesn't, the whole thing takes so much longer, you're more likely to be able to recover.

It's hard to get used to, but it's sort of an extension to the whole ironman thing in EU/EW; if you just accept that sometimes you might get a bad draw and lose a guy on a 1/100th chance, or miss your 99% shot, or whatever, then you'll be free to enjoy the game. Because, frankly, if the game didn't turn on your occasionally and throw a wrench in the works, you'd just be speed running an alien extermination service. This is still the problem with the late game when you've got a lot of reliable well equipped soldiers.

I was playing Xcom every day for like a month at one point, and when things went wrong on me, I just restarted. And when it got boring I just restarted. I was playing a lot of xcom. If all I'm doing is playing xcom, I might as well play xcom where it spices things up as much as possible by being random.

So many games hold your hand to help you win, or leave open some critical path for you to follow, it's nice to play one where there's no right answer sometimes.

EmmyOk
Aug 11, 2013

Walked into a landed UFO, Sectopod, 2 muton elites, 6 heavy floaters, 2 outsiders, and a berserker all activated in the same room. :xcom:

Deuce
Jun 18, 2004
Mile High Club
(sigh)

Nine UFOs in an 11 day period. All over the same goddamned continent. Lost two satellites, australia is bailing, lost Future Combat. Six interceptors per continent is not enough. So, the aliens just took a big rear end leap in technology or something, right?

At least the last one decided to land, a harvester, and the A-team is all rested up because they've been twiddling their thumbs during this air show.

Deuce fucked around with this message at 18:48 on Apr 19, 2014

Deuce
Jun 18, 2004
Mile High Club

Dux Supremus posted:

AP, yo, AP. HE is for destruction.

Yes. HE is for destruction. :black101:

dogstile
May 1, 2012

fucking clocks
how do they work?

Deuce posted:

Yes. HE is for destruction. :black101:

HE for "gently caress yo' cover". Infantry for "gently caress yo unit". :black101:

Deuce
Jun 18, 2004
Mile High Club
Too many injuries/fatigued troops, too many missions. Abduction mission pops up.



I literally don't have a non-fatigued person to put in the 7th slot. Misfit Squad gets the green light. These are all people who had sub-60 aim so got relegated to administrative duties. (mostly laundry)

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Deuce posted:

Too many injuries/fatigued troops, too many missions. Abduction mission pops up.



I literally don't have a non-fatigued person to put in the 7th slot. Misfit Squad gets the green light. These are all people who had sub-60 aim so got relegated to administrative duties. (mostly laundry)

I always send out my sub-60 aiming people because there's the chance that they level up and have some amazing level gains. Also I feel a lot better losing a sub-60 rookie than my 80-aim one, so I tend to play far more aggressively with my lovely agents, which can lead to some interesting takedowns!

Deuce
Jun 18, 2004
Mile High Club

nutranurse posted:

I always send out my sub-60 aiming people because there's the chance that they level up and have some amazing level gains. Also I feel a lot better losing a sub-60 rookie than my 80-aim one, so I tend to play far more aggressively with my lovely agents, which can lead to some interesting takedowns!

They succeeded with no casualties! Got a lot of lucky rolls with the AP grenades to take down floaters, and every floater suppression shot missed. The seekers were kind enough to walk into a full-team, point-blank overwatch volley one at a time.

Newfoundland pops up immediately afterwards. I have a single infantry available.


Canada, you're on your loving own. (long war doesn't add any penalties for skipping the newfie rescue right? I could wait a half day and get a team together in time, but I'm expecting Gangplank any moment so A-team needs to finish resting)

edit: apparently not, and sure enough gangplank came up. Fingers crossed.

Deuce fucked around with this message at 23:01 on Apr 19, 2014

wolfman101
Feb 8, 2004

PCXL Fanboy
Usually the low aim guys have baller Will instead, so I just carry them along to become officers and run missions with rookies.

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Deuce posted:

They succeeded with no casualties! Got a lot of lucky rolls with the AP grenades to take down floaters, and every floater suppression shot missed. The seekers were kind enough to walk into a full-team, point-blank overwatch volley one at a time.

Newfoundland pops up immediately afterwards. I have a single infantry available.


Canada, you're on your loving own. (long war doesn't add any penalties for skipping the newfie rescue right? I could wait a half day and get a team together in time, but I'm expecting Gangplank any moment so A-team needs to finish resting)

edit: apparently not, and sure enough gangplank came up. Fingers crossed.

To my knowledge LW doesn't penalize your for skipping newfie. At least I hope it doesn't, because in all my games I tend to end up putting that mission off because I never have the right classes ready for it (i.e. I end up rolling a dozen scout-snipers, but get 1 or 2 infantrymen and rocketeers).

They've fixed the class distribution in the upcoming Beta 7, right?

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VDay
Jul 2, 2003

I'm Pacman Jones!

nutranurse posted:

To my knowledge LW doesn't penalize your for skipping newfie. At least I hope it doesn't, because in all my games I tend to end up putting that mission off because I never have the right classes ready for it (i.e. I end up rolling a dozen scout-snipers, but get 1 or 2 infantrymen and rocketeers).

They've fixed the class distribution in the upcoming Beta 7, right?

Yeah in Beta 7 there's a 50/50 chance that you get whatever class you have the least of, so it's going to take some really lovely luck to get like 5-6 guys of three classes but only 1-2 of the fourth.

Also I actually go out of my way to play newfoundland every time because it's pretty easy once you know what to do. If you creep around the map and don't trigger the ship/whale too early (ie: before you have the rest of the map cleared) then you can rush all your guys into the bottom of the ship and then set up a shooting gallery. All the chrysalids pop out 1-2 at a time and don't move on their reveal turn, which means you get a round of free overwatches before getting a full turn to deal with them however you want. They actually stop popping out of the whale after you kill a certain number, at which point you're free to move your entire team back to the evac point except the one guy you need to leave behind to push the button. It's a great way to get like an extra 8-10 kills worth of experience, and I was bummed when Beagle just rushed through it this week.

VDay fucked around with this message at 00:19 on Apr 20, 2014

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