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Disillusionist
Sep 19, 2007
I haven't had an issue with Rocketeers in b14. First, when a rookie is promoted to Specialist and given the choice between gunner and rocketeer, I always make the higher accuracy rookies into Rocketeers.

Then, give them an SMG or carbine, tactical vest, an additional rocket and laser sight or Scope. Instead of using Overwatch with no enemies active, Steady their weapon. That way, if a pod wanders in during their turn you have a high accuracy rocket (or SMG/carbine shot) ready.

Once they get Fire in the Hole and laser carbines, they're a lot easier to use.
They play similar to Squad Sight snipers in vanilla; you have to set them up but they're very effective when used properly.

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Disillusionist
Sep 19, 2007

Teddles posted:


I'm trying to decide whether to choose HEAT (extra robot damage) or Smoke and Mirrors (extra support grenades) on an engineer.

I usually go with HEAT on Engineers for a few reasons:

- HEAT grenades are great at taking out groups of Drones/Seekers
- Medics make better support grenadiers because they get Smoke Grenade (giving up Opportunist or Paramedic) and Smoke and Mirrors (giving up Field Surgeon or Suppression). Both of those are easier choices than HEAT vs. S&M and Smoke Grenade vs. Sapper with an Engineer. A Medic with these perks plus Packmaster can field several Medkits, Smoke Grenades, Flashbangs and/or Chem Grenades each mission.
- Sapper + 4 Frag grenades turn Engineers into cover destroyers, something they do better than any other class until MECs arrive. They can also use those grenades (with HEAT perk) to damage/destroy multiple Robotic enemies. Medics can still heal better than anyone else (their unique ability) while also being able to pop smoke and use support grenades. The only real advantage Engineers have as support grenadiers is increased range on their grenades.
- Having HEAT on your engineers makes it easier to go with Shredder Ammo over HEAT Ammo on your Gunners. I prefer Shredder on gunners and rely on SHIVs, Engineers, and Rocketeers for HEAT damage.

Disillusionist
Sep 19, 2007

Pimpmust posted:

Turns out playing with Red Mist (fog?) is a terrible idea once Thin Men start showing up. It would maybe be okay if the accuracy hit was like -1 to -5% per hit point of actual wounds, but it seems like your accuracy hits rock bottom almost immediately when taking damage :shepicide:

In my experience, Red Fog makes the game a lot easier (on Normal, at least). More often than not I've benefited from the enemy having low HP and missing their shots. Sounds like you're early in the game though so your Rookies' accuracy is probably low. Just bring a few more medkits than you normally would until you get Scopes, and you should start seeing the benefits.

Disillusionist
Sep 19, 2007

Dandywalken posted:

Fought my first Sectopod last night alongside a total of 6 Mectoids during the base defense, during Long War ofc. Its September, and Im very bad.

My best weapon was a Gauss Carbine on an Infantry chick. I didnt get any Heavies to come in, because reasons so no HEAT ammo/warheads for me!

Was maaaaaaaaaad as hell.

Also is it possible to mod the lame low-chance for Arc Throwers that Long War implemented? Savescumming that just makes me feel like poo poo, but they're single-shot for christ's sake.

Engineer + Repair perk + Packmaster perk gets 4 charges. I can routinely get 1-2 captures per map.

The chance to capture is moddable but someone else will have to explain because I don't know how.

Disillusionist
Sep 19, 2007

Tollymain posted:

i sure hope my casualty rate goes down as i start actually using non-rookies :ohdear:

e: so i just got a council mission. is it going to be thin man central? i've only been seeing sectoids and drones on abductions so far and i don't think i can take thin men yet :gonk:

I just finished my Month 1 Council Mission on Normal. It was a Bomb Disposal on the bridge map. One Thin Man was already deployed on the map, and 3 more fell in when I deactivated the bomb. It shouldn't be too bad, it was mostly Sectoids.

Disillusionist
Sep 19, 2007
Does Suppression apply Shredded if the Gunner has the Shredder Ammo perk? I know it used to in vanilla but I'm not sure if it's still in Long War because the "Shredded" popup doesn't appear when using Suppression. Is that what you meant by Shredder + Holo Targeting + Danger Zone from Beagle's stream? I wasn't watching.

Disillusionist
Sep 19, 2007

amanasleep posted:

You need Mayhem to apply Shredder (or HEAT) to a target during Suppression.

Cool, thanks.

Disillusionist
Sep 19, 2007

Beagle posted:


* You need HEAT desperately vs. mid-game LW aliens as they spam Mechtoids. Your gunners and Rocketeers should both be packing HEAT and Shredder. Shredder and Chem together are incredibly helpful for making your other weapons actually damage the Mech units; your reaction to Mechanized contact should be Chem, HEAT Shredder, HEAT Gunner fire, then everyone else to mop it up if it's not already dead. Smoke and Mirrors is important to have in your squad on at least one soldier to make sure you're bringing multiple Chems to each mission for this reason, as is taking an extra Shredder instead of an extra Rocket on your Rocketeer.

How do Gunners get both HEAT and Shredder? Or did I read that incorrectly?

Disillusionist
Sep 19, 2007

Matrim posted:



I thought that two grenadiers with sapper would be enough for this terror mission in the third month, I guess I was wrong! I really regret not bringing the shredder rocket guy, too.

I see that your selected Engineer has only 2 Frag grenades. What else did you equip him with? For terror missions I always use AP grenades; they deal more damage and cover isn't an issue for the most part. 4x AP per Engineer, plus AP/Flash grenades on everyone else is usually enough.

Disillusionist
Sep 19, 2007
Any thoughts on using Ranger, Vital Point Targeting and In the Zone for a Scout? +3 damage for autopsied enemies with the possibility of chaining multiple kills per turn seems like it would be pretty effective. You sacrifice Tac Sense and Resilience (at least, that's what I usually select instead of Ranger and VPT) but that seems like a fair tradeoff if you want an offense-oriented Scout. You could also combine them with drat Good Ground and/or Lone Wolf, I suppose.

Disillusionist
Sep 19, 2007

Razakai posted:

If you're playing LW there's a 'Bronzeman Mode' that lets you restart missions and nothing else. Or just take regular backups of your saves, I tend to take one before each mission.

Sounds like he wants the option to redo a turn instead of redoing an entire mission. Alt-tabbing and killing the task has always worked for me, even with true Ironman.

Disillusionist
Sep 19, 2007
Now that Rapid Reaction offers up to 3 reaction shots, is it worth taking on anyone or not?

Disillusionist
Sep 19, 2007

Teddles posted:

It's just a poo poo map IMO. It's tiny, but the layout effectively cuts it off into three separate avenues with choke points that're really hard to get past if they're being defended - it turns into "my guys are over here, the aliens are over there, let's just dig in and shoot until one side is down". I've never had a good time on that map. It's a lot like the observatory map, at first glance it looks good with lots of high cover from the buildings but if you follow the "natural" path you get stuck in a long-range slugfest across three different theatres with too many aliens.

I used to have trouble with that map, but the past few times it's been much easier. I send all of my troops into the butcher shop, then into the back room. Then I take three (4 if you have 7-8 troops) and put them on the roof on top (usually medic, rocketeer/engineer and infantry/gunner/sniper; medic for negating acid, rocket/engi for destroying cover in the building across the map; other for killing exposed Thins). The rest of my squad hides behind the truck and slowly advances, ignoring the left side and sneaking along the right once I've thinned the enemies somewhat. I've never had a problem of there being not enough nodes; unless the harder difficulties change the amount of nodes.

Of course, I play with Red Fog on so I have a habit of ignoring 1-2 HP Thin Men; that probably informs my strategy a lot.

Disillusionist
Sep 19, 2007

Orgophlax posted:

How does the alien technology ramping work in LW? I just hit month 3, I haven't lost a single mission, and only like 3 or 4 UFOs got away each of the previous months. I'm getting 8 meld per container though, and isn't that an indication of where they're at resource-wise? Shouldn't me being so successful so far be stifling them? Also ran into my first pack of mutons in a downed small UFO while still only having ballistics (laser weaps on order were only a few hours away though).


EDIT: And I agree terror missions need to be reworked. Rescued 14/18 in my first terror mission, but panic still increased by 8....

Like amanasleep said, the aliens are doing missions on every continent, and that's why they continue to advance their technology even if you've protected your starting continent well.

I always see my first Mutons while still using ballistics, but, like you, lasers are never far off. I'm not sure if the appearance of Mutons is timed (like is was in vanilla, with them only appearing in the third month, or second if you rushed certain tech) or not, but it always seems to be late 2nd month/early 3rd month for me.

I'm fine with Terror missions raising panic; the vanilla strategy of rescuing a single civvie and then turtling the rest of the level was cheesy. The only frustrating thing about them for me is the fact that the aliens can kill a great number of them in the FOW before I get close.

To me, an ideal compromise would be limiting the enemy spawns to one side of the map, have XCOM spawn on the other side, and have the majority (or all) of the civilians spawn bunched up somewhere in the middle. Then it would be a race to see how many you could save, and also present some interesting tactical choices (if you have most of the civilians bunched in a smallish area, you think twice about using explosives.)

Disillusionist
Sep 19, 2007
I'm watching Beagle's War Within series on Youtube, but I am way behind. I believe he begins this campaign using beta 13; does he eventually upgrade to beta 14? I haven't gotten to where EXALT shows up yet and I would love to see his strategy for dealing with them, but those missions did change somewhat between betas.

Disillusionist
Sep 19, 2007
As far as I know, an officer has to participate in 5 missions at any given rank in order to level. I don't believe there are any special requirements for any particular rank. It's not tied to XP.

I wish a future LW patch would add a visual cue showing how many missions an officer has spent on their rank, but it's not super urgent I suppose.

Disillusionist
Sep 19, 2007

Sober posted:

Pretty sure you have to be the CO, if you just tag a lesser officer along a higher one it doesn't count.

I thought this was changed from vanilla. I'm not positive, though.


Elukka posted:

What's a good research strategy for LW past the early game? By September and October I'm falling behind badly, 6 nations lost and even mundane enemies like EXALT snipers like to one shot my dudes through full cover and smoke. (I guess by this point you just need to be tanky?) I think it's time to restart but I don't get an impression of what I'm doing wrong and what I should improve on and I don't really want to spend real life months on multiple failed playthroughs to try and find out.

First priority should be MECs, unless you have them already. What armor tech do you have? You should have Carapace armor at that point.

I restarted campaigns numerous times around September, and I found that MECs/better armor makes a huge difference in terms of keeping soldiers alive and out of the sick bay.

Getting Gauss weapons should also be a priority; do more damage and you'll take less in return. Also, 6 nations lost isn't out of the ordinary (not sure which difficulty you're playing), but if you should definitely focus on interceptor tech as well.

Disillusionist
Sep 19, 2007

Sober posted:

Alien base assaults should be done how early in LW? I haven't even built my alien containment and it's almost the end of October!

I'm so screwed aren't I? :negative:

I just pulled off my first base assault in LW on Normal difficulty in November. It wasn't as bad as I was expecting. There were 52 enemies, which were a combination of:

Mutons
Muton Elites
Floaters
Heavy Floaters
Chrysalids
2 Zombies
EXALT (with ballistic weapons, even though EXALT have been using laser weapons in my covert op missions for months)
and the final pod, a Sectoid Commander with 4-5 Outsiders

Due to the map layout you really only should be facing one pod at a time. However, I encountered several pairs of 4 enemy pods placed next to each other, so upon activation I would be facing 8 enemies.

With Gauss, 2 Mecs, Carapace and a mix of Tech Sergeants and above, I was able to finish it without taking any losses (although I did end up putting half my squad in the med bay for a few weeks). I wish I would have brought a Rocketeer, and a Valkyrie instead of an Archer (I loaded up on HEAT because I figured there would be mechs, but there were no robotic enemies at all).

Your result may vary, of course, depending on how your strategic game is going. I was getting about 5-6 Meld per container before the assault, so I was keeping pace with the aliens.

Disillusionist
Sep 19, 2007

Sober posted:

The only issue I have with 50 something odd enemies is that I start being stingy with my items, like nades that I could clearly use to blow up cover or smoke when I can't retreat and just need to suppress and stand my ground. Like after the first 2 dozen I would be afraid if I even had anything else, especially if there's gonna be like 4 or so outsiders and a commander at the end. I need to build another MEC suit with the 0 alloys I currently have.

I almost exclusively save rockets for 4+ enemies though, but yikes anyway.

I'm the same way. I brought a Packmaster Engineer who carried 6 Dense Smoke grenades and 3 Chem grenades, 5 medkits and 2 smoke nades on my Medic, and had an Archer with 2 grenades. I ran out of medkits after about 30 enemies killed, ran out of smoke grenades by the end, used my Archer's grenades very early on despite not wanting to, and only used 1 Chem grenade.

Next time I do a base assault I'll try 6 smoke and 3 flashbangs on the Engineer, 5 medkits and 2 smoke on the Medic, a Shogun with Collateral Damage and grenades, a Rocketeer with 2 of each rocket, and a Valkyrie for Shredder. I lacked reliable cover destruction, which would have definitely cut down on the wounds I received.

The Commander pod was actually the easiest for me, due to the base layout. The final room has a ramp leading to an upper level in the center of the room, from which you can look down on enemies in cover. But there's only that one entrance, and it's right across from where XCOM enters the room. When I activated the pod, I pulled all my soldiers up the ramp and onto the overhang, used a Chem grenade on the commander and an outsider, and focused on the 8 floaters that spawned to the right. The outsiders basically ran back and forth to cover, triggering my overwatches until there were only 2 remaining, plus the commander. Once the floaters were gone I jumped my soldiers down, got flanks on all three, and killed them in one turn.

Disillusionist
Sep 19, 2007

Dongattack posted:

Do you get alloys and various metal resources for taking a alien base in LW? Gotta be loads of alloys in there.

Yep. I wanna say about 80-90 alloys, maybe 40-50 meld and Elirium. I also got an Alien Entertainment which sold for $250, some Alien Foods, and a bunch of Alien Surgeries and containment pods.

Disillusionist
Sep 19, 2007

GlyphGryph posted:

I am actually considering the merit of restarting and rushing alien base assaults.

I really wish we could recall oursatellites or otherwise reposition them instead of waiting for an alien to shoot one down and building a new one.

If they allowed that it would be really easy to cheese continent bonuses. They would have to enforce a long delay and allow only one satellite being moved per month or something. But I've definitely found myself wanting to recall satellites before.

Disillusionist
Sep 19, 2007

Elukka posted:

I only just got my first suit of Carapace. No alloys for more. Half my interceptors are still running Avalanches/Stingrays for the same reason. :negative:

Are Gauss weapons really worth it? I built a couple of rifles and, well, they're a bit better, but spending alloys on those means I don't get to use them for possibly more vital stuff. I basically don't have enough alloys for anything. Probably doesn't help that the first 3 or 4 UFOs I shot down were all DOAs.

I think for my next campaign I'm gonna try to beeline for MECs after the usual early game stuff. A couple things I'm not sure on: How many soldiers should I aim to have, and how fast should I expand? This last game I had satellites over 3 continents by September. (imperfect coverage because of panicked countries though) For soldiers I'm generally aiming to have roughly 3 teams, so that on paper one is ready at all times, one is resting and the third is a buffer for wounds. I'm not sure if I should be spreading out the promotions even more. Later when the wounds start piling up I'm finding myself short on soldiers.

In my current campaign I rushed MECs and it definitely helped. As far as number of soldiers, I have purchased maybe 4 total; the rest have been acquired through council requests. Right now I have about 50 total, and haven't been in a position yet where fatigue or wounds have been an issue. I haven't lost many soldiers so far, though, so if you're low on soldiers I'd recommend getting to at least 40. Having 3 teams is too few, especially if you're up to 8 per squad. There are so many missions in Long War that you really need to have about 5 teams' worth of soldiers.

Did you have three continents completely covered, or are they spread around? One big change to LW from vanilla is that satellites are not the best way to manage panic. My strategy has always been to pick a continent bonus you really want (Asia, since I always start NA) and focus on acquiring that bonus by September/November. That usually requires having at least 12 interceptors (6 for home continent, 6 for target continent), decent air tech, and spending alloys on Laser Cannons over other things.

As for promotions, I tend to power level my soldiers in the first two months. That means taking whatever fatigued Specialists you have after the first mission and using them the second mission, and so on. After the first mission, I aim for 3 SPECs or above and 3 PFCs every mission, until the PFCs have all ranked up. You want to have some corporals and sergeants by month 3. By September, I would only get new soldiers through council requests.

Disillusionist
Sep 19, 2007

oswald ownenstein posted:

Has anyone ever gotten this map for a terror mission? I don't think I've ever seen it as a terror map on any playthrough, so I wonder if its' actually in the game

http://ufopaedia.org/index.php?title=Office_Paper_Terror_(EU2012)

I have.

Disillusionist
Sep 19, 2007

oswald ownenstein posted:

Sorry, busted links, but yes - and I'm glad you have both played these maps. Funny that I've put so much time into XCOM since EW and still haven't seen a few things.

I've played a ton and a few days ago I saw the China Graveyard map that I assume came with Operation Slingshot for the first time. I've never played Operation Slingshot itself so it was a nice little surprise.

Disillusionist
Sep 19, 2007

Dongattack posted:

Need some input. I want 3 MECs, first one was a Shogun, then when i did the base assault i put Pathfinders and Goliaths into production. I originally wanted Shoguns, Pathfinders and Archers since that's what's popular and it seems solid on paper, but i couldn't field Grenade Launchers so i put some Goliaths into Shens butchershop. The Goliath is sooo tanky and it's very handy to just run into harms way in a oh poo poo moment, but i don't think i should go for 4 MECs per squad.

Which 3 should i go for?

Edit: Haha loving christ Bullet Wizards. One just saved my bacon on the last map by suppressing 7 muton elites hugging a car.

In my brief experience with MECs, I would say Goliath, Marauder and Shogun/Archer. Pathfinders haven't really provided much of an upgrade for me, but my best one is just a Tech Sergeant so she needs a few more perks.

Valkyries are really good, too. Light em Up with Shredder is awesome.

Really it's hard to go wrong with MECs. I've made a few of every class except Jaeger, and I just have one Guardian, but I roll with 3 MECs every mission now.

Disillusionist
Sep 19, 2007

Sober posted:

Psi and Gene mods adds flat fatigue. Injuries typically send someone to the medbay.

On that note, does anyone run with Field Surgeon on their medics? It feels like it's useless. It would be more useful if it just flat out reduced any time spent with actual injuries instead, or whatever it actually does. Either it seems to not be necessary when I bring a medic (no one gets hit) or everyone that gets hit 1 point over armour is out for 30+ days anyway for some inexplicable reason.

I've been using Beagle's Medic build which has me taking Smoke & Mirrors over Field Surgeon. Combined with Smoke Grenade, Dense Smoke and Packmaster Medics make great support grenadiers. Packmaster gives them an extra free medkit, so you can roll with 2 free medkits, 3 free smoke grenades, plus whatever else you equip them with.

Disillusionist
Sep 19, 2007

Orgophlax posted:

Is it normal to be running out of alloys in only the 3rd month already? I mean, I'm pretty well stocked with equipment, so I guess it makes sense, just seems odd since most people seem to complain about it at mid-game.

Also, what do I start to research to help with my air game? I have only 1 laser cannon (which is why I'm griping about lack of alloys), and 3/5 of my interceptors can't hit the broad side of a barn (all 3 still with 0 kills). UFOs seem to be getting more and more abundant, and I'm just having to let them all go.

Being short on alloys in the 3rd month is normal, especially if you haven't raided medium/large ships. And if you're having trouble shooting down ships, it's also expected that you'll be short on alloys.

You need Alien Computers (I think, the wiki seems to be down right now) in order to unlock the interceptor techs. This requires 4 flight computers, which can only be gotten through raiding UFOs.

Disillusionist
Sep 19, 2007

oswald ownenstein posted:

Ghost Grenade costs are no joke though, and take a ton of engineers to build at a decent rate.

I'm actually in a campaign that's going really well except the air war is getting insane and I'm meld starved of all things. I try to get the meld but it's often so suicidal because usually meld is in sight of multiple alien pods.

How much do the air foundry projects help? I have one coming online soon and another this month, I'm hoping they make a big difference, because getting shot to half health by a freakin scout on my 7 kill laser cannon interceptor is rough.

Also, gently caress that Railyard map for the exalt extraction. Just had one where the transmitters could not be further apart.

Still won, thanks for your sacrifice SHIV

The air foundry projects help a ton. I tend to rush those ASAP because being able to consistently shoot down UFOs (or do enough damage for them to bug out) really helps the tactical game.

Penetrator weapons, armored fighters and advanced repair are the most important. Also, researching the UFO techs are helpful since they only take a few days each.

Disillusionist
Sep 19, 2007
Speaking of tactical rigging, what is everyone's preferred loadout for each class mid-to-late game? I am about to unlock TR so I am needing ideas for equipment. Currently I've been doing:

Medic: Medkit (until Packmaster), Chem/Flashbang/Psi Grenade/Mimic Beacon depending on if they're Psi or not
Engineer: Support grenades
Gunner: Smartgun kit, scope
Rocketeer: Extra rocket, scope
Assault: Shredder Ammo, Impact Vest
Infantry: Scope, Alloy Plating or flashbang
Sniper: Scope, Alloy Plating
Scout: Scope, flashbang

For Assaults, I'm not sure if Impact Vest is worth a spot or not. Ideally I won't be close enough to be taking that kind of damage, but I do use it for my shotgun assaults just in case.

For Infantry, I have no idea what to use besides Scope. I've defaulted to Plating just because, but now I'm rolling out Titan armor so I probably don't need it. I used Hi Cap Mags until I got Ammo Conservation. Flashbangs just seem like a good default choice.

When you have three items slots do you just stock everyone with grenades or what? I plan on making the Servomotors for everyone eventually.

Disillusionist
Sep 19, 2007

Decrepus posted:

Am I just bad at keeping count or can enemies despawn? I'm almost positive I only killed 2 floaters in a pack of 3 and after waiting for a time very cautiously pushed into the UFO and ended the mission without having killed it or heard it again.

That's happened to me before. There are a few maps with glitches that will kill an enemy that enters a certain tile, but I've also had the situation you described.

On a map-related note, in my current campaign I had the crashed UFO on top of the building map, and a Thin Man + Sectoid x3 pod wandered into my los and activated. The Thin Man immediately exploded into acid, and one of the sectoids retreated through the acid. I had no overwatches, mines, etc as this was fairly early in the campaign. I guess the Thin Man just couldn't handle the prospect of facing XCOM and spontaneously combusted.

Disillusionist
Sep 19, 2007

AttitudeAdjuster posted:

Increasing the arc thrower chance to vanilla levels. Capping it at one use with a maximum 55% chance is a pointless gently caress-you.

This is only true in the early game. Mid-to-late game, Repair + Packmaster Engineers get 4 charges, and the Increased Arc Thrower foundry project increases the success rate. Captures aren't incredibly useful outside of a few interrogations; sure, you can sell their weapons but it's not very much money. Or you can keep them and use them for plasma weapons but if you're at that point you're in the late game and can use the aforementioned Engineer build. Or you can trade captives, which grant you resources or soldiers (but there are better ways to acquire soldiers).

Plus the mobility penalty is negated by giving the Engi an SMG. This also helps them lower the enemy HP without killing them. Changing the arc thrower into a pistol rids you of a weapon that is also very useful in chipping away at HP without killing the target. Finally, Engineers are the best at capturing because they can pack Chem grenades in the other slot, which are very useful in captures.

Disillusionist
Sep 19, 2007

Decrepus posted:

I just had my first terror mission... it took place in an densely populated urban cemetery. Floaters just flew around the map murdering all of the civilians and I could only reach 2 before they were all dead.

That's Long War.

Disillusionist
Sep 19, 2007

wolfman101 posted:

So, I just did an extraction with 2 shivs and 2 rookies on the forested road construction map. Everything went without a hitch except when I tried to extract it was saying one unit was outside the extraction zone. I tried reloading the save and redoing the turn a few times, but no matter what I did and where I stood one unit was always outside the extraction zone. Finally I said screw it and extracted to see what happened and one of my shivs that was clearly in the extraction zone was left behind. No idea what that was about.

That's happened to me before but with MECs. I solved the issue by moving the MEC(s) toward the center of the extraction zone and it seemed to work.

Disillusionist
Sep 19, 2007

Mashed Potato posted:

Thanks guys. I think I'm about two weeks away from having Gauss researched so will just make do with the flamethrower for now.

I've been following Beagle's class guide to help me through my first run of LW and was wondering if anyone thought highly of any of the MECs outside of pathfinder/archer/shogun?
I'm going to try out a marauder as a tankier close quarters damage dealer, not sure if that overlaps too much with the shogun though?

Marauders are excellent close combat fighters; Shoguns are really more for cover destruction. I highly recommend Marauders with Flamethrowers and the Fist.

Goliaths are my favorite MECs; incredibly tanky, yet can still deal some damage.

Valkyries are also useful; essentially, they act as Infantry but better.

Really all the MECs I've tried have useful roles, through Marauders and Goliaths are my go-tos. Never tried Jaegers though, heard they weren't as good.

Disillusionist
Sep 19, 2007

Fuzz posted:

My science rush is faltering because of Engineers. I'm at the end of April on the terror mission, still no lasers even though I researched them like 5 days into the month because I still only have 11 Engineers and can't seem to get any more. The one extra I got was from a trade for Weapon Fragments which I'll never do again since those are actually valuable. Getting really annoying, and Council Missions keep offering money, and the last 3 UFOs I shot down (even the medium, which put all 4 of my interceptors out for repairs for 10+ days) all were destroyed, even, so I keep getting money and not materials. Sitting on 300 bucks a s can't do poo poo with them because every new facility requires more Engineers. :smithicide:

I finally have all my troops at Spec level and have 4 CPLs and 2 LTs, but in April I literally only did like 5 missions total because of those UFOs. NSLW kinda fucks you...

Late on this but definitely trade weapons fragments for engineers early. Fragments are the easiest resource to acquire after money, and until you have a foundry you won't be spending many fragments. Only a few early techs require them and they only require a few.

Disillusionist
Sep 19, 2007

Walton Simons posted:

Makes sense, I had seen the guy, near the spawn, but he'd fallen back into the fog of war as I had a really good position to attack the last pod, which I hadn't seen yet, and I just thought he'd be fine and I'd get him automatically once I killed the last pod. I now make sure I grab at least one civilian as early as possible.

e: On Long War, what happens if I lose all the countries on my starting continent? It now makes sense for me to concentrate on getting coverage of North America rather than dividing my interceptors, but I don't know what will happen if I lose all of Africa.

Nothing bad. You don't lose the continent bonus. In fact, one common strategy is to start as Asia for the foundry bonus, but only build satellites and interceptors over North America. That way, you can quickly acquire the best two bonuses in the game with minimal effort.

Disillusionist
Sep 19, 2007

Beef Hardcheese posted:

Is there a general guide to early LW strategies, or a greater breakdown of in what situations various techs are better or worse?

I started out my second game in North America for the aerospace bonuses, with a goal of solidifying control over NA airspace before worrying too much about the other continents. It's mid-June at this point, and the US, Canada, and Mexico are well into 4/5ths of the way up their individual panic bars. This, even though the worldwide panic level is very low (Egypt was scripted to leave, and China will be leaving any minute now after a pretty miserable performance on a terror mission). No other country has more than two panic bubbles. I'm only up to UFO #13, and while I've managed to shoot down about half, the others have gotten away. One time a UFO managed to survive all six interceptors, which left them out of commission and unable to respond to the next 2-3 that came by. I've been trying to tech towards Advanced Aerospace Concepts with only a couple of detours (for story-required techs and Beam Lasers).

I'm trying to figure out why my panic is so high; the only EXALT activity has been to steal tech, and I haven't failed any missions yet. Will the aliens focus on a continent that you're actively trying to build up and defend with satellites and interceptors?

To add, I would say that having a ton of panic in your home continent and little panic elsewhere is a good thing, because as mentioned before you can never lose your starting continent bonus, even if all of the countries withdraw from XCOM. It also helps because having a bunch of missions over your home continent allows you to do more missions, leveling your soldiers faster while also granting you more resources.

In my experience, the aliens do seem to focus on one continent at a time*, though it's not always your home continent. I had one recent campaign where 10 out of 11 terror missions all targeted Australia, and the other Asian countries saw a lot of activity as well.

*This isn't to say that they won't conduct missions outside that continent, but that they will expend most of their effort on one.

As for the air war, the strategy I use is:

- Ignore medium and above UFOs until you have laser weapons and aerospace techs
- Use aggressive stance when engaging, but retreat once your interceptor suffers 1/3-1/2 damage.
- Leave three birds undamaged to take out any fighters (small UFOs that flash on the map) that might show up
- For fighters, it is often enough to damage them to the point where you can see multiple "explosions" going off on the battle screen; this is a recently added feature to LW that indicates when the UFO has surpassed 50% damage. In most cases, these ships will retreat without shooting down your satellite.
- On the other hand, losing satellites isn't a terrible thing depending on where you are in the game. If you keep one satellite as a reserve, you can quickly replace any that are shot down. This works if your air force is still small and/or highly damaged, and if the resulting panic spike won't hurt you too much.
- Try to get the air techs as soon as reasonable, but don't force the issue. I wouldn't recommend shorting your ground forces in technology and foundry upgrades by expending your research and resources too heavily on the air game.

Finally, as far as panic being high, there could be multiple reasons:
- Have you lost any satellites?
- Terror missions will obviously raise panic, even if you successfully complete the mission.
- UFOs that you fail to destroy or severely damage will often bomb civilians, which raises panic. This sounds like a likely culprit considering how the air game is going for you.

Panic is far less worrisome in LW compared to vanilla, though. It has less impact on your money, and lost countries can always be brought back into the fold. Really, panic is the worst when it results in a country withdrawing that costs you a continent bonus and you don't have the capability to quickly recover the country.

Disillusionist
Sep 19, 2007

Beef Hardcheese posted:



I've been taking just about every single mission that comes up, even the low-panic, low-payout abductions. I see them as opportunities to get squaddies levelled up. I wasn't aware of the "always keep home continent bonus" rule; that meshes pretty well with what someone else just pointed out about starting in Asia and going for NA satellite coverage. I really hate to skip terror missions, but sometimes it seems like the best option... Since failing a mission counts as ignoring (the country in question immediately leaves), and I've had some really bad maps where I activate two pods of enemies before I see even a single civilian. I usually try 2-3 different squad comps and multiple angles of attack with each before giving up entirely, though.

You only fail a terror mission if all civvies are killed, even getting 1/20 is a "success" although it results in a large panic hit. I'm pretty sure countries won't auto-withdraw after a successful mission, even if the panic puts them over the limit. I could be wrong (haven't played in a while), but I thought countries only withdraw at the end of the month unless they are raided by a battleship or if you fail a terror mission. I would only recommend skipping terror missions if you don't need the continent bonus AND if you have a bunch of dead, wounded and/or low-level soldiers. I still wouldn't make a habit of it though because I'm pretty sure every successful mission for the aliens boosts their tech. By all means, though, if the terror mission is going south don't hesitate to retreat.

In my experience, having enemies activate before I see civvies is an ideal outcome :v: because my strategy for terror missions is kill all enemies ASAP. I don't focus on rescuing civvies because it usually results in putting my troops in harm's way, and I can live with a big panic hit if my troops stay out of the sick bay.

Disillusionist
Sep 19, 2007

Beef Hardcheese posted:

If you abort a terror mission, doesn't it count as a failure (i.e., the country leaves) anyway, no matter the civilian / soldier bodycount? I also thought that having all your soldiers die counts as failure, regardless of how many civilians you save (if that's not the case I'm going to start sending in a bunch of SHIVs to each terror mission as suicidal rescuing units). I guess you could also try cheesing the terror mission by going in, saving 1-2 civilians, then finding a defensible position and just trying to hold up until all the other civilians are killed. But given that zombies always spawn from Lids (and then the baby Lids spawn from zombies) I'm not sure how realistic something like that is, especially if you're already under-geared and under-experienced to begin with.

Yes, aborting counts as failure. And yes, losing all your soldiers counts as failure.

In vanilla, holing up after rescuing a civilian was a viable strategy. In LW, you can do it but you'll have to deal with the huge panic spike. In my experience its better to actively seek the aliens and kill them quickly.

And to clarify one other thing, the mission doesn't automatically end if all civvies are killed or rescued. So if you're holing up, you'll have to kill all the aliens eventually if you want to win.

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Disillusionist
Sep 19, 2007

winterwerefox posted:

After getting back into Long War now that the beta 14 has seemed to have stabilized. I almost always play with strict screening on, but wanted to try something different. What would be considered High Will or High Aim for a rookie? Whats the ranges I'm looking at?

High aim is in the 70s, high will is in the 40s-50s I think. I don't pay as much attention to will, but aim ranges from like 57-75 for rookies, with the majority falling in the 60s.

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