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6:35 Pacific Time, my Steam just started downloading a 4gb patch
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# ¿ Nov 12, 2013 03:36 |
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# ¿ Apr 28, 2024 19:18 |
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I thought you couldn't get abductions in nations you had sat coverage over. I've got full coverage for North and South America, as well as Africa, and i keep getting them, to the point where Im losing the US if I dont hit the one there, losing Great Britain and Russia if I dont hit there, and Australia and China if I dont hit there from all them being level 3 when the abduction hits, and other nations being 4.
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# ¿ Nov 18, 2013 22:41 |
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Sometimes, random soldiers can be something magical
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# ¿ Nov 21, 2013 20:35 |
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First serious classic game, decided early to have shivs. I lost South America real early. Turns out they had the Exalt Base. Rolling a terror mission with two Colonel Paladin Mec troopers, 2 alloy plasma shivs and 2 hover shivs. Terror mission indeed. Run in fear, little aliens. Run. Ran into a sectopod on a roof top. I have no idea how it got up there and only my hover shivs could deal with it. They took turns flying up, taking a shot or two, dropping out of line of sight, and regenerating, only to pop up again until the sectopod was scrap. Base Defense had my two Colonel gene modded assaults and one of my paladins mind controlled at once. My flamer mec trooper lights all the sectoid commanders and etherial on fire, causing them to panic, take cover near each other. My base defense rookies each toss a grenade to finish them off, the last getting an etherial and 2 commander kills. I have the Gollop chamber, everything researched. Ive yet to get the whale mission.
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# ¿ Feb 14, 2014 23:14 |
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My brother is playing a Marathon, Not Created Equal, Hidden Potential, Skill Roulette, Classic Game. He has had Newfoundland's Whale mission before so he knew what to expect, but his main complaint was that his armory was ballistics and kevlar, hardly enough for Chrysalids. "Do you have any rookies?" "Yeah, why?" "Send one to hit the button, one with bad stats. Have everyone else give him covering fire." "Alright" Turns out the rookie he picked is one of the luckiest sons of bitches to ever grace Xcom. His not created equal had given him +1 move, though we didnt know it. His sprint to the dropship had 4-5 of the purple bastards having to take an extra move each time they moved to kill him, with the rest of the officer grade soldiers firing rockets, grenades, squadsight shots the entire time to kill the bugs almost as fast as they could catch up to him. We like to think the rest of the squad just staring at him when he boards that dropship. He is now a major heavy, with more HP than anything in XComs arsenal. His load out is all rockets and grenades, with deep pockets and extra conditioning. But his nickname is and always will be "Rookie"
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# ¿ Feb 19, 2014 00:36 |
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Playing Long War for the first time. I had a abduction in Germany. Landed ship, I step off the skyranger, and see a supply ship in early April. Okay, not a big deal, it will likely just be 10-15 aliens rather than the 9 I've been facing from small ships. I could not have been more wrong All my soldiers in heavy kevlar, ballistic weapons, I'm suddenly facing two 10hp outsiders that regenerate, 3 thin men in the command room. Okay, I can handle this. Kill thme with little trouble, only to have 2 packs of four seekers come up behind me from nowhere. at least half my squad is being choked out at once, my scout barely gets a scanner grenade off, and suddenly another pack of thin men and floaters wander in. 30 aliens later, running out of ammo in all weapons twice, and using every single grenade, medkit, and special ability I have, 6 xcom soldiers walk out of the supply ship with 30 dead xenos behind them, all with 24+ days of infirmary time in front of them.
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# ¿ Mar 15, 2014 01:35 |
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Xenonauts is a rather fun game, but there are some serious balance issues with the games Psionics. As of Stable 21, if you are invading s ship with a psion, expect to take a psionic attack every other round. I believe all psionics at the moment is squad sight. However. It is a satisfying game, in you need to handle individual bases, barracks in each base, Range of each fighter in those bases, Supplies of materials to build your armor and weapons. There is a deep satisfaction in using a tank and heavy power armor on a terror mission and bringing the terror to the aliens. But as I said, my biggest complaint about it is the psionics. Having your heavy plasma gunner mind controlled every other round and almost being certain to seriously injure if not outright kill a soldier when the aliens themselves barely can touch you is frustrating and made me stop playing. The current working build Experimental 22, they are fixing that, but it is still in the testing phase.
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# ¿ Apr 11, 2014 21:21 |
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I've played Xenonauts for a good long while. What I enjoy most about it is the Airwar is drat important, and your own skill in moving your planes matter. Soldiers feel disposable, for the most part, until you have a core of highly skilled officers. Last time I played, I got to the 2nd to last mission, the aliens only managed one or two terror missions, as I was dominating the air so hard that the terror landers couldn't get there. However, at this time, Psionic powers were completely ignoring line of sight, allowing your soldiers to be mind controlled from turn one on the later ship invasions. But, on the flip side, by that point I had 3 drop ships with 4 flying plasma sniper/scouts, 4 medium armor infantry with plasma guns of their own, a tank with a rail cannon, and 2 guys in power armor with their own auto railguns. A terror mission involved me nuking everything and watching aliens explode. Its a good game. Be prepared to lose though, when 5 months down the line you realize that the aliens have been landing everywhere else off radar and costing you tons of funding.
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# ¿ May 15, 2014 01:33 |
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Deuce posted:Plasma weapons were already expensive as poo poo, the engineer change makes it worse, and now we can't use the captured ones? By my read of that, not only cant you use the captured ones, you have to retro engineer the captured ones into your own plasma weapons to even build your own on a 1 capture = 1 built xcom plasma weapon
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# ¿ Jun 23, 2014 04:37 |
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Just downloaded Beta 13 Long War, despite telling myself to wait for B14 to hit. Last I played was B6, so i had to start a new campaign. First map is Newfoundland with my randomly geared rookies. Welp.
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# ¿ Aug 11, 2014 23:44 |
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Taking a second continent will give you a ton more missions in that many more targets for your fighters to shoot down, if nothing else. If you are barely keeping up with fatigue, expand your roster. Ive had to pull out the E team before. Thats 35 soldiers deep in my roster with about 8-9 out for injuries. Lucky for me, my top soldiers were coming off rest at the end of that hell week, so when Gangplank hit, I had 3-4 of my A team up to hit it backed up by some of my F team soldiers. Like champs only 1-2 minor injuries, but still. To make sure your roster has some bulk on it, my first two months were 6 rookies every scout ufo until I had everyone as Spec, with an even mix of each class across 50 soldiers.
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# ¿ Aug 28, 2014 07:33 |
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I'm seriously considering modding exalt to 1 HP and giving them negative 45% defense. I do not consider them fun to fight, nor feel they are worth any of the hassle they bring to the game.
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# ¿ Aug 28, 2014 22:09 |
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Whats the link to the general .ini tweaks spreadsheet that got posted here? I checked the OP and the last 12 pages and cant find it again.
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# ¿ Aug 28, 2014 23:56 |
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Ive had all of Asia drop from the XCOM project now. Thats not the issue, excepting that China dropped right away. I know that, its scripted. But then Japan and Australia dropped with no warning, from 3 panic or so, followed by India Did a battleship drop on them or something? I was getting terror missions in those countries even after they left XCOM. Yeah, screw you guys, you deal with it. Bug or what?
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# ¿ Sep 2, 2014 01:00 |
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Fully half of those have drawbacks I felt were not worth it in general. The Carbine, SMG, Battle Rifle, Sawed-off, and Marksmens rifles didnt see much use in my games. After modding them a bit, Im going to see how that plays out. The sidearms, the machine pistol with gunslinger is a pocket Rifle with 1 less ammo and lower crit chance, with a penalty to movement. A great weapon for your operative. Pistol is a pistol. Same as the base game with an accuracy falloff, so you wont be sniping with it unless you are a gunslinger. The sawed-off shotgun is amusing as a one shot sidearm, having the same firepower as the regular shotgun. However, it slows you, as well as having a range of 1 tile it seems. I upped it to half that of a regular shotgun, but have yet to test it. The shotgun is rather high base damage, 2 points over the standard rifle as well as +10% crit rating over the rifle. Accuracy fall off at range, but it isn't too bad. Any damage reduction for all shotgun types gets boosted by 50% however. Hitting a berserker for 9 and seeing 4 damage with 5 reduced sucks. I bring two on all missions, one on assault, one on scout. The SMG can be good for fast units, as it gives a ton of mobility. Its firepower leaves a lot to be desired, being exactly the same as the machine pistol, without being able to use Gunslinger, but not having the accuracy falloff. Im considering upping the ammo to 3, same as other primary weapons. The battle rifle could be a riflemans dream, giving +1 base damage as well as +1 ammo and +5% crit chance, but it slows you down at little. That I can live with, but it comes with a -15% aim penalty. I personally modded it to -7% aim, to balance against the carbine being +7% aim for -1 damage, small bonus move, and -5% crit compared to your standard rifle. Otherwise that aim penalty is crippling. Your rifle is your base firearm all others are derived from. The sniper rifle is our standard from the base game. High range, high damage, cant shoot after move unless you have snap shot. The marksman gives you extended range like a sniper rifle, however its only about 5 tiles beyond the snipers visual range. Comes with the snap shot perk baked into the weapon, and headshot/precise shot has unlimited range with it. Scouts using it do not seem to get benefit from this extended range either, as well as taking snapshot penalties when they do move and shoot. I use them for snipers that have yet to hit snapshot perk, and then drop them. Modded them to have slightly longer range. I might add Squadsight to them as well so scouts can benefit from the extra range. The two machine guns are a lot like the marksman and sniper rifles above. The LMG gets extended range, same range as the marksman's rifle, and cannot fire after moving, but grants squadsight. The SAW is a standard battle range, can fire after moving, and has a little less damage and ammo than the LMG. Both seem to have lots of ammo at base, enough to suppress for 2-3 turns consistently. The LMG is better for flush/suppression type builds, while I feel the SAW is better for overwatch. Modded the LMG to have slightly longer range. winterwerefox fucked around with this message at 05:43 on Sep 2, 2014 |
# ¿ Sep 2, 2014 05:31 |
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Furism posted:Firaxis should do a "XCOM Online" where it's all a big permanent, world-wide campaign. With a ladder and all that. You get a stack of "points" before you start, using higher ranked officers or gear costs more points and stuff, then you start your map and get a final score based on tons of metrics (hit rate, damage done, etc). Some things like satellites and base building would have to be adapted to that, but I could see this game printing money for Firaxis. Or you could
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# ¿ Sep 4, 2014 07:09 |
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Ive been poking at the DefaultGameCore.ini for Long War, making some changes here and there. More Ammo for SMGs, some range tweaks for the super short sawed off shotgun, that kind of thing. I can't figure out what values to change to give marksmen's rifles squadsight, and what values to change to give battle rifles snap shot penalties when you move. Im suspecting that it is Properties[1]=eWP_Overheats, Properties[2]=eWP_MoveLimited to make it take snap shot penalties for battle rifles to move and shoot, getting no penalty if you stay in place. Thats what the marksman's rifle has on its properties line. But I'm not sure. SMG's you add and replace ABILITIES[2]=0, with ABILITIES[2]=eAbility_Aim, to get steady weapon on it. If you want it to have more ammo, change the iSuppression=302 to iSuppression=403 to give SMGs standard ammo per reload as all the other rifle variants, rather than treating it as a two handed side arm. You want to do this with the SMG, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun
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# ¿ Sep 4, 2014 23:31 |
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FlyingCowOfDoom posted:If I ignore the Zhang mission in LW will it come back around? I've tried it several times and just cant seem to win with whats available to me currently because it swarms me with Thin Men. I'm about to try my last resort which is 4 Rocket troopers and two snipers and just blow the poo poo out of everything. Pull back to the left corner in the back, have Zhang hide behind one of the triple high tombstones near the back wall to deny LoS to the aliens. Overwatch trap them, and blow up anything that can be used as cover with a sapper engineer or two with 4 HE grenades, so they dont have any tombstone cover to use to take pot shots at you. Load everyone with a med kit to prevent Acid from forcing you into a huddle or take damage situation. Let them patrol into your overwatches.
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# ¿ Sep 9, 2014 02:09 |
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ArchRanger posted:I can't manage to find this anywhere in the modding wikis and stuff, how would I edit an item to be able to put it on MECs/SHIVs? I was talking to a friend about the mod yesterday and realized it doesn't make sense to sacrifice soldiers to capture enemies when there are SHIVs around. I doubt I'll have a SHIV in position to do it as often as I do with my scouts, but it makes more sense to me. Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Secondary, Properties[5]=eWP_NoReload, Replace the Properties line of the arc thrower with this in DefaultGameCore.ini It should work as a small item on mecs and shivs, but no promises on what the animations will do, as the arc thrower does a pistol animation on soldiers when activating the stun. It might cause your mec/shiv to hurl lightning, or crash your game. I have no idea. Plus shivs and mecs would lack the extra uses perks other classes could get. Unless Packmaster kicks in for it. This WILL remove the arc thrower as an item your normal soldiers can use. You WILL need a mec or shiv to stun anything. If this breaks your game in anyway, here is the original line to copy paste back in Properties[0]=eWP_Backpack, Properties[1]=eWP_CantReact, Properties[2]=eWP_NoReload, Properties[3]=eWP_Secondary, Properties[4]=0, Properties[5]=0, Or if you want to be amused by having it in a pistol slot. Properties[0]=eWP_Pistol, Properties[1]=eWP_CantReact, Properties[2]=eWP_NoReload, Properties[3]=eWP_Secondary, Properties[4]=0, Properties[5]=0,
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# ¿ Sep 11, 2014 04:45 |
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Just had my Long War hell week in mid June. 4-5 UFOs shot down, all but 2 raided. Confounding Light and Gangplank. 2-3 Abductions. Landed Supply Ship in Canada with 33 aliens. The second one I've raided this run. I started with 50 soldiers and when UFOs 4 and 5 showed up, I shot them down, but held off raiding them because I knew that battleship raid was coming up, with all but a handful specialists available. Luckily, my top roster is opening up again off fatigue right when Gangplank hits, so I have decently skilled sergeants rather than green specialists.
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# ¿ Sep 15, 2014 06:13 |
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I'm about to pull my first MEC soldiers online in Long War for the first time. Who to chop is leaving me a bit paralyzed with indecision, as I like to bring all 8 classes with me on missions. Right now, Im torn between a Pathfinder, a Shogun, and a Marauder, with more leaning toward the Shogun. Thoughts?
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# ¿ Sep 18, 2014 01:02 |
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Ive made similar changes to those changes listed in that custom .ini oswald ownenstein made as well as some weapon changes of my own. All weapons: Same ammo counts as their ballistic counterparts. Shotguns base 6, snipers 4, heavy rifles 4, LMGs 10, SAWs 8. Gauss get +1 ammo over base, Long Rifle is still a single shot weapon with 2 shots with ammo conservation. SMG- base ammo to 3. It's in a bigger weapon slot than used by the machine pistol with similar capabilities. Heavy Rifle- Accuracy Penalty to -10. So a scope can counter the penalty Sawed Off shotgun- Range to 15 so its better than melee range. Ammo conservation allows 2 shots. Marksman's Rifles/LMGs: Range increased from 36 to 40 MEC minigun- Base Ammo to 3
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# ¿ Dec 20, 2014 19:05 |
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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?
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# ¿ Jan 28, 2015 04:27 |
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Thanks! That answered what I was looking for.
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# ¿ Jan 28, 2015 04:51 |
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Im heading into June in my game, finished Advanced Lasers, just researched Alien Materials, working on Xenogenetics, then Alien Computers unlocks MECs/Cyberlab right?
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# ¿ Jan 30, 2015 20:22 |
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Vib Rib posted:Aliens having no ceiling limit on their UFO capabilities is honestly one of my biggest problems with LW. Maybe the biggest, now that will loss on critical wounding has been opened to INI tweaking. Agreed. That is the one hang up I've had with Long War even from the early betas
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# ¿ Feb 2, 2015 03:52 |
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Coolguye posted:Hey Fuzz I just want you to know that your avatar is so repulsive it kills my motivation to read my own thread after you post on a new page Everything in this post is true.
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# ¿ Feb 5, 2015 04:14 |
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I get a landed abductor late July or August. I've dealth with landed ships before in Long War, so I know what to expect. All my MECs are out on fatigue despite having 9, so I bring one of every class, and go to town. 43 Aliens later, I've captured my first abductor this campaign. 1 week later, a landed harvester. My MECs are online, I bring a valkyrie, a goliath and shogun in Mec-1s with flamethrowers. I debate on bringing an infantry or engineer and opt for the engineer with a repair arc thrower. Thank god I did. I hear mectoids moving about inside, and have my goliath move up to see what is in the cargo hold. 4 mectoids, 7 sectoids, 10 thinmen, sectoid commander, 3 outsiders clowncar in that one room. I have no idea how I did not lose anyone, Both my goliath and valkyrie at one point had to be revived by my medic when they got knocked critical, my engineer ended with 1 hp after a flank shot by a thinman, my gunner Major managed to be useless the entire fight by always being in the wrong spot, and flames everywhere as fire was used by everyone! total time out was 7 days on a medic, 45 days on the engineer, goliath, and valkyrie. Total take in 1 week was over 160 alloys between the two ships.
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# ¿ Feb 8, 2015 03:46 |
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Exalt Health. Likely what a lot of people adjust right away. Weapon/Item Stats, like ammo count, accuracy, weapon type Fatigue Timers for injuries, psi, officer, gene mods, aircraft Perk Trees would be great, being able to move perks about to your liking. Adjustable XP for soldiers/Psi levels Helmet/Armor appearance adjustment. I personally like to ensure each has a kevlar helmet and shoulder padded tan armor for my rookies, but its trial and error to know what code to pop in. Adjustable alien perks, perhaps. Remove the unfun ones from their trees. My initial thoughts.
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# ¿ Mar 22, 2015 23:41 |
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If Long War wants soldiers to be risked in flanking, high risk situations, make losing soldiers a lot less important. Make them cost 5$ each, make them get a rank every 1-2 missions. Make gene mods more powerful and MEC suits things you give to your favorite guys but make the unchopped and non mutant non-psi your expendable cannon fodder. So you lost a GSgt? who cares thats only 6-7 missions. Rather than making it crippling and that much harder to recover. Make losing soldiers and make losing missions reward you with cash to compensate for 'poo poo. this war is hard' when you hit the aliens and pull back, leaving the xenos a failed op, like hitting a UFO and having it blow up on you does.
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# ¿ Apr 10, 2015 19:50 |
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Snaketits?
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# ¿ Jun 1, 2015 20:54 |
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I cant get the image out of my head of modding in a Snakewoman into Vahlens place in all the cut scenes. Its the same level of humor I get when they mod in genlocks into the Dragon Age sex scenes
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# ¿ Jun 1, 2015 21:33 |
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# ¿ Jun 2, 2015 00:46 |
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Remember, despite getting steamrolled, the Aliens still feel the need to handle humanity with kid gloves. they are putting us in cages, but why are the cages velvet lined? Why the soft touch of keeping the aliens out of sight until poo poo went hot? They know. They know that humanity has the potential to ascend into psionic gods and they scares the poo poo out of them. so hold back, go soft. or Humanity will crush us
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# ¿ Jun 2, 2015 19:51 |
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# ¿ Jun 2, 2015 22:17 |
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Wish i could claim credit, I'm just finding these wonderful nuggets.
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# ¿ Jun 2, 2015 22:24 |
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X-Com 2 funding model leaked.
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# ¿ Jun 2, 2015 23:06 |
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The assumption I'm going with is XCOM lost due to the council pulling out from under them after laser/carapace level tech, but before Firestorms, Psions, MECs and Genejack soldiers were a thing. Likely from losing the Base Defense mission, where they came down harder than we see in our own games.
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# ¿ Jun 2, 2015 23:37 |
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I keep digging these up
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# ¿ Jun 3, 2015 01:43 |
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# ¿ Apr 28, 2024 19:18 |
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I like the idea. I will admit that for every game I finished, I had five that I started over. Statistically, we failed. Who cares about the times you ended up with a mindcrushing psionic God in the end, this is the story of the times you bailed out.
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# ¿ Jun 3, 2015 02:04 |