Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 24 25 [26] 27 28 ... 47

Author Topic: XCOM: Long War - (Canceled: Moving to new campaign for Beta 15)  (Read 97493 times)

RAM

  • Bay Watcher
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #375 on: December 22, 2014, 02:41:56 pm »

Ugh, I have been dreading this choice, still not sure... The faster recovery would be, well, it feel selfish. Great if we are under pressure, but there are lots of fleshies available at the moment so... But it would offset my(and later others') horrible fatigue extensions and let me keep gaining experience at the same rate as everyone else... Or I could relegate myself to getting less action, but improve the performance of missions that I am actually on...

I guess I will default to the unpronounceable latin thingy but I would love some advice if anyone has it before locking the thing in...
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #376 on: December 22, 2014, 02:43:42 pm »

Go for shorter recovery time. First of all, it's going to affect all officers, not just you. Also, sooner or later we'll start feeling the pain of back-to-back missions, and that one day less will be much better than a few points of will.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #377 on: December 22, 2014, 02:46:06 pm »

I think it's lee-gee-ooh pat-ree-aah nos-traah (like nostril)


That's not a vote, though.  I have no feeling either way.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #378 on: December 22, 2014, 03:39:21 pm »

Officer perks always effect the squad that goes on the mission, so the reduced fatigue time helps the entire squad get back into action faster. It's my default choice. The bonus will is nice, and helpful for psionics and training rookies up, but is generally my second choice and the one I usually stick on my training officer.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #379 on: December 22, 2014, 04:01:30 pm »

Hooah! Pew pew pew BOOOOOM!

tl;dr: I approve of the mission.
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

GiglameshDespair

  • Bay Watcher
  • Beware! Once I have posted, your thread is doomed!
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #380 on: December 22, 2014, 04:08:56 pm »

At best, you'll get 8 will. Compared to -1 day of fatigue, 8 will is pretty much worthless.
Logged
Old and cringe account. Disregard.

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #381 on: December 22, 2014, 04:29:32 pm »

Legio Patria Nostra is more a late game perk since if you have a bunch of psi soldiers (which is the only reason why you would want to take it) they'll have so much extra fatigue just from having the psi powers that the one day reduction from Stay Frosty probably won't make enough of a difference.

Greene fires a rocket, but only manages to destroy a bunch of cover
Spoiler (click to show/hide)

Ha ha ha long war rockets ha ha ha youre so good at your job ha ha ha

I'm glad I have blaster launchers and don't have to deal with crap like this anymore.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

UXLZ

  • Bay Watcher
  • God Eater
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #382 on: December 22, 2014, 06:24:23 pm »

Go go rock-it launchers!

What, are rockets super inaccurate in Long War?
Logged
Ahhh~ She looked into your eyes,
And saw what laid beneath,
Don't try to save yourself,
The circle is complete.

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #383 on: December 22, 2014, 06:35:09 pm »

It appears so, but I give zero fucks and just want to blow up everything anyway.
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #384 on: December 22, 2014, 07:00:55 pm »

We think alike.
Logged

GiglameshDespair

  • Bay Watcher
  • Beware! Once I have posted, your thread is doomed!
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #385 on: December 22, 2014, 07:07:20 pm »

Rockets in ordinary nuCom have a flat 10% chance to go widely astray and a 90% chance to hit directly on target. Long war rockets have scatter - reduced by steadying aim, aim increasing items, etc. If a rocket has a scatter of 1.7, for example, it'll go 1.7 tiles off - in some direction - from where you aimed. I prefer the Long War system, but inexperienced rocketeers or those that have moved tend to be rather... wild... with where their missiles go.
Logged
Old and cringe account. Disregard.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #386 on: December 22, 2014, 07:34:36 pm »

Yeah. Greene is pretty accurate if he has a chance to steady his aim, and with Fire in the Hole he's much more accurate than other rocketeers as long as he hasn't moved that turn. But...it's still pretty bad unless he's taken a turn to steady.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

RAM

  • Bay Watcher
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #387 on: December 23, 2014, 12:57:41 am »

Huh... The wiki says that Notstra is +2 per. Oh well, sign me up for Frostra, it seems like the people's choice. Also it feels more movie-style "we are the heroes going on all the missions" and less power-gaming "any member of my squad can beat a giant brain-monster at a staring contest" which sort of gives it coolness points...

But still, between all of them http://ufopaedia.org/index.php?title=Officers_(Long_War) that would be, like, up to +23 will, although that wiki has already proven itself to lie... but will leadery will-sharing powers, even a dunce like Kaos could fry brains... Ehh, no, the quicker cycle time really would be cool, and will give me super-promotion-powers to outrank the poor slobs who don't team up with me...

So Stay Frosty... Ugh, I am never going to be happy with this, but lock it in...
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #388 on: December 23, 2014, 01:40:47 am »

I've to poke that we significantly need a field medic in every mission, primarily due to their 'Field Surgeon' perk. Which I'll leave as a note to figure out. :3 (and because I have no idea if we have an experienced medic in the meantime...)

Go for shorter recovery time. First of all, it's going to affect all officers, not just you. Also, sooner or later we'll start feeling the pain of back-to-back missions, and that one day less will be much better than a few points of will.
Do note, that if your officer is higher up in the ranks, the more hours they have of fatigue :/
It's a somewhat silly-ish mechanic I've seen in the...raws(?), presumably for balance of power and such.

...I edited the raws because of some mechanics disliked (CHRYSALLIDS AND LIGHTNING REFLEXES GAHRH)
« Last Edit: December 23, 2014, 01:45:19 am by Tiruin »
Logged

GiglameshDespair

  • Bay Watcher
  • Beware! Once I have posted, your thread is doomed!
    • View Profile
Re: XCOM: Long War - By the lasers red glare
« Reply #389 on: December 23, 2014, 01:59:01 am »


...I edited the raws because of some mechanics disliked (CHRYSALLIDS AND LIGHTNING REFLEXES GAHRH)

They just want a huggggg! And to lay their eggs in your soft flesh so their young may feast
Logged
Old and cringe account. Disregard.
Pages: 1 ... 24 25 [26] 27 28 ... 47