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Author Topic: XCOM: Long War - (Canceled: Moving to new campaign for Beta 15)  (Read 97456 times)

GiglameshDespair

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #165 on: December 08, 2014, 08:41:17 pm »

So my character's weapons won't just be flat-out inferior if I decide to stick to purely ballistic guns?

Well, yes, they will, certainly for a long while yet.
Beam lasers (2nd tier) are flat out better than ballistic (1st tier) - more accurate and more damaging.
Gauss weapons (3rd tier) have the advantage of +1 magazine size over other weapons, but are less damaging than the subsequent tiers of pulse laser and plasma. Pulse lasers also have double the crit chance.
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #166 on: December 08, 2014, 08:59:46 pm »

After a bit of dicussion, it is decided that we should not wait any longer to upgrade our weapons to more potent versions. The aliens certainly out-class us in that department!


Another large contact is detected. We send up a fighter to investigate, but we give orders not to engage.


A different type than last time. What are they up to?


We get our answer soon enough. It seems these ships are the ones performing abductions.


Intel indicates light presence at the abduction site, so we decide to send in another training group.



Two events of note happened during the mission.

A new type of alien was detected. A mechanical flying squid by the looks of it. The team didn't leave it alive long enough to see what it does.


Also, one of those suited aliens spat some sort of acid over one of our troops. She managed to avoid taking any damage by hunkering down and staying still while it wore off.


Overall the mission was a success and our troops got valuable experience.




Another Scout ship is detected, and Flash is once again sent up to see if he can take it down


His experience with the alien vessals pays off, as he manages to down it before it escapes. His interceptor does sustain a fair bit of damage in the process, however.


We send in the last of the rookies into the battle. After this, all of our troops will have seen action against the Aliens at least once!


Only one major event of note that battle. A new alien type, some sort of assault soldier with cybernetic jetpacks implanted into it. They were nasty, but the troops did an excellent job taking them out.


Overall, another successful mission! We also captured a functioning alien Computer, which should give us the opportunity to study their technology in better detail.





Gauss weapons also do more damage than beam lasers and have a chance to ignore some armor, but lack the lasers bonus to hit, so it's a trade-off between Beam and Gauss. Pulse lasers I haven't compared to Gauss, and Plasma is generally going to be better than anything else.

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #167 on: December 08, 2014, 09:10:42 pm »

Except for the price tag.  IIRC the pulse lasers have bonus to crit chance.


Also, a team of rookies hitting floaters and taking no losses?  I commend you, good sir.
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UXLZ

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #168 on: December 08, 2014, 09:16:59 pm »

Urgh, that's unfortunate. I guess I could pretend it's new, highly experimental technology when we get up to Plasma-based stuff, but I really dislike the idea of using energy weapons. I don't know why, but I've never really been a fan of them. (Unless they were melee.) I really want to stick to this design as much as possible, because the weapon is freaking awesome. (It does look a little silly though. The girth of the barrel is enormous, at least it seems that way to me.)

Example: http://starcraft.wikia.com/wiki/File:C-20A_SC-G_Cncpt2.jpg

« Last Edit: December 08, 2014, 09:18:43 pm by UXLZ »
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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #169 on: December 08, 2014, 09:19:04 pm »

Plasma is expensive enough that I think that if you want to keep using gauss, no one will complain.  Not my game, of course.
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #170 on: December 08, 2014, 09:46:09 pm »

Also, a team of rookies hitting floaters and taking no losses?  I commend you, good sir.

Well, there was an Assault in that group as well. He was rather important. But the rookies did do an excellent job that mission. Especially the guy who has a 58 aim and managed 3 kills anyway. I was very impressed with his results.


Urgh, that's unfortunate. I guess I could pretend it's new, highly experimental technology when we get up to Plasma-based stuff, but I really dislike the idea of using energy weapons. I don't know why, but I've never really been a fan of them. (Unless they were melee.) I really want to stick to this design as much as possible, because the weapon is freaking awesome. (It does look a little silly though. The girth of the barrel is enormous, at least it seems that way to me.)

You're a scout, so that's fine. Much like Ghosts in Starcraft, actually dealing damage is only one aspect of your role.
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UXLZ

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #171 on: December 08, 2014, 10:35:03 pm »

Urgh, that's unfortunate. I guess I could pretend it's new, highly experimental technology when we get up to Plasma-based stuff, but I really dislike the idea of using energy weapons. I don't know why, but I've never really been a fan of them. (Unless they were melee.) I really want to stick to this design as much as possible, because the weapon is freaking awesome. (It does look a little silly though. The girth of the barrel is enormous, at least it seems that way to me.)

You're a scout, so that's fine. Much like Ghosts in Starcraft, actually dealing damage is only one aspect of your role.

Maybe I should read up on what my class actually does... As well as what my progression options actually are as well.

I'm glad to hear I'll be able to keep away from plasma/laser based weaponry without being a liability to the team, though.
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crazysheep

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #172 on: December 08, 2014, 10:45:33 pm »

Good to see Flash splashing them UFOs without dying :3
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #173 on: December 09, 2014, 02:45:12 pm »

The access lift is completed and we begin excavations on the second level



The Operations room erupts in a flurry of activity as two alien scout ships are sighted over Africa!


Fighters are launched to intercept. Unfortunately, the first alien craft proves much too tough and our interceptor has to pull out after sustaining heavy damage.


The craft escapes before our second interceptor can engage.


The other alien craft is not so lucky, and is downed with only light damage to our own craft


There is alien activity at the crash site, so the troops are ordered to prepare for battle


A team of fresh troops is assembled for the mission and outfitted with some of our latest equipment


And so begins Operation Blinding Knife


Spoiler: Soldiers (click to show/hide)
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MaximumZero

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #174 on: December 09, 2014, 03:37:46 pm »

I'll take Covering Fire, please.
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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #175 on: December 09, 2014, 03:43:19 pm »

Good to see I wasn't entirely useless.  If it'll save you some time, I'll grab Sapper if I level up before eating plasma in the face.
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Darkening Kaos

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #176 on: December 09, 2014, 04:45:52 pm »

   I'll take Holo-Targeting.  Even if I miss, others will have a better chance.

   Putting in an early vote for Armour-based research next.
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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #177 on: December 09, 2014, 06:28:14 pm »

Is Jacques out of the hospital yet?
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #178 on: December 09, 2014, 06:29:51 pm »

Is Jacques out of the hospital yet?

Nope, Jacques and Jack are both still stuck in sick bay. They'll be out in just a few days, though.
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Vector

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #179 on: December 09, 2014, 07:35:54 pm »

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« Last Edit: July 22, 2017, 09:26:44 am by Vector »
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