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Author Topic: XCOM: Long War - (Canceled: Moving to new campaign for Beta 15)  (Read 97482 times)

Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #195 on: December 10, 2014, 12:27:01 pm »

In long war it actually does matter. They have a defensive score and the higher the score the less a nation panics due to alien activity.
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #196 on: December 10, 2014, 04:25:09 pm »


Spoiler: Soldiers (click to show/hide)

With that taken care of, I order out continued excavations on the second level. We'll be able to start work on the Steam Generator in a few days, which will be quite helpful.


Dr. Shen is advising that we consider building a Foundry so that we can look into ways to improve our fighters capabilities. There is the possibility that we won't have enough money to do foundry projects and get coverage over North America this month, however.

Finally, our last remaining Private asked for an audience with me today. It seems that she would like to go on the next mission, as she feels she is lagging behind the rest of the troops. I promised her that she would get her chance.



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Cptn Kaladin Anrizlokum

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #197 on: December 10, 2014, 04:42:53 pm »

Question, would lone wolf be any good to you? Because I'm not sure whether to get that or low profile...
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #198 on: December 10, 2014, 04:48:52 pm »

Question, would lone wolf be any good to you? Because I'm not sure whether to get that or low profile...

It's situational for both. Lone Wolf is nice when you're sitting up somewhere all by yourself. It's less nice when I have a pair of snipers who need to work together, or if I need the sniper moving around with a Marksmans rifle during less open maps. Low Profile is more generally useful, although snipers hanging in the back often don't get shot at so...kind of a toss up.

The Gunslinger perk is similarly situational, and mostly used for cases where I need the sniper to move around or if we get a surprise alien attack on the sniper (usually Seekers or Floaters), since the sniper rifles are garbage at close range.
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Cptn Kaladin Anrizlokum

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #199 on: December 10, 2014, 04:52:14 pm »

Yeah, I was wondering because I usually put two snipers together in a nest somewhere, and lone wolf would be useless there.
I'll get Low Profile then.
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Powder Miner

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #200 on: December 10, 2014, 06:20:44 pm »

HEAT Warheads.
EEEEXXXXPPPLLLOOOSSSIIOOOOOON
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GiglameshDespair

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #201 on: December 10, 2014, 06:57:06 pm »

No promotion? Damn. At least Rickenbacker got a good few kills in.
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IronyOwl

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #202 on: December 10, 2014, 07:54:35 pm »

Hm. Tempted to go Covering Fire, but mainly because neither of the other options sound useful; I think I'm going to want to go smoke medic rather than reaction fire, but I wouldn't think Revive or Steadfast would come up all that often.

Thoughts?
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #203 on: December 10, 2014, 08:14:18 pm »

In my experience, Covering fire is the most used of the options. Steadfast and Revive are generally useful when things are going to hell. Steadfast means that the medic isn't going to panic pretty much no matter what, which helps if the team gets into some sort of panic spiral. Revive is only useful on rare occasions, but when you need it the ability to get a soldier back on their feet can be a live saver for the entire squad. There is also the advantage that there is an XP bonus if all squad members are functional at the end of a mission, but that's rarely enough reason on its own for Revive.

Since you're going Smoke Medic, I probably wouldn't bother with Revive, just based on your role. Steadfast is somewhat handy, since if someone panics I can count on the smoke medic to be able to get at least some cover over to them. Steadfast also makes you immune to Muton's intimidate ability, which can be quite useful for being the person to knock them down a peg before someone else does the finishing blow.
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UXLZ

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #204 on: December 11, 2014, 01:02:45 am »

That first rocket was niice. I've found there often little more awesome then getting a good hit in games like XCOM. (At least more so than in games we're you're in direct control). Playing an FPS and getting massive amounts of 1-hit-kills isn't really too hard. Getting an Alien in one shot on this seems significantly less common, and therefore more awesome.
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birdy51

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #205 on: December 11, 2014, 09:49:12 am »

With the increased squad sizes, do you think Flush could come in handy? Cause that might be what I'll pick if it's useful. Other people have Holo-Targeting and Covering fire, but Flush seems unique in it's accuracy and the ability to force the enemy out in the open. : P
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #206 on: December 11, 2014, 09:56:00 am »

With the increased squad sizes, do you think Flush could come in handy? Cause that might be what I'll pick if it's useful. Other people have Holo-Targeting and Covering fire, but Flush seems unique in it's accuracy and the ability to force the enemy out in the open. : P

Flush can be handy. I really enjoy making sectopods run away with it, personally, and the ability to set up an Overwatch/Flush combo to kill enemies can be quite effective. Plus, it's great for finishing off badly damaged mechanical units if you get the Heat Ammo perk later on, since that damage bonus is applied on top of the base flush damage rather than being reduced.
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birdy51

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #207 on: December 11, 2014, 10:07:54 am »

Then Edith Krauss shall be the resident Flusher. She may not directly get kills, but she's gonna make damn certain those Sectoids die.
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #208 on: December 11, 2014, 11:38:12 am »

Nigeria would like access to some of the Sectoid corpses for study in exchange for a Scientist. I am more than happy to oblige.


Not long after we get word that Brazil is being targeted by the aliens. A squad is assembled to meet the threat.


Looks like Miss Tenrin will get her chance at a promotion!



Spoiler: Operation Crystal Star (click to show/hide)

Spoiler: Soldiers (click to show/hide)


Question for you folks: We have §688 in funds available to us. The Thermo Generator is going to take 350, and the Satellite Uplinks will take 200 each. However, we don't have the Engineers for the Uplinks yet. Do you want to use some of that money in the mean time for other projects? We could get a Foundry, which lets us get various upgrades and equipment. Or we can save money for a bit for an Officer Training School once we have enough soldiers level up to get that. That'll give us Officers, which is nice, as well as the ability to get larger Squad Sizes.
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Toaster

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #209 on: December 11, 2014, 11:49:20 am »

How short from the Uplinks are we?
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