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Author Topic: XCOM: Long War - (Canceled: Moving to new campaign for Beta 15)  (Read 97532 times)

UXLZ

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #225 on: December 11, 2014, 09:19:44 pm »

I like that I'm not seeing my character constantly. It avoids the classic RPG dilemma of 'why the hell is that one group of six guys doing EVERYTHING?'. It also makes it more important when he *does* appear.

When my character gets promoted next, would I be able to change his name?

I'll put my vote in for the most versatile option when it comes to what we're building/doing next.
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Mephansteras

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #226 on: December 11, 2014, 11:43:46 pm »

South Africa puts in a request for Weapon Fragments, and we get another engineer in return


As excavations are completed in the second layer, we instruct Engineering to start construction of the Thermal Generator


Unfortunately, it is going to take 21 days to complete. The Satellite Uplink we had hoped to build requires more power than we have, so we'll have to wait until next month to build it.


In the Meantime, we receive an urgent message from the Council


It seems there has been a strange attack on a French Military Convoy. Details are scetchy, but it seems there is at least some Alien presence in the area.


A squad is assembled to investigate the situation. LCPL Rickenbacker will be leading this mission.


So begins, Operation Forgotten Hero




Oh, boy, Portent. It's much easier with 6 man squads, though, which is nice. It is probably my most failed mission in Vanilla, but it's gone pretty smoothly the two times I've tried it in Long War.

Sadly, we're not going to get the Satellite Uplink in time for this month. So we may want to do something else with our money for the remainder of the month.


@UXLZ - Sure. Hopefully that'll be after this mission.
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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #227 on: December 11, 2014, 11:53:52 pm »

Oh God, PORTENT?  I'm going to dieeeeeeeeeee
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GiglameshDespair

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #228 on: December 12, 2014, 12:28:28 am »

Title wise ^

That's another reason why you want to rush lasers. Laser cannons on your craft fire twice as fast and are more armour penetrating than avalanche missiles and are more damaging (again nearly by half) than stingray missiles (which are, themselves, around 60% as strong as a avalanche.)

 Lasers are slightly weaker at 85% of an avalanche missile, but vastly superior through rate of fire and armour piercing. And they're 15% more accurate as well.

Bottom line: laser cannons are good.
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i2amroy

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #229 on: December 12, 2014, 12:57:55 am »

Yeah, I've never had any problems with Portent in Long War. Just hand everyone a medkit and bring along two assaults and an infantry (one to cover each rooftop with the infantry as a backup rooftopper) and it's a breeze, even on tougher difficulties. (Course with your limited ability to control equipment and classes in a Let's Play like this you might run into some problems :P).
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UXLZ

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #230 on: December 12, 2014, 02:27:44 am »

Well, hopefully no one ends up dying.

Would you say scouts have good survivability or bad survivability?
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IronyOwl

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #231 on: December 12, 2014, 04:44:21 am »

Stormtrooper mission is go, clearly everyone will be fine.
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UXLZ

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #232 on: December 12, 2014, 07:32:47 am »

Well, at least we have better aim than a stormtrooper...
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RedKing

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #233 on: December 12, 2014, 12:39:13 pm »

I never had much problem with this mish (only ever played it in LW though).

Now if we get a distress call from Newfoundland, I'm putting in for two weeks' leave to umm....see the family. Yeah that's it. You guys have fun without me, I'm sure it's nothing.
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RangerCado

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #234 on: December 12, 2014, 01:05:59 pm »

-snip-
Still catching up on this, but I would just like to point out that not only is that ship possible to take down with the amount of ships you had, it is well worth it to try and assault. I also literally mean TRY. You aren't going to win, your going to hide out in cover and kill dozens of guys then retreat before the Cyberdisks or Chrysallids overwhelm you (There is approximately 40-60 dudes on that ship, from Sectoids to Cyberdisks and everything in-between). You get a great boost to alien materials, a few corpses, and a ton of XP. The amount is smaller due to retreating, but Its well worth it early.

(Not blaming you for not engaging though, only reason I tried at all was because I was annoyed and stubborn and wanted to see it downed after my first interceptor hit it 4 times)
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i2amroy

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #235 on: December 12, 2014, 01:21:34 pm »

Would you say scouts have good survivability or bad survivability?
Scouts are simultaneously great at surviving and horrible at it. They are great because they basically never have problems with overwatch fire due to their lightning reflexes, which allows them to GTFO if they ever get pinned down or flanked (due to giving them like a 90% chance of dodging overwatch shots). On the other hand that same thing means that one of their more common uses is to draw overwatch fire so that other people who are pinned down or flanked can GTFO. Similarly another common use is as the point man, since they can trigger a group of aliens and then run back, dodging the handful of overwatch shots on the way back to safety. This means that though the chance of them failing a risk is very small, they end up taking a lot of risks in favor of their more vulnerable teammates, and after a while in-game a single failure can mean the end of a scout.

That said they are also rather valuable as arc thrower carriers, since they can dodge overwatch as well as pick up the sprinter ability that gives +4 mobility, allowing them to carry an arc thrower without much of a movement penalty.
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RedKing

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #236 on: December 12, 2014, 01:44:29 pm »

My scouts rarely die, but they are frequently in the hospital.
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Mephansteras

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #237 on: December 12, 2014, 02:17:20 pm »


Spoiler: Soldiers (click to show/hide)


That may be one of my better Portent missions yet, despite using a soldier loadout that's not what I would normally bring. As a side note, Maelle standing on top of an APC sniping aliens was pretty cool to watch.

@RangerCado - Yeah, I know it's possible to take them down, but I've done that before and had basically no interceptors left functioning afterwards, which makes dealing with any further UFOs a huge challenge. So I decided to play it safe.
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RedKing

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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #238 on: December 12, 2014, 02:54:13 pm »

Is that even a question? Revive, all day every day. That's awesome to get that perk this early.
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Re: XCOM: Long War - Winning on the Ground, Struggling in the Air
« Reply #239 on: December 12, 2014, 02:56:37 pm »

Glad to see me working the carbine successfully as well as the grenades.  Was worried for a bit that I'd lack on the kills by dint of using grenades to prime aliens for others to kill- looks like that's not holding me back from the sweet, sweet XPs.
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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.
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