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Author Topic: XCOM: Long War - (Canceled: Moving to new campaign for Beta 15)  (Read 97566 times)

UXLZ

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Re: XCOM: Long War - They crossed the Line
« Reply #300 on: December 16, 2014, 09:56:27 pm »

My guy seems to be dodging all the dangerous missions, which is good (I guess.) xD

@Ranger. Where is your avatar from? Just a random picture or a specific series? (It looks interesting, sorry for the odd question but I felt like asking. >_>)

@Mephan It seems I'm still the lone scout. I guess that ups my chances of being taken on the really important missions, which is good but also bad for my survival rate. As long as it's interesting though, I don't care.
« Last Edit: December 16, 2014, 09:59:56 pm by UXLZ »
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Re: XCOM: Long War - They crossed the Line
« Reply #301 on: December 16, 2014, 10:13:19 pm »

What leads to better air weapons?  Take that one.  Advanced Beams if it's that.
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MaximumZero

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Re: XCOM: Long War - They crossed the Line
« Reply #302 on: December 16, 2014, 10:25:28 pm »

What leads to better air weapons?  Take that one.  Advanced Beams if it's that.
Seconded.
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UXLZ

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Re: XCOM: Long War - They crossed the Line
« Reply #303 on: December 16, 2014, 10:57:21 pm »

Gettin on the train.

Thirded.

Our air game does seem quite weak at the moment.
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crazysheep

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Re: XCOM: Long War - They crossed the Line
« Reply #304 on: December 16, 2014, 11:22:51 pm »

+1 to advanced beams, that lets us step up the air game while helping our scout-snipers and assault troops. Pity about Flash not finishing off the satellite hunter :/
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Re: XCOM: Long War - They crossed the Line
« Reply #305 on: December 16, 2014, 11:31:37 pm »

Yes, give me some laser guns too! :P
+1 to advanced beams.
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Mephansteras

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Re: XCOM: Long War - They crossed the Line
« Reply #306 on: December 16, 2014, 11:44:59 pm »

We decide on Advanced Beam Weapons in order to try and get some better armament for our Interceptors.


And Egypt puts in a bid for Alien Weapons. We have enough, so the deal is made.


The Officer Training School is finished! We're right at the end of the month, so we'll wait until May to worry about doing anything with it.



Since we're so close to the end of the month we send up one of the three Satellites we have sitting around back up over Nigeria. We can always build more for when the Uplinks will be ready.


The Aliens won't let us wrap up the month without some more excitement, though. India is being hit this time.


Since Intel indicates light Alien activity again, we send in some more troops who need a bit of training.



Only one interesting event of note happens: A new form of Alien is spotted! These ones are big brutes in heavy armor. Alien Shock Troopers, perhaps?


The squad doesn't let them live long enough to see what they're capable of, and XCOM puts another excellent mission into the books


The mission was as close to a curb-stomp as I've seen in a while. Only one alien even managed to get off a shot! (It missed) The only thing we didn't do was grab the Meld canisters.



With more money in the bank, we order up some additional Laser weapons from Engineering


Russia would like to have the Weapon Fragments we just got off that last mission. Since we won't need any more for a while, we make the exchange.


The month wraps up with a solid performance review from the Council. The only area we're lacking in is the air war, and hopefully we can rectify that soon.


With a well funded account at the start of the Month, we take a look at the Officer Training School

Here we need to decide what we want to put resources into. We have enough to get both Squad Size I (7 Troops per mission) and Tactical Officers (Allows us to promote troops to Officers, who give Squad effecting perks. Very handy!) However, this would use up over half the money we have available.

Our Hanger is looking better. We should be back up to full strength in a few days


Overall, we're in pretty good shape. Lots of projects will be completed in the coming week which should really improve our effectiveness.


Spoiler: Barracks (click to show/hide)
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UXLZ

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Re: XCOM: Long War - They crossed the Line
« Reply #307 on: December 16, 2014, 11:51:46 pm »

I'll vote for OTS. The ability to send more troops into battle will allow more people to gain experience at once. (Unless the XP is split between all active members.) Basically, it seems to be something that will benefit us more the longer we have it researched, therefore I want to have it done first.
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i2amroy

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Re: XCOM: Long War - They crossed the Line
« Reply #308 on: December 17, 2014, 12:01:49 am »

I'd say to at least grab tactical officers, that ability to substitute an officer's will for that of an underling is very useful (and the +1 day of fatigue reduction is pretty sweet too!). Taking an extra person on missions is nice, but personally I'd say save the rest for once that generator finishes, a lab to boost our research speed would be really nice, and we should probably get a foundry ASAP for all the sweet upgrades in it. (If we've got enough for both of those as well then grab the extra person, but else wise I'd say wait).

As for Ra, I'd say pick up Close Combat Specialist, (Despite the fact that it doesn't work quite the way it's description states :P). For those who don't know it really works more like a 4 square radius ring that triggers shots when aliens cross it, going in or out (which does mean you can run up to flank and get a free shot as they run away though!)

I'll vote for OTS. The ability to send more troops into battle will allow more people to gain experience at once. (Unless the XP is split between all active members.) Basically, it seems to be something that will benefit us more the longer we have it researched, therefore I want to have it done first.
XP is a small flat amount per mission, and then a (fair bit) larger amount per kill.
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UXLZ

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Re: XCOM: Long War - They crossed the Line
« Reply #309 on: December 17, 2014, 12:47:04 am »

Ah, in that case I'll change my vote to Tactical Officers then.
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Vector

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Re: XCOM: Long War - They crossed the Line
« Reply #310 on: December 17, 2014, 12:59:22 am »

.
« Last Edit: July 21, 2017, 08:17:07 pm by Vector »
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Re: XCOM: Long War - They crossed the Line
« Reply #311 on: December 17, 2014, 02:00:13 am »

I think we should put a priority on decreasing panic in America. Satellites do that, right?
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IronyOwl

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Re: XCOM: Long War - They crossed the Line
« Reply #312 on: December 17, 2014, 02:59:25 am »

I know they're not as dangerous in this one, but I still panicked when I saw the you-know-whats rush into melee range.

I'll officially take Smoke Grenade.
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Tiruin

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Re: XCOM: Long War - They crossed the Line
« Reply #313 on: December 17, 2014, 03:40:12 am »

As for Ra, I'd say pick up Close Combat Specialist, (Despite the fact that it doesn't work quite the way it's description states :P). For those who don't know it really works more like a 4 square radius ring that triggers shots when aliens cross it, going in or out (which does mean you can run up to flank and get a free shot as they run away though!)
That is, if you position your unit right ;3

Though yeah, that thing is a lifesaver especially on harder difficulties.
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Re: XCOM: Long War - They crossed the Line
« Reply #314 on: December 17, 2014, 11:52:52 am »

How much are upgraded beam weapons going to cost us?

Also, does Long War have any intermediate craft between Interceptor and the Firestorm?



Also, I thought you said I had average aim!  More like tied for second worst!  Good thing grenades don't care.
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