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Author Topic: XCOM: Long War - (Canceled: Moving to new campaign for Beta 15)  (Read 97523 times)

UXLZ

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Re: XCOM: Long War - By the lasers red glare
« Reply #390 on: December 23, 2014, 02:33:24 am »

BLOOD FOR THE BLOOD GOD!
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Jim Groovester

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Re: XCOM: Long War - By the lasers red glare
« Reply #391 on: December 23, 2014, 03:09:27 am »

So Stay Frosty... Ugh, I am never going to be happy with this, but lock it in...

Dude, do what you want. Legio Patria Nostra isn't a bad choice by any means.

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

Don't be silly, Long War is perfectly balanced. There's not a single questionable balance decision or cheesy alien ability or perk collection or tactic at all.
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Sheb

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Re: XCOM: Long War - By the lasers red glare
« Reply #392 on: December 23, 2014, 05:42:40 am »

Just going to point out that 1.7 tile scatter doesn't mean rocket are going to scatter by 1.7 tile. It's the standard deviation (lol) meaning that 69% of rockets will hit within 1.7 tiles of the target, 95% will hit within 3.4 tiles, etc etc.
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GiglameshDespair

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Re: XCOM: Long War - By the lasers red glare
« Reply #393 on: December 23, 2014, 09:23:21 am »

Really? Huh. Learn something new every day.
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Mephansteras

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Re: XCOM: Long War - By the lasers red glare
« Reply #394 on: December 23, 2014, 10:51:57 am »

A soldier update


And Lieutenant Villiams is officially our first officer!


The following day Engineering finishes the first Laser Pistol


Australia reports an Abduction strike by the aliens.


A squad is mobilized to respond to this threat



The mission was a success, however we had another casualty. The lethality of the aliens is increasing, with our soldier being taken out in a single shot. Perhaps it is time to consider looking into better defensive measures for the troops.

(Stupid surprise Floater. Thought there were 3 in the pod and there were actually 4. It popped up out of nowhere while the squad was reloading and one-shotted the sniper I'd moved up to join the group.)

Zhang proved his worth that mission, racking up four kills on his first mission out with XCOM.


Australia was most grateful


A little while later China requests some Sectoid corpses for study. We ship them off.


Some days pass quietly and the Thermal Generator is finally complete!


I order construction on the first of the Uplinks. The second will require more Engineers than we have on staff, although there is a good chance we can get them this month. We'll need §200 for that once we have the Engineers.


We do have some extra cash on hand for now, though. What should we spend it on? Our current cash level is §427, and we could get some more by selling off some stuff that we won't need much of (like Drone wrecks and the like).

We have 4 rookies total coming in over the week. We could certainly use some more laser weapons, although Advanced Beam lasers will show up in about 5 days and that'll give us some types to build that we don't have yet. Laser weapons for our Fighters will definitely be needed, but our Interceptor situation is grim right now. It'll be over a week before we have more than a single interceptor ready for combat, and installing laser cannons will add an additional week to any fighter we want those on. It might be worthwhile to order a few more interceptors for North America and do a transfer to get fresh planes in Africa, since N.A. won't need anything for a while anyway. 

Here is our current Base and Hanger status with what's coming up soon.


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Toaster

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Re: XCOM: Long War - By the lasers red glare
« Reply #395 on: December 23, 2014, 10:58:31 am »

Ouch.  Yeah, might want a pair of interceptors at least to fill in that massive gap.  We might even have to "touch and go" a UFO or two to at least minimize missed UFO penalties.


Are those requests coming up worth anything?
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Sheb

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Re: XCOM: Long War - By the lasers red glare
« Reply #396 on: December 23, 2014, 11:03:58 am »

Well, uplinks are fine and dandy, but we need sattelites too. But the air situation is bad, I say order one more interceptor, start building sattelites. If we don't need them/decide we want some of those juicy laser weapons, we can remove the order.

Also, make sure you always have at least one interceptor ready to intercept UFOs going for our sattelites. Touch and go otherwise.
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Mephansteras

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Re: XCOM: Long War - By the lasers red glare
« Reply #397 on: December 23, 2014, 11:10:39 am »

We have the three satellites we need already on hand or in the pipeline to be built, so that's covered.

And I agree about keeping one available for ones going after the satellites. Sadly, the last one that came through tore up both fighters that went after it, which is part of why we're so beat up. I'm just hoping that they'll leave us alone for a bit on that front. I don't really trust a single Avalanche interceptor to take one down.

The requests are all Satellite Transfers (none to N.A.) and 3 Laser Rifles for a Tactical Corporal. Which is ok, but probably not worth the money and alloys at this point. We're doing all right on experience soldiers for now.


BTW: I still need Level Up decisions from GUNINANRUNIN and Darkening Kaos
« Last Edit: December 23, 2014, 11:12:50 am by Mephansteras »
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Sheb

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Re: XCOM: Long War - By the lasers red glare
« Reply #398 on: December 23, 2014, 11:27:42 am »

Well, buy one interceptor, keep the other one for laser weapons. We'll need to buy at least a second interceptor for NA once we start sending satellites there, but we should be able to earn enough to buy it by the end of the month.
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Re: XCOM: Long War - By the lasers red glare
« Reply #399 on: December 23, 2014, 11:51:49 am »

Interceptor laser weapons are good, so long as our air force stays alive long enough to use 'em.
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RAM

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Re: XCOM: Long War - By the lasers red glare
« Reply #400 on: December 23, 2014, 02:43:04 pm »

I vote for saving the cash until the new weapons are ready.
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Re: XCOM: Long War - By the lasers red glare
« Reply #401 on: December 23, 2014, 05:43:13 pm »

At least start building one laser cannon for our interceptors.
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Jim Groovester

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Re: XCOM: Long War - By the lasers red glare
« Reply #402 on: December 23, 2014, 05:53:16 pm »

Can we get a shot of the base layout? A Laboratory or a Workshop or both wouldn't be a bad investment since they only cost money. And power, of course, which is probably more important.

I say we spend all our money and alloys on Laser Cannons and sell as much as we need to outfit our interceptor fleet. Like Meld and Elerium and UFO Power Sources and corpses.

I think we're doing okay on the tactical game so I think we can hold off on investing in additional weapons.
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Mephansteras

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Re: XCOM: Long War - By the lasers red glare
« Reply #403 on: December 23, 2014, 07:21:37 pm »

Here is the current base layout


More laser weapons are completed



We also get requests from Mexico and Germany for Sectoid corpses and Weapon fragments respectively



The world situation in general seems to be doing pretty good, however the aliens have been concentrating hard on panicing the United States into leaving. I'm not confident that we'll be able to save it in time, even with a Satellite. But we'll see how it goes.


Two of the new Rookies arrive in base, a Swede and a Mexican.



A scout ship shows up on the scanners, but we don't do more than a simple fly-by. We can't risk damage to our only working fighter at the moment.



While it's flying around, we get a request for more corpses from China


And our research into Advanced Beam Weapons is complete! This gives us the very important Laser Cannons, as well as laser versions of the Shotgun, Sniper Rifle, and Marksman's Rifle


What shall we research next?

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IronyOwl

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Re: XCOM: Long War - By the lasers red glare
« Reply #404 on: December 23, 2014, 07:44:57 pm »

Pokeballs!
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