XCOM 2

Seananigans

Potato del Grande
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Haha. That pic is funny, but isn't that impossible and/or bugged? Base for a rookie is 65, but he'd have a slight range bonus, unless it's on legendary or something and sectoids already have 10-15 defense to offset that?
 

Gavinmad

Mr. Poopybutthole
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Not my screenshot. Either a higher difficulty level or even fake, but it's not like it's very far off if it is fake!
 

Dandain

Trakanon Raider
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So longwar 2. I tried it on veteran/ironman (2nd/normal) difficulty for many restarts, I couldn't really get shit going all that deep in the game After reading a r/xcom post with comments stating that the non rookie modes were as hard as vanilla legendary. I just abandoned my previous game for a rookie game. I must say I'm enjoying it a lot more, if for nothing else that I can brawl with a bit less punishment, and I'm actually going to see some more of the tech tree past mutons in the timeline. Additionally in my vet games I end up with many many dark events firing. I've just managed to infiltrate my first regional HQ mission in the first and only rookie restart, and zero dark events or 1 have actually completed. The timer missions are all lax enough to just go hot more or less on first contact, which at least for me is a big plus. The only option I disable is not created equally.

I'm not the type of player who is hyper attentive to super min/maxing, I want to fight aliens, I don't do any of that 2 man shinobi/specialist stuff that is likely required or one way to beat the higher difficulties. I don't infiltrate with less than 5, too many missions where one person gets panicked or stunned with just 4, that I couldn't always handle the difference with my desire to fight.

The strategy I have employed with havens. Is to set them to 50/50 supply/recruit + an advisor. Unless its the region I'm going to scan in. Then I do one supply, one recruit, and the rest on intel. This has gotten me, at least what appears, a workable if not optimal overmap strategy for progression my rookie game. I also started with something like 350 supplies on Rookie. I built the GTS first and bought a scientist/enginneer both. Something I couldn't do in the higher difficulty on turn 1. Additionally, the supply difference lets you buy some rookies to have even more soldiers for early mass infiltrating. On rookie the infiltration bonus is 100% - so don't forget for 25 intel a missions infiltration timer can be doubled in duration. I'm sure this is not optimal, but its lazy and easy and its functioning. Without more detail or UI feedback about the effect of each advisor this is the management route I went.

I figure this information could get someone who is more casual with less time to experiment into the longwar 2 mod early and into a rookie/ironman game.
 

Gavinmad

Mr. Poopybutthole
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Yeah despite my passion for Long War I haven't really played at all, too distracted by other shit. Might fire up a rookie game just to get a feel for the mechanics and then do a real game somewhere down the road.
 

Seananigans

Potato del Grande
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It's pretty fantastic. They still need to iron out some balance stuff, but overall I'm quite impressed at how they added some more layers to the strategic, such that you don't really notice the lack of X1's air game and shooting down UFOs and shit. Although I still miss raiding UFOs, at least you can raid supply columns and supply raids, and assault HQs and such.
 
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Dandain

Trakanon Raider
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So I'm in September in my Rookie game. I'm not really trying to win fast, but liberate the world. I've done so in 3 regions, and contacted 6 more. With 13 haven people + an engineer as an advisor. My liberated regions are now generating about 500 each. My last supply drop was 1700. I believe there is another weapon tier added in there, but I am not 100% sure. It takes 7 scientists to research teir 4 guns, I have barely kitted people out with mag weapons. Missions are getting hard enough that I still like the guns blazing necessity of 6 characters minimum.

Sharpshooters are really out of place in timed missions, at least the sniper tree. However, as you get deeper into the game new mission types have showed up that are really good that are not in the base game and the Sharpshooter can really be a standout.

The notable mission types that I have recently played are as follows.

Haven Defense: I had to hold out 9 turns until you can begin to evac. There are 13 civilians (max) that must be interacted with so that they can actually be hidden and evacuated too followed by all soldiers. Reinforcement portals/drops begin to open on first turn, and each turn a new portal would open around the compound. Was really good. All haven members can die.

Intel Data Tap defense: Also an instant hot drop, to not do this mission is to have a region seize up so you cannot discover missions there from some time. The haven advisor +4~ haven members spawn at a location with a data tap that has about 30-40hp. 8 additional soldiers drop in at least 2 full sprint moves across the map from the tap. On the first turn an enemy pod activates on the tap. So if you don't deal with them well they start hacking up your 4hp haven people. The mission is won when all enemies are eradicated. There are no additional reinforcements via drop or portal, the 3-4 pods seem to have distinct spawn locations relative to the tap with the orders to sprint towards it until they get activated. Fun mission.

Supply Column Defense: Haven advisor + 4-5 civilians one end of truck column, Hot drop in 8 soldiers at the other end of truck column. Enemies drop and portal in for turns until the mission is won.

I have also attacked supply columns, and downed UFO's even though you do not shoot them down you still raid them, and disable the beacon once it goes hot.

Psi soldiers must be used on missions to gain permission to train future powers all the way up. I have opted for the shortest training time option, of the 3 given each and every time so far. I think it saves a lot of total time for the maturity of the soldier.

I have more or less stuck to purely medic specialist leaders, of which I have taken 2 on every Regional HQ assault. The medic branch specialist is a thousand times better than vanilla's equivalent. I'm up to the point where I am ramping up to 6 of them from 4. I still find the game fun and punishing if you fuck around. I still have a lot of enemy types to see I believe. The find a leads, attack the relay, assault the Regional HQ is a nice pace. I think I am up to maybe 6 or 8 dark events active, they are cumulative, but randomly applied to soldiers. So every soldier doesn't get all 8 perks. It definitely keeps some randomness alive. I have 15 predator armor (3hp 1Armor), and 10 warden armor(8hp/2armor). All built items can be sold on the black market.

The Proving Ground I think behaves differently than Vanilla, I seem to remember having to proving ground a random grenade in Vanilla, or an armor suit. In Long War, each research opens clickable building option that is resource limited vs time limited in the engineering area. Weapon mods all have research paths for each quality (basic/advanced/elite) that require 2 of said item. This makes them buildable on demand.

I'm managing around 40 soldiers, which seems crazy, working hard to cycle the max rank ones with the AWC for randomized traits as I get the rest up in level. This plays out in an incredible way to be honest. Lots of good things exposed later in my playthrough. I feel soldier limited still. Crafting winning squads with enough seniority/firepower/control is pretty enjoyable
 
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Gavinmad

Mr. Poopybutthole
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Considering how much they managed to accomplish modding XCom, it's no surprise that they really killed it with a game that does a decent job supporting mods.
 
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Gavinmad

Mr. Poopybutthole
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figures. First time I finally have the 'last soldier one square away from the evac zone' problem, its the soldier carrying my bolt caster.

Hope it doesn't take too long for a rescue mission to pop!
 
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Conefed

Blackwing Lair Raider
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figures. First time I finally have the 'last soldier one square away from the evac zone' problem, its the soldier carrying my bolt caster.

Hope it doesn't take too long for a rescue mission to pop!
Not playing LW2, but early on, I lost three of my CP characters by just a few feet. Been running randos since. I haven't had a single rescue mission.

Just got to that point where it has been a brutal uphill crawl, but now it's oddly easy.
 

Gavinmad

Mr. Poopybutthole
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Not playing LW2, but early on, I lost three of my CP characters by just a few feet. Been running randos since. I haven't had a single rescue mission.

Just got to that point where it has been a brutal uphill crawl, but now it's oddly easy.

I actually got the rescue mission in less than two weeks of game time, might be a LW specific thing though since it happened in a region very heavily focused on intel gathering.
 
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Punko

Macho Ma'am
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Haha. That pic is funny, but isn't that impossible and/or bugged? Base for a rookie is 65, but he'd have a slight range bonus, unless it's on legendary or something and sectoids already have 10-15 defense to offset that?

As an absolutely terrible (casual) player I can confirm I have seen this happen now and then, usually the hit chance is a bit higher for me but not much. I take a break after that.
 

Seananigans

Potato del Grande
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As an absolutely terrible (casual) player I can confirm I have seen this happen now and then, usually the hit chance is a bit higher for me but not much. I take a break after that.

Based on a change in LW2 patch 1.4, I think there's just an occasional bug dealing with point blank shots where the game thinks you're on top of the alien in its own space, and vanilla has no definition for range bonus at 0 range.
 

Seananigans

Potato del Grande
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That trailer did little or nothing for me. It looked like full shark-jumping, but maybe they just have a shitty trailer-making intern.

Dunno, I can see why people were confused and saying "wtf, spinoff or something?" cause that's the exact same thing I was thinking watching that. "What the fuck is going on?"
 
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Conefed

Blackwing Lair Raider
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Expansion art design is too "kewl" for my tastes, but adding factions may really open up content

I have a feeling the chosen will be like rulers, which I haven't tried - but don't like