I remember that saving civilians was the point of terror missions in EU.Who is talking about saving civilians? Do you remember the first game and rocket launchers?
Actually they said that video does not really represent the full game. Vipers will not be able to pull troops and damage them in same action and reinforcements will not be able to act as soon as they appear.
That sucks. How many other rookies have you hired?Then I never got a Sniper or Assault again...
Actually that's probably close to optimal squad. There isn't much running on these missions, thus heavies were fine.I trained 15 more rookies and I got 12 heavies and 3 supports. My assault and sniper were long dead. Do you know how terrible it is to play a Terror mission with 4 heavies and 2 support?
I'd rather have someone with talent for heavy to be appointed as heavy. Well you should be more careful with these rare squad roles. Letting to kill these really caused trouble.WHY IS THIS EVEN A MECHANIC?!
Also what happened to that occasional reward of a trained squad member?
With the latest versions, you can dynamically alter the game length, remove exalt, and make airgame easier with second wave options. There's also an option that lets you pick the class for each rookie.ISomeone else should fork Long War into Fun War that divides the game length by 5, makes the strategic level much easier, air game trivial, removes EXALT extraction missions, and makes base assaults/supply barges take 10 minutes instead of 3 hours. And that would be the version for people that only want to play one campaign in a reasonable time and don't care for it to be really loseable or deal with unfair shit. Lots of stuff like LW's rocket scatter/cover destruction baseline/acid/MECs/classes/lots of other stuff is just hands down better than vanilla and it being only for ultraspergs isn't necessary.
I don't think fighting Chrysalids at point blank range with rocket launchers and heavy machine guns is ideal at all. Especially now with the new rocket launcher mechanics. My admittedly anecdotal evidence was that 1 out of 3, 90% rockets shots, went wildly astray.
Long War has more classes. When promotion time comes you can pick one of two for a guy. He's a assigned a general area of talent but you pick the specialty (e.g. a "Support" type guy can become either a Medic or an Engineer). It's pretty cool but you still have the problem of no Snipers or whatever.
Actually they said that video does not really represent the full game. Vipers will not be able to pull troops and damage them in same action and reinforcements will not be able to act as soon as they appear.
I thought they said they can't pull them out and kill them in one turn, instead they start damaging them, like the invisible choking dudes in EW.
There's also a Second Wave option for Not So Long War.Long War has more classes. When promotion time comes you can pick one of two for a guy. He's a assigned a general area of talent but you pick the specialty (e.g. a "Support" type guy can become either a Medic or an Engineer). It's pretty cool but you still have the problem of no Snipers or whatever.
I might give this a shot, it sounds a little better. Someone here at Obsidian was playing and enjoying it, but they said the "Long" in "The Long War" is not an understatement.
I said first game. That game where you could return for more missiles, and where you had an inventory. Of course civilian deaths were penalized by negative points, but...I remember that saving civilians was the point of terror missions in EU.Who is talking about saving civilians? Do you remember the first game and rocket launchers?
I don't think fighting Chrysalids at point blank range with rocket launchers and heavy machine guns is ideal at all. Especially now with the new rocket launcher mechanics. My admittedly anecdotal evidence was that 1 out of 3, 90% rockets shots, went wildly astray.
I wrote this backwards.
1 out of 3 shots was on target.
The other shots would go off either a little or a lot. The ones that went off a lot were comically so.
In Long war the +x.x number is potential scatter. It can scatter from 0 to that number of squares.I don't think fighting Chrysalids at point blank range with rocket launchers and heavy machine guns is ideal at all. Especially now with the new rocket launcher mechanics. My admittedly anecdotal evidence was that 1 out of 3, 90% rockets shots, went wildly astray.
I wrote this backwards.
1 out of 3 shots was on target.
The other shots would go off either a little or a lot. The ones that went off a lot were comically so.
In vanilla XCOM rockets are always 90% chance to direct hit, with a failed check always having a massive potential scatter. In Long War potential scatter varies based on range and accuracy, but I think it always scatters (unless you have enough accuracy to reduce the scatter value to zero).
I'm pretty sure its actually the mean of a gaussian for the amount of squares it will scatter.In Long war the +x.x number is potential scatter. It can scatter from 0 to that number of squares.I don't think fighting Chrysalids at point blank range with rocket launchers and heavy machine guns is ideal at all. Especially now with the new rocket launcher mechanics. My admittedly anecdotal evidence was that 1 out of 3, 90% rockets shots, went wildly astray.
I wrote this backwards.
1 out of 3 shots was on target.
The other shots would go off either a little or a lot. The ones that went off a lot were comically so.
In vanilla XCOM rockets are always 90% chance to direct hit, with a failed check always having a massive potential scatter. In Long War potential scatter varies based on range and accuracy, but I think it always scatters (unless you have enough accuracy to reduce the scatter value to zero).
Yes that was a comon result with original, when a rookie get a launcher into hand, it was bad idea for anyone to start in front of him, and it was somehow complicated to move and launch because of low strength, but when he hit it was awesome.1 out of 3 shots was on target.
The other shots would go off either a little or a lot. The ones that went off a lot were comically so.
I think there is a second wave option in long war that allows you to assign any class to the soldiers.
And it's pretty easy to change the configurations on the long war .ini file to make it easier/shorter/harder
I'm pretty sure its actually the mean of a gaussian for the amount of squares it will scatter.In Long war the +x.x number is potential scatter. It can scatter from 0 to that number of squares.I don't think fighting Chrysalids at point blank range with rocket launchers and heavy machine guns is ideal at all. Especially now with the new rocket launcher mechanics. My admittedly anecdotal evidence was that 1 out of 3, 90% rockets shots, went wildly astray.
I wrote this backwards.
1 out of 3 shots was on target.
The other shots would go off either a little or a lot. The ones that went off a lot were comically so.
In vanilla XCOM rockets are always 90% chance to direct hit, with a failed check always having a massive potential scatter. In Long War potential scatter varies based on range and accuracy, but I think it always scatters (unless you have enough accuracy to reduce the scatter value to zero).
LW turned shitcrap like frones into a goddamn pests. I hated when damage reduction mechanic allowed little fucks to survive combined salvoes of entire squad and then flank and crit my soldiers. Rocket guys were partially a solution but thanks to random damage option rocket could deal no damage at all(or all of it will be dealt to armor).