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XCOM 2 - Page 75

Forum Index > General Games
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Talaris
Profile Joined March 2011
Switzerland753 Posts
January 20 2017 18:32 GMT
#1481
On January 21 2017 02:46 Kasto wrote:
QoL and Cosmetic should be fine.

There are some bugs but i don't think I'll be getting too far in until some fixes are out.

In start it seems you want to focus on 'intel' with your haven guys (accessed from the black radio tower in strategic layer, which is left of your normal 'pass time') to get missions sooner and thus more time to infiltrate.


mhm, I went heavily with reinforce for the first 6 members of the resistance site (like 5 recruit, 1 support) and just used the new recruits for intel, was getting missions that gave even more recruits then. Seems to be still fine after ~15 missions (3 regions with 10-12 res. members working hard 6s/4i now), esp as researching radio relays to get access to more than 3 regions takes alot of time as I did not proritize it like in the vanilla game.

I never was out of missions either, so I'd guess that the spread rather determines the sort of mission (intel for intel focus, more "get more guys" missions for recruit foucs) and not the amount of missions you get. (?) *speculates*

Would be great if they nailed it and there is no "best tech path" / "best haven setup", but I guess it will take a few days/weeks until the community figures something out and hopefully LWstudios then balances it like they did with the Original LW :D


Enjoying it alot so far, even though its a totally different game with alot more choices on the stategic map (which missions do I do, do I send 3 solder with hit/run to get the mission bonus quick&dirty or send 9 soldiers to get them exp/level them)
Like it for that, it feels even more of a stealth game now.

-= Jaedong // HerO // HasuObs // Unholy Alliance =-
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
January 20 2017 19:24 GMT
#1482
Only two supplies on my first supply drop lol!

Since this is Long War I guess every mission doesn't need to be taken? I'm considering skipping a very light-mission
EZ4ENCE
Gorsameth
Profile Joined April 2010
Netherlands21664 Posts
January 20 2017 19:37 GMT
#1483
On January 21 2017 00:33 WindWolf wrote:
Show nested quote +
On January 21 2017 00:25 Gorsameth wrote:
Is there no text guide on what has changes and how the new mechanics work?
Never really liked youtube tutorial vids.

There is one in-game. Go to the Command tab, then XCOM Archives and you should have lots of information at the end about LW2 stuff

Thanks, that was what I was looking for
It ignores such insignificant forces as time, entropy, and death
Frolossus
Profile Joined February 2010
United States4779 Posts
January 20 2017 20:23 GMT
#1484
does long war 2 still have the mission timers?
Gorsameth
Profile Joined April 2010
Netherlands21664 Posts
January 20 2017 20:27 GMT
#1485
On January 21 2017 05:23 Frolossus wrote:
does long war 2 still have the mission timers?

yes
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
January 21 2017 01:14 GMT
#1486
They are very easy to edit to your liking though. Look for XComLW_Overhaul.ini in your \steamapps\workshop\content\268500\844674609\Config folder.

At the end of that ini you'll find different mission type base timers, adjust to how you prefer.
Sermokala
Profile Blog Joined November 2010
United States13921 Posts
January 21 2017 03:12 GMT
#1487
Just lost my first campaign. damm its a different game now.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Disengaged
Profile Joined July 2010
United States6994 Posts
January 21 2017 05:34 GMT
#1488
So, my first experience in Long War 2 was pretty awesome. First mission I clear with little to no problems, only 1 soldier getting hit. Okay okay, everything seems to be going good then I get to the different squads you have to make, management of regions and etc and I'm like "No idea what I'm doing" then I get 2 missions back to back for infiltration. I'm like "Whats this whole infiltration mechanic and days, how do I reduce infiltration time?" Basically, I had two infiltration missions that expired in 3-4 days and I sent out squads that had like 9+ infiltration time. I had no idea what I was doing so I "for scienced" it.

I get a notice that I have to do 1 of the missions or else it gets aborted, and this mission was at first considered a "extremely light" threat level and it changed to moderate because I didn't know how to optimize for infiltration time. Oooooooh boy, I activate 1 pack then 2 more come along and then even more come. I had probably about 15+ enemies active at once and for a time I was managing and killing them off while they missed majority of their shots. Things seemed to be going good and then all of a sudden ANOTHER pack comes along and activates and all the progress I had made in killing the already active ones just got erased. In short, activated a shit ton of pods, survived and killed quite a few, activated more, soldiers died and the amount of enemies was basically around 25. I just have this big smile on my face and I'm like "THIS IS AWESOME!" and proceeded to start a new run.

I learned a valuable lesson that day. If you don't optimize your infiltration times then you are in for a world of hurt.
Arevall
Profile Joined February 2010
Sweden1133 Posts
Last Edited: 2017-01-21 15:09:27
January 21 2017 13:40 GMT
#1489
Wow. The first mission in Xcom 2 is harder than the Xcom I ironman campaign...

edit: After playing a while: Wow again. Nothing from Xcom is fixed. Still LoS issues, shooting through walls and aliens running toward you when spotted.
Sermokala
Profile Blog Joined November 2010
United States13921 Posts
January 21 2017 20:04 GMT
#1490
On January 21 2017 22:40 Arevall wrote:
Wow. The first mission in Xcom 2 is harder than the Xcom I ironman campaign...

edit: After playing a while: Wow again. Nothing from Xcom is fixed. Still LoS issues, shooting through walls and aliens running toward you when spotted.

I don't know if you're serious or not about the first setence but line of sight is always going to be an issue with destructable terrain. Sometimes the wall is considered partialy destroyed so you can shoot through it. had a real nifty shootout with a spy catch where I was able to draw the faceless into this barn line building but the enemy had an engie so they naded the thing and collapsed it on the faceless.

You'd expect them to run toward you when they're trained soilders and are trying to get cover in range of you. Would you prefer they always run away from you when spoting you so that you can run an overwatch trap twice on them?
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
January 21 2017 21:07 GMT
#1491
LW2 is crushing me - it's tough to abort missions, i want the scientists and engis
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
daemir
Profile Joined September 2010
Finland8662 Posts
January 21 2017 23:35 GMT
#1492
How the hell do I level up my sci dudes? You can only put rookies into the psi labs to get them started, but they don't seem to level up from missions either?
Disengaged
Profile Joined July 2010
United States6994 Posts
January 22 2017 01:09 GMT
#1493
On January 21 2017 22:40 Arevall wrote:
Wow. The first mission in Xcom 2 is harder than the Xcom I ironman campaign...

edit: After playing a while: Wow again. Nothing from Xcom is fixed. Still LoS issues, shooting through walls and aliens running toward you when spotted.


I don't know if this is true or not but once your spotted and you make noise like using grenades/etc then nearby packs will come towards that noise. Again, no idea if its true.

Also, LoS issues have been a thing since EU. The Long War guys didn't fix it back then so why should it be fixed now? Maybe its something thats difficult to fix. You just have to learn to deal with it and adapt and it doesn't become much of a problem as it was before.
SheaR619
Profile Joined October 2010
United States2399 Posts
January 22 2017 02:12 GMT
#1494
Should I turn off all the Long War 1 mods? While playing Long war 2?
I may not be the best, but i will be some day...
Kasto
Profile Joined May 2010
473 Posts
January 22 2017 04:09 GMT
#1495
If you mean the previous mods named 'Long War . . . ' for X-Com 2 then yes, they are included in 'Long War 2'.

Long War 1 on the other hand is for X-Com: EU and EW.

As far as bugs i had trouble with flashbangs not cancelling overwatch on an already flashed enemy. But not playing on ironman so just loaded, though it takes more than a minute to do so. Damn the poor optimization on the game.
SheaR619
Profile Joined October 2010
United States2399 Posts
January 22 2017 06:13 GMT
#1496
ah kk thx
I may not be the best, but i will be some day...
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
January 22 2017 07:06 GMT
#1497
On January 22 2017 08:35 daemir wrote:
How the hell do I level up my sci dudes? You can only put rookies into the psi labs to get them started, but they don't seem to level up from missions either?

If you are playing vanilla XCOM 2, you can train their in the psi-lab. And best of all, if you need to bring them on a mission, they'll resume their training once they return
EZ4ENCE
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
January 22 2017 09:00 GMT
#1498
On January 22 2017 13:09 Kasto wrote:
If you mean the previous mods named 'Long War . . . ' for X-Com 2 then yes, they are included in 'Long War 2'.

Long War 1 on the other hand is for X-Com: EU and EW.

As far as bugs i had trouble with flashbangs not cancelling overwatch on an already flashed enemy. But not playing on ironman so just loaded, though it takes more than a minute to do so. Damn the poor optimization on the game.

From what I read Long War guys found what was causing the bug in Xcom 2 where aliens could see and shoot at your through full walls, ceilings and so on. Apparently it was something that Firaxis used to make loading levels go faster. So they removed that and loading levels is now even slower than in vanilla Xcom 2.
daemir
Profile Joined September 2010
Finland8662 Posts
January 22 2017 09:09 GMT
#1499
On January 22 2017 16:06 WindWolf wrote:
Show nested quote +
On January 22 2017 08:35 daemir wrote:
How the hell do I level up my sci dudes? You can only put rookies into the psi labs to get them started, but they don't seem to level up from missions either?

If you are playing vanilla XCOM 2, you can train their in the psi-lab. And best of all, if you need to bring them on a mission, they'll resume their training once they return


Nah sorry I mean in LW2. You don't get the option to put anyone but a rookie into Psi labs in there and so far none of my psi dudes have leveled after a mission. A little baffled.
Gorsameth
Profile Joined April 2010
Netherlands21664 Posts
January 22 2017 09:11 GMT
#1500
On January 22 2017 18:09 daemir wrote:
Show nested quote +
On January 22 2017 16:06 WindWolf wrote:
On January 22 2017 08:35 daemir wrote:
How the hell do I level up my sci dudes? You can only put rookies into the psi labs to get them started, but they don't seem to level up from missions either?

If you are playing vanilla XCOM 2, you can train their in the psi-lab. And best of all, if you need to bring them on a mission, they'll resume their training once they return


Nah sorry I mean in LW2. You don't get the option to put anyone but a rookie into Psi labs in there and so far none of my psi dudes have leveled after a mission. A little baffled.

Sounds like its the same as in vanilla? Psi's level by completing ability trainings, not from missions and they are a class on their own (unlike XCom 1) so only rookies can be psi trained.
It ignores such insignificant forces as time, entropy, and death
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