Do LMG get Overwatch triggering from Covering Fire at Squadsight range?
It's a very important question. I want to go for a long distance Suppression Destruction build.
...Marksman rifles are the only weapons that get overwatch at squadsight, sadly. LMG's don't, because I'm pretty sure the AI would get baited into some ridiculous murder that way.
Pretty much. You can tell from the gunner tree there is only one damage perk (ranger), and the rest aren't for damage. They don't want you running around with a gunner out-DPSing your infantry/assaults. Well, you still can, it's called making a HEAT/Flush/RF build but that's really only ever for anti-mech stuff but you can still feasibly just run around and RF something close up. Otherwise you kinda want your gunner as a base of fire and taking advantage of your large ammo clip size to suppress constantly while debuffing the enemy for everyone else.
Because Holo-tracers don't grow on trees, you know. Each Holo-tracer bullet must be hand-made in Engineering, and while we do keep a small stockpile to be ready for any mission, we have to refill that. What did you think the Engineering interns were made to do? Assemble delicate weaponry?God knows how I'm going to justify half this shit in-fiction. Hey, how come only one guy has holo-targeting? Why can't we stick it on all the guns and squad-link? Uh... training. Yeah. How come we can only have 10 guys on the skyranger? Why can't we send out multiple squads at once? Why do our goddamn interceptors have to fly back to base before we launch the next one? (I think I might be able to glitch around that one)
At least LW's better about it than Vanilla.
Yeah, Long War goes up to 12 in a few specific missions, but 8 is the standard with both Squad Size upgrades. I took three Hover/Launchers and the rest of the ship elite psi-troops to Mars in the original. Then I blasted a double tile hole into the elevator room and brought all three of them into the final mission. Mind control THAT, Ethereals.Thanks to this thread I'm going to install the mod and see how I go.
I really missed the large squad sizes from the original. I used to roll with about 12 and I always took a full ship to mars (24 wasn't it); it was a pity that all the squaddies in the ship at mars couldn't do the base assault because I thought all my team members deserved it
[Power] [Uplink] [Uplink] [Lift] [Lab] [Found.] [Repair]
[Power] [Uplink] [Nexus] [Lift] [Gene] [OTS] [W.Shop]
[Steam] [Nexus] [Nexus] [Lift] [Lab] [PsiLab] [W.Shop]
[Power] [Gollop] [Hyper] [Lift] [Lab] [-OPEN-] [W.Shop]
Code:[Power] [Uplink] [Uplink] [Lift] [Lab] [Found.] [Repair] [Power] [Uplink] [Nexus] [Lift] [Gene] [OTS] [W.Shop] [Steam] [Nexus] [Nexus] [Lift] [Lab] [PsiLab] [W.Shop] [Power] [Gollop] [Hyper] [Lift] [Lab] [-OPEN-] [W.Shop]
The long term plan is for the left column to be three Eleriums and a Steam. The Tower of Power, so to speak. There's a Steam area in the right side, too that I could grab, or put another Elerium in an L shape at the bottom. Not entirely sure how much an Eleruim Generator needs in resources in Long War, but if I can win a few landings, I see no reason not to be able to go for it.You don't need more than two labs, and getting the extra bonus from a 2x2 workshop block is nice but not really essential. That being said, you will need more power for everything you want here, you'll need 2 thermos and an elerium generator plus some fission plants to get what you have listed here up and running.
How do you manually name a pilot, anyway? When I hit "Rename" it just gives me a random name and callsign. Which is fine for a non LP game, but I'm wondering what you're doing?Also so many ducking aliens get lightning reflexes now and just eat your overwatches it's poetically Brest not to rely too heavily on them.
I need more pilots! Gonna have to go recruiting in my other haunts.
Pilot names are in XComStrategyGame.int or something. Smart editing and shit will probably make it easy to have custom pilot names (esp. in a LP) to show up the way you want them to when you assign interceptors a name.How do you manually name a pilot, anyway? When I hit "Rename" it just gives me a random name and callsign. Which is fine for a non LP game, but I'm wondering what you're doing?
Beta b15c is coming at some point. So far it's mostly small annoyances, minor balance tweaks and map fixes in that. Nothing that should break a b15b campaign.Any minor updates expected soon? Think it's about time to start a new campaign.
Damn, only checked after I played it. I actually finished it. Had to save scum a little because of awful LoS. The story of how I took down my first Mechtoid was I shredded it from a distance, picked off it's Sectoids that were giving it shield, then just waited for it to round the corner. My HEAT Gunner laid down an insane 12 damage on it and then the Sectoid shot him in the face for 10 out of his 11 hp. And took out his and the Scouts cover. Needless to say, they both bolted as far away as possible and I got a Precision Shot from the Sniper for another 12. End of the Mechtoid. Then there was my first Berserker, that died in much the same way. I got the Winter map with the bombed out town but my spaw was outside the ships cockpit. I ended up hardcore camping the area between the edge of the ship and the edge of the map. Good killzone right between the ramp up to the ladder and all my troops. The Outsider breach was good fun too. Though I think I need to place someone on the catwalk between the two locked doors so I can funnel them straight into the center since they can hear.Get a screenshot of him because Mechtoids are cute and shit just got real.
I'm halfway through May and will have no interceptors until almost June.
Am I right in thinking that Phoenix Cannons should replace Stingrays (and then Lasers instead of Avalanches) or do researched weapons happily work against armoured and unarmoured UFOs and I should just put the newest stuff on everything?
I just started up a game with the mod. Played through the first mission and did ok, but man the second one is kicking my ass. My squad is sorely outmatched. Should I be grinding research or buying up equipment ahead of the first skyranger mission or something? I'm already fighting aliens with level 2 and 3 weapon upgrades.
I had a peek. It was box shaped, and I had a 15 second timer for it. So, big and slow. I had my interceptor get the heck out of there before the first shot was fired, though. That thing looks like business. I saw Beaglerush take on a Supply Barge with ballistics, but I'm not as good as him. He brought shotguns, a lot, though. Makes sense since it'll be close fighting.Do you know which class of ship it is (i.e. , give it a flyby)? If it was shaped like an abductor totally go for it, bring a gunner and save a flashbang for the command pod.
If it was a supply barge, that's tough. If it is light riparian, I would not even think about it. That map has no environmental cover and you will fight from inside the UFO, which is real hard to do. If it is the dense forested map-I might think about it if I had some LCPLs on key classes for this kind of mission like assaults.
Did you get a landed large UFO for your second mission? usually you should be seeing a typical abduction or crashed Scout UFO with primarily Sectoids and Drones. Now, they can have some perks earlier than vanilla EU/EW (psi attacks, for instance), but in general they shouldn't look too different between the first and second missions.
If it is a landed large, it's probably best to leave it be. Some skilled players will attempt them but it can get ugly and you aren't 'supposed' to be able to take it on.
If not, what difficulty are you on? Normal is much more well-balanced than vanilla, so there's no shame in starting there. At least that's what I tell myself.
So, really loud gulp. What's out there?
Yeah, I think I have some Mutons on my right flank soon. There's a soundwave that's slowly been moving that way. Hopefully they won't be too hard to kill. Maybe my sniper will get some more use. The Floaters worry me more, but I have a secured room with a roof, so there's a good place to fall back to. Negate their flight advantage since they're hilariously aggressive. The second pod of Chryssalids... I have a Flashbang and an Assault with a shotgun. Unless they're total bastards, I think I can handle it.Mutons seem to have a couple of noises they can make. I can see one of them being described as a 'loud gulp'. That's my bet, at least. I can't imagine what else it would be, particularly at your stage of the game.
Personally, I'm going Alien Materials next. That Phoenix Cannon is just too tempting to skip. Air combat is too RNG based early on. The Phoenix Cannon has an amazing aim and won't blow up the UFO. That also allows for Alloy Jacketed Rounds in the Foundry which up the damage on your ballistic weapons and get you close to armor.So what's the research path of choice these days? I've got Xenobio on the cooker for the sectoid corpse trades, but I'm hearing laser rushing isn't as 100% an option as it used to be. Any recommendations?
Any general advice for these situations where you spawn up against a wall?
So, how much did I just piss off the aliens? I'm sure this bumps the XCOM aggro scale up by one.
Aw, I wanted to make them angry. Is there any way to know how angry they are? I'm still getting 5 Meld per can like on the first mission.you gained two total threat,which is the equivalent of taking down two scouts. Not a big deal.
Aw, I wanted to make them angry. Is there any way to know how angry they are? I'm still getting 5 Meld per can like on the first mission.
If I understand it right, taking out that landed Transport means they have less resources to send at me in April. So resistance should be a little lighter. I bet I'll get the plot mandated Terror Mission no matter what, though.
I'll leave it a mystery.You need to install a mod to get the current exact threat count. They run three total harvest missions in March so you're probably at 1,1 on the 5x5 threat/resource matrix right now:
http://ufopaedia.org/index.php?title=Alien_Missions_(Long_War)