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XCOM: Long War | A mod for XCOM: Enemy Within

coolasj19

Why are you reading my tag instead of the title of my post?
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.
 
I think they are both comparable. For the purposes of an LP USA's OTS start would be cool, because , like the US military, everyone and their mom will be an officer. :)

The US OTS start will also make the tactical game easier. We can always coach you on the strategic layer as you go.

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.
 

coolasj19

Why are you reading my tag instead of the title of my post?
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.
...
Well then... I need to fix some of my builds. I really want a good LMG build.
Alright. I'm thinking...

Suppression / Holo-Targetting / Shredder Ammo / Executioner / Double Tap / Platform Stability / Extra Conditioning - Mayhem - Sentinel. I'm really stuck at MSGT. But I have a lot of time to decide before then.

Holo-Target / Shredded / while Platform Stable. Second Double Tap shot gets Executioner while Holo-Targetted and Shredded. Super amazing Aim with a Scope and Laser Laser Sight. But that MSGT perk... I don't Overwatch. I don't Suppress (Especially not without Danger Zone) and ideally the LMG is far away from any getting fired at.
 

Sober

Member
Suppression - Holo - Shredder - Will to Survive - Double Tap - Danger Zone - Mayhem

That's what you want for a bullet wizard build. WTS helps you against being shot back at from suppression. You can maybe, maybe skip WTS if you are going full LMG with that soldier but even then you'll usually find yourself in visual range anyway. But bullet wizarding is pretty flexible with either weapon, honestly.

Other options are the HEAT/Flush/RF SAW gunner build or making a full LMG OW build (your aim is worse than a OW medic's now so you'll need to take AFC).

Platform stability is kinda meh all around for a gunner to me unless you're making some double tap build that stacks damage perks (so really, just ranger) cause I don't think it actually applies to OW shots, not even the first.
 

Sober

Member
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.
 

Jintor

Member
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.
 
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.

Mayhem + LMGs w/ flight armors is crazy lategame. You deal colossal damage and the elevation bonus means you can squadsight from further away and you get a huge aim bonus to your shots. The best thing about this is that you can do it with HEAT, and god help any mechanical eating two rounds of HEAT+Mayhem Plasma LMG late game.

I know a lot of people build for bullet wizards late game but that build A) is pretty weak before MSGT and B) isn't nearly as strong as flying LMGs in the late game. If you really need Shredder, you should get that from MEC troopers but people can't ever get past MECs being anything else than damage absorbing idiots.
 

McNum

Member
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.
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?

And you just know some hotshot will be asking for magazines with a combination of HEAT, Shredder and Holo-tracer bullets, and that just invites all kinds of trouble. It's a logistical nightmare at times, but that's what you got an operations officer for. So you don't have to worry about all that.

Now when we start talking about shredder or HEAT lasers, your guess is as good as mine. Go bother the Science Team about how that works, because by my accounts, it should not. And while you're there, ask them about the pump-action laser shotgun.
 

AxeMan

Member
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
 

McNum

Member
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
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.

I started a new Long War game with b15b, and picked Australia as my starting point. That does give some pretty nice recruits. A rookie with 71 aim is a keeper. So he'll likely be gruesomely killed on his first mission. Also, I sorely need more satellites in Asia, because you only get one shot at an interception over Australia, so that's a bit of trouble. Well, got a Request for Satelite from India, so I'm not just going to put a second satellite there, I'm going to get PAID to do what I was going to do anyway. Third one goes to China, I think and then I might as well complete Asia.

The traitor was Egypt. So that's a little annoying. Actually, got any idea for the satellite game in Long War? Finish my continent, then pick another to expand to? Grabbing the two South American ones is easy, but getting the US is also nice.
 

coolasj19

Why are you reading my tag instead of the title of my post?
Alright. Taking everything y'all have said into account. I'm gonna make two point five different LMG Gunner builds. I'm gonna be treating these LMG Gunners like completely different classes though.

Suppression > Covering Fire > Advanced Fire Control > Will To Survive > Ready For Anything > Platform Stability > Sentinel or Extra Conditioning

This guy is full Overwatch. But at Covering Fire range. So this trooper needs WTS because they'll be in shooting range and I want the aliens shooting at my Suppression. Only questions are about Tech Sergeant level, that has both Ready For Anything and Double Tap. Does Ready For Anything trigger after suppression (I'm assuming no)? And does Double Tap let you use the Gold Action to Suppress?
Maybe this is a pointless build. But I still want it.

Suppression > Flush or Holo-Targeting > Shredder Ammo > Executioner or Ranger > Double Tap > Danger Zone > Mayhem

Flush goes with Executioner and Ranger. Holo-Targeting means Ranger.

The Debuff Bullet Wizard - Shredded and Holo-Targetted - And Supression will do ~3 damage then ~4 next turn. But at Squad Sight range. Which I can only imagine feels amazing. Being able to debuff entire 5x5 (or 3x3?) blocks of enemies has to feel great.

Flush - Executioner - Ranger. Sounds good to me. Especially if Double Tap lets me Standard Shot then Flush. I don't know. A lot of this depends on what Double Tap lets me do. This guy can also carry a regular SAW if need be.
 

McNum

Member
I'm mulling a bit over the strategic side of things. Since Satellite Uplinks now only house one satellite, I need to rethink my usual layout.

I'm thinking something like this:
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]
But I think that can be optimized. So far, only the Rapair Bay, leftmost Fission Power and second Uplink have been built. I could perhaps, shift the OTS one up and got for a 2x2 Workshop adjacency, and at some point the labs might become redundant, so I'm not really sure.

Also, did I forget something? I have this nagging feeling I forgot some mission critical room... I need to figure out what to do with that open space anyway. I suppose the Gollop Chamber could become another power plant if need be and get moved there.
 

Sober

Member
Double tap only lets you make a standard shot as the second move, so you can flush + shoot but not anything else. Also remember the 1-turn cd on DT.

Suppressing doesn't trigger RFA either, it has to be a standard shot on your first action. You might want to consider making them psychic or using a high aim troop and stack aim on them, because CF while an enemy is in cover really makes you want to stack aim (reaction shots at an enemy in cover gives them their cover bonus still). Heavies only get 18 aim from level progression. A medic gets that much even without OW perks/EC boosting aim. An infantry gets 21.

Sentinel is pretty much required for an OW build. I guess Platform Stability is okay if you are going RFA.
 
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]

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.

edit: regarding gunners-I am just not a fan of dedicated overwatch with them. Infantry is best at overwatch, and rocketeers are right behind them (big props to Lt. Castro last night, hit the rapid reaction trifecta on a cyberdisc). It comes down to the fact that gunners only get AFC, where the other classes get opportunist. This means that infantry and rocketeers crit like crazy vs. aliens running into overwatch, whereas gunners never do, and so they wind up doing way less damage with their overwatch shots. What gunners CAN do is point their machine gun at a nasty mechanical and solve big problems.

I still like the

- Flush
- HEAT ammo
- Will to Survive
- Double Tap
- Platform Stability
- Mayhem / Extra Conditioning depending on their base movement value.

SCOPE+AP ammo once the Mechtoid cancer begins.People used to rely on chem grenades for Mechtoids, but this only worked decently with SHIVs and MECs tanking overwatch so you could move engineers into position, now that both of the mechanicals come online much later you're left with Scouts (MUCH improved in b15 due to how crazy perked battlescanners are) running overwatch and that is a recipe for disaster.
 

McNum

Member
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.
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.

I'll try to make a Lab - Lab - PsiLab - GeneLab connection, though. Those link up, right?
 

Jintor

Member
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. :(
 

McNum

Member
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. :(
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?
 

Jintor

Member
INI editing.

At the moment I've replaced every single actual name with pbalfredo so it would still randomise his nickname
 

Sober

Member
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?
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.

You could easily just comment/delete all the ones you don't need and keep a few, or just keep one and change it each time you need a new pilot and it should 'randomize' into the single one you still have.
 

McNum

Member
Any minor updates expected soon? Think it's about time to start a new campaign.
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.

Biggest things from that is likely some crash issues fixed and that the Destroyer Class UFO will start using the Overseer UFO maps... with the mission specific units replaces by generics. Of note, this means up to four power units to collect, if they survive. Battle Rifles will get a little cheaper, and Neural Feedback will no longer require a Floater Autopsy. All of that will slot right into an ongoing campaign.

Seems like nothing major has come up, so feel free to give it a go.
 

coolasj19

Why are you reading my tag instead of the title of my post?
Awwww yis. Everything is going great. My base is in order, research coming along fine, captures have started rolling in. Hell, I just got Alien Grenades, making Chem Grenades even.

*Landed Abductor*

Yeah boi! I've been waiting for this! I even handled landed mediums with relative ease these days! I've been powerleveling a pair of A Teams for this, on the roster is about 15 Tech Sergeants. Sadly my favorite Scout and Medic can't make this mission and honestly Paramedic and Sprinter could make or break it but I can take a handicap. Arrive on the scene, set up overwatch, the sniper, steady rocket. Then I wait it out for an audio cue to know which way to head.

*Thomp Thomp Thomp*
Mechtoid...

"I think I'm gonna take a break now."

And now here I am. Cowering. Hiding in a forum from the demon that is a mechtoid. Luckily, I brought my Heat Gunner and he just got Double Tap since he doesn't have Holo-Targeting and his base aim is complete shite at 69 Aim. I think I'm ready. But what if there's TWO Mechtoids. Or even worse, they're both camping out next to the Outsiders?! I don't know if I can handle that. I don't know how to handle situations like this!

Anyway, I'll stop being a wimp in a couple of hours regardless.
 

Taffer

Member
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?
 
From my experience with pod compositions in b15, double Mechtoid pods are more common than pods with a single one. Super annoying to fight.

Also, one side effect of the change to up Sectoid Commander frequency is that you will get a LOT of the following command pod in crashed mediums once you get to October/November or so:

- Sectoid Commander (1-2)
- Outsiders (2-4)
- Mechtoid

This is a huge giant pain in the ass to fight in close quarters. If you get a late crashed UFO with 2 pods that w/ 5-6 aliens each, be very ready for a mega obnoxious command pod like this one. Seriously, this compositions comes up half the time. I just save my Shadow Device charge for the fight now. Note that this lovely pod also likes to show up in slightly reduced total size (1 commander, Mechtoid, outsiders) in alien abductions quite a bit.
 

McNum

Member
Oh, I see one of the Council missions had a change in its reward.

You actually recruit Peter 'The General' Van Doorn! A Gunner/Rocketeer with rather decent stats, too. So that's why he was spoken of like memetic badass over in the Nexus threads...

Awesome, and that's in addition to the §200-ish and two Engineers.
 

coolasj19

Why are you reading my tag instead of the title of my post?
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?
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.

But dear god are those aliens relentless. It's like their entire strategy consist of trying to get me to fatigue spiral. Not 2 days after that was a terror mission where I only had Sergeants for. Then, not 2 days after that, is a landed medium. I think I'm gonna start splitting up my A team so they aren't ever all off at once. Gotta start prepping for that Base Assault too. Actually, I should go for Gauss. But that's after I do Ammo Conservation.

EDIT : Ohhhhhhhhh my goodddddddddddddddd
Fuck my entire last paragraph. It's another Landed Abductor. Not only that, but it's the SAME Landed Abductor map. Strike Team, come back home, the A team needs to go out again. They just got back from one too. Fuck fuck fuckkkkk. My HEAT Double Tap Gunner and Mega Accurate Rocketeer are still in the Medbay. I'm going to go curl up into a ball now. It seems the Aliens entire strategy consist of trying to put all of my A team in the Medbay.

And yeah, this is my first time playing anything Enemy Within. I only know what I know from Beaglerush stuff.
 

Jintor

Member
A disadvantage of having played a lot of EW/EU and a lot of restarts of LW is that I feel pretty good at the early game but I have no memory of what happens after, say, the first alien base anymore, and definitely no LW experience there :(

it's gonna be a wild ride for everyone concerned!
 
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.
 

Zeth

Member
I took the early tac rigging starter. Too many good options, had to pull the trigger after pondering a few days. I realize some of the others are much more valuable in the long run.
 

ProvostZak

Neo Member
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.

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.
 
Firestorm + EMP + dodge module+ 18 kill interceptor pilot + Overseer UFO = 19 kill interceptor pilot. The UFO didn't even scratch the paint.

13 enemies total-the usual Ethereal, Sectopods and Muton Dew Code Reds, but apparently there is a Mechtoid in there as well. Shouldn't be too hard of a slog , though I REALLY liked having flight armors and disabling shot (which I don't have ) around.

Also props to Master Sergeant Melanie Baxter, who managed to pull off the Miracle at Montreal, a six kill ITZ chain on a February 2017 terror mission with a alloy strike rifle that had to be done in visual range because I forgot to equip the marksman's scope. Kills on the chain included a Sectopod, four Muton Elites, and an Ethereal. Hopefully they will give her a Victoria's Cross after the war for that one.
 

McNum

Member
It's late March. A Large UFO just landed. All my "experienced" troops are fatigued, except a couple. Odds of pulling off a raid on one of those at this point in the game are minimal at best... How can I resist? I really, really could use some alloys and that thing landed right there.

So, any tips on what to bring for a "Punching WAY over my weight" mission? Flashbangs, Gunners with Suppression, a Rocketeer, an Assault with a shotgun? A Scout to handle Overwatches?

I will have to fatigue-wound some to bring my A-game, but it might be worth it. Even if I know there's a 15+ HP Outsider waiting for me with his buddies on that bridge...
 
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.

Just a point of order: there will always be more alloys, more elerium, more money. There will not be more good high level troops. Your most valuable asset will always be your roster. Protect and nuture it at all costs. I have aborted four missions in my current campaign, yes there was some panic but I dealt with it. There's a common belief that if you let the aliens run amok for too long they will get out of control with alien research. The reality is that once you start hitting their bases they will have a very hard time bouncing back from it while you snowball from the resources.
 

McNum

Member
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.
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.

My LCPLs are a Gunner with Flush and an Assault with CQC who's fatigued. I'll bring him anyway, though. For a prize like this, a fatigue induced wound is worth it. And those two synergize, too. Flush, automatic Overwatch shotgun, BOOM.

The missions says dense forest, though. So I'll have trees to put a Sniper behind, but bringing a Sniper to a big UFO is a little silly.

EDIT: I think, probably, the team I'd bring is LCPL Gunner, LCPL Assault, SPEC Scout, SPEC Engineer, SPEC Rocketeer, SPEC Infantry. Or should there be a Medic involed? I got one of those. Or a second Gunner for double suppression of big bad boss Outsider?
 
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.

Yeah, I'm on normal and it was a landed UFO.
 

McNum

Member
Well, I think I'm halfway through that landed... Supply Barge. Eep. Met some Sectoids, a Drone, and oh yeah. Opened a door and found my Assault surrounded by Chryssalids. He would not be alive if he didn't have Close Quarters Specialist. Even if it cheated me out of three shots on their initial approach.

Saved for now. Trying to figure out what I'm hearing. There's the Sectoid chattering, a roar that I think might be a Muton, definitely some Floaters, the Outsider pod is silent... and then there's something that makes a really loud gulping sound. Any idea what that is? It doesn't sound Cyberdisk, I'm ruling out Sectopods this early, and Seekers are silent. I don't think it's a Berserker, but I can't think of what else it could be.

So, really loud gulp. What's out there?

I'm still a bit worried about this one, but it does seem theoretically possible to win.

EDIT: ...and that just sounded like a second pod of Chryssalids. Fantastic. This is becoming a marathon session, anyway.
 

ProvostZak

Neo Member
So, really loud gulp. What's out there?

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.
 

McNum

Member
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.
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.

It's the Outsiders that worry me most. I really can't afford to trigger them early.

EDIT: Puzzle solved. It was a Zombie. Three 'lids and a Zombie. Only Floater sounds left now. So, 3-4 Floaters and the boss pod.
 

Jintor

Member
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?
 

McNum

Member
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?
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.

Of course Beam Lasers do come with that yummy bonus Aim. A Beam Laser Carbine is the best rookie weapon in my opinion. And you don't get SCOPEs unless you go through Alien Weapons.

So, I'm thinking that if you're planning on a Foundry soon or need some more stable air power, Alien Materials is the way to go. And remember, Phoenix Cannons upgrade to Phoenix Coilguns later. So keep them in store when you upgrade on your aircraft.

For the soldiers, you have to ask if you want lasers, SCOPE, and no armor, or ballistics+1 and armor first.
 
Looking for a bit of Long War advice - I've just had my first squad wipe and, on the first slingshot mission, I might be facing another. What's happened both time is that I engaged too many thin men/floaters too close to our dropship on the edge of our map. This gets me stuck as I can't retreat back and pull an over watch trap. Even with beam weapons, scopes, etc my aim is still pretty crap and I wind up getting so out numbered. The overwhelming odds also tend to put one or two in over watch which keeps me trapped.

Any general advice for these situations where you spawn up against a wall?
 

ProvostZak

Neo Member
Any general advice for these situations where you spawn up against a wall?

I'm far from an expert (I play Normal/Bronzeman), but I just finished that mission recently and had to deal with some of the issues you bring up. I get the impression from other folks that Friends in Low Places is notorious for having every pod activate on the first one or two turns. Not fun when you spend the next 3-4 turns with four squad members suffering from acid.

For that mission specifically, I found that the key was to not move forward much on the first turn, and to pick a side. Biasing towards one side helps reduce the number of activations, and staying back from the edge of the initial elevated area is a good idea because that almost always activates something. Ideally no pods activate on the first turn and you can set up your overwatch/steady aim trap for when a pod moves in on its turn. Once you've gotten a good start with overwatch, cover destruction (i.e. steadied rocket) followed by sustained fire from infantry/gunners should take care of the pod, hopefully without requiring you to move much from your initial position. From there, its just rinse/repeat/deal with annoying drop-ins. I usually get that mission too early for Floaters to show up though, so that might change a lot.

Not every map can be played the exact same way due to cover variations, but I think the same principles are still applicable. Those maps make me really appreciate my rocketeers. When you do activate multiple pods, being able to take an entire group down in one shot is really essential.
 

McNum

Member
Well, I save scummed like a bastard, but I did prove something... You theoretically CAN take on a landed Transport on March 18th. It also proved something else: You really, REALLY should NOT. Between seven Chryssalids and a command pod with six Outsiders in it... yeah. Don't.

My entire A-team is in sickbay, and won't be out until late April, and my shotgun Assault was my first Corporal. 3 missions, 23 kills. I like this guy. Close Combat Specialist is amazingly strong when used right.

Still, the spoils of war are impressive. Four alien power sources, two flight computers (the other two ended up in a crossfire...) and a pile of elerium and alloys. I think I'm set for a month or two now.

So, how much did I just piss off the aliens? I'm sure this bumps the XCOM aggro scale up by one.
 

McNum

Member
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.
 
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.

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)
 

McNum

Member
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)
I'll leave it a mystery.

I'm not getting any requests for Sectoids for Scientists, which is a bit of a problem. That's after Xenobiology, right?

So when a request came up... "Hey, we'd like 12 Elerium for two Scientists, please!" the usual response would be "Yeah... no." but I have plenty of Elerium and a severe lack of scientists, so... Grudgingly deal. 160 Elerium left. I'll live. Heck, if it comes up again, I'll do it again. I need scientists!

Ah well, next Sat is going to Japan. Then China and I've got Asia. I think North America is next. For the interceptor and sat discounts.
 
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