Jump to content

Photo

Players helping players


  • Please log in to reply
938 replies to this topic

#1
johnnylump

johnnylump

    Resident poster

  • Members
  • PipPipPipPipPip
  • 5,411 posts
To keep the feedback thread from getting overcluttered with matters not directly related to balancing or bugs, we'll give this a try. Thanks to the helpful forum denizens who take the time to assist other players about things related to the mod. Devs may drop in but don't count on it.

Note we do have a FAQ on the mod description page as well as in the readme, a modding page to help you customize your game, and a strategy thread for informed discussion about how best to play the mod. I've intended this be informational in nature, although some overlap is fine. We also have a troubleshooting file included with your download.

There is also an excellent and ever-improving wiki, here: http://ufopaedia.org...?title=Long_War

Edited by johnnylump, 11 November 2014 - 08:26 PM.


#2
hborrgg

hborrgg

    Fan

  • Members
  • PipPipPip
  • 257 posts

-During the first month you want every soldier to have at least 6 or 7 health to avoid getting one-shotted (most aliens during this period do either 3-5 or 4-6 base damage, flank crits will still kill you, so watch out)

 

-First research projectshould be xenobiology (necessary to start getting scientists), after that most people recommend rushing to beam lasers and advanced beams (for laser weapons and laser cannons for your interceptors), then rush advanced body armor and start building carapace. This should give you a decent air game, decent firepower and decent survivabilty for a while.

 

-Take your best troops on difficult missions, on easy missions bring some weak troops and some good troops in case things go bad.

 

-build lots of interceptors

 

-Look up the different ufo types and alien mission types on UFOpedia in order to figure out what you need to intercept. Some people will suggest ignoring scouts but this is a bad idea, ignoring a scout will not only increase panic over the country but also has a chance to spawn a fighter or destroyer to shoot down your satellite.

 

-Go on every terror mission if you can, even if you lose every civilian you are better off than you would be if you had just ignored or aborted.



#3
TB13505

TB13505

    Journeyman

  • Members
  • Pip
  • 41 posts

Quick question--Mayhem in the engineer ability tree, does it increase the damage from grenades, and if so by how much? Couldn't tell from Ufopedia.



#4
hborrgg

hborrgg

    Fan

  • Members
  • PipPipPip
  • 257 posts

Quick question--Mayhem in the engineer ability tree, does it increase the damage from grenades, and if so by how much? Couldn't tell from Ufopedia.

Amineri posted a description of mayhem here: http://ufopaedia.org...List_(Long_War)

 

It's +1 damage to regular grenades, +2 to alien grenades.

 

-----------------------

 

Question for someone else, can anyone explain how Opportunist works in LW? i.e. does it only negate the hit penalty on blue moves, not dashing? Does it come with any reduced crit chance?



#5
8wayz

8wayz

    Old hand

  • Members
  • PipPipPip
  • 725 posts
In response to post #19540569.

The wiki is yet to be updated for beta 14 regarding classes, here is the description from the game files:

""Confers 2 damage when suppressing. Also confers +1 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons, sniper and long rifles, marksman's, strike and reflex rifles, Recoilless Rifle and Blaster Launcher ammo, and alien grenades."

Ordinary grenades receive +1 Damage, Alien grenades receive +2.

#6
8wayz

8wayz

    Old hand

  • Members
  • PipPipPip
  • 725 posts
In response to post #19540759.


It should negate both penalties on regular move and dashing. Also there is no influence on Critical Chance, it just enables criticals for reaction shots.

#7
rdngmikey

rdngmikey

    Regular

  • Supporter
  • PipPip
  • 63 posts
In response to post #19540759. #19540879 is also a reply to the same post.

Opportunist should only remove the penalty on blue moves, because it removes YOUR aiming penalty for overwatch, dashing affects their chance of being hit not your aiming chance,although this does end up affecting the same number in the end, it is two different mechanics.

#8
Zyxpsilon

Zyxpsilon

    Old hand

  • Members
  • PipPipPip
  • 751 posts

For those who really hate witnessing the Terror Missions carnage where most Civilians don't stand a chance against both the Aliens and the reasonable but very limited time XCom operatives have to reach anyone... i'll give you a VERY simple trick.

That tricky edit to Line #4 of the DGC.INI parameters should suffice in a gimmicky but fair enough way! :wink:
*** Characters=( strName="", iType=eChar_Civilian, HP=20,   .......***

Heck -- you could even raise that value to Uber proportions if you dare.
Sooooo, take that - ugly Zombies, your shooting partners in crime should be busy for awhile!! :smile:
 


Edited by Zyxpsilon, 27 October 2014 - 02:11 AM.


#9
bilfdoffle

bilfdoffle

    Old hand

  • Members
  • PipPipPip
  • 593 posts
In response to post #19540759. #19540879, #19542509 are all replies on the same post.

Overwatch against a blue move is normally at a 0.7 modifier, and this is cancelled out by opportunist.

Overwatch against a gold move is normally at a 0.49 (0.7 x 0.7) modifier; opportunist cancels out one of the 0.7's so that it is only a single 0.7 modifier to hit.

Critical chance is unaffected by opportunist, and I'm under the assumption that it is actually at a bonus due to the target being exposed (but I could be totally wrong on that one).

#10
bilfdoffle

bilfdoffle

    Old hand

  • Members
  • PipPipPip
  • 593 posts
In response to post #19540094.

I disagree with a few things here.

In the first month you certainly want SOME soldiers at high health, but I don't think it's necessary for all of them to be (at least not on normal difficulty).

For research, I totally agree with you up to getting the first armor upgrade, but I'm not sure that getting to carapace is that high of a priority anymore (again, at least on normal). I feel like this is the point where all the bases are covered, and now you can decide how you want to fight back (mecs, psionics, captures, etc).




Page loaded in: 1.683 seconds