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A veteran gamer's suggestions on Long War 3 Beta


mark99913

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Hello. I'd like to thank you guys for making such a challenging mod. Many strategy games I've played over the past few decades and I've never played a game where the AI presented a better challenge than this!

 

After a few tries at EW Longwar Beta 3 at the normal level(iron man, marathon, aiming angles) there are a few things that I find very frustrating that in a way makes the game too hard. I understand that this is a "long war" and that it was meant to be difficult enough so that there are battles that will be lost. On say an abductor ship landing mission, it's desirable to try it out since there are so much needed funds, alloys and etc. that can be gotten from it even though odds are not in the player's favor. The only thing very frustrating about it is when the pilot sets your team down in a corner of the map that has crap for cover and u run into a muton group just after moving one guy a short distance. During the battle a group of thin men, a group of floaters, and a 3rd group of I can't remember what joins the fight. I'm still only using projectile weapons, so I'm outgunned, outnumbered, and outflanked by aliens with 2x my guys hp's. If I just had some decent cover from the start then with good tactics and a little luck I might have a chance to turn things around before too many patrols show up. If I see I'm going to lose no matter what then with some good cover I might be able to do a fighting withdraw back to the extraction point without getting half my team shot in the back while retreating in the open. Having a decent start area could give players at least a fighting chance.

 

Secondly it's been very difficult in deciding where to put my research. It's nice to have so much tech in the game as that makes it more interesting, but since I don't know crap about what I'm researching it's kinda like a guessing game. I've recently downloaded the tech tree and that helps a great deal, but it still seems to boil down to ground combat research vs. the air war. When I focus on ground combat tech I feel like im neglecting my air force, and vice versa. In the early stages of the game the air war is complete hell. Even if I just mess with ufo's to keep the panic down and not lose my aircraft, my satellites keep getting blown up which drains my funds. At this point I'm not sure if I can get enough research done to hold my own on the ground and in the air both. I'm assuming there is a way to do it, but im guessing that once I figure it out then I would hafta use that same strategy every game to win. It would be nice for players to have some leeway in how they go about winning the game that way it would be more desirable to play the game over and over. As one suggestion, maybe the alien's research could be slowed down a bit so that players have some more time to adapt, but that's just one suggestion that comes to mind. It would also be helpful having a database so that I can see the stats of things im about to research so I know exactly what im getting without researching something only to wish I'd gone after something else.

 

It would be more fun to not know that I have lost the game until the later stages and to do that there should be more room for error, otherwise this just becomes a trial and error game. Having to start new games after knowing ive already lost in the early stages means I never seem to experience new tech, missions, and etc. (light abduction missions with early tech can get old lol). Also losing certain battles can break your game like losing your highest ranking soldiers and all their expensive equipment when you don't have the funds to replace it. At that point I feel like im having to rebuild my ground military all over again, but I will fall behind the aliens advancement if I do.

 

I hope these few of my suggestions help you guys balance this game out better and thanks again for a very challenging game!

 

 

- Mark

 

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