XCOM: Enemy Unknown

XCOM: Enemy Unknown

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Karina Oct 1, 2018 @ 2:09am
Have you played Long War Rebalanced?
Its a mod for a mod. I found little information about it and no guides. Im particularly interested in class builds you use there.
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Showing 1-7 of 7 comments
szmind Oct 1, 2018 @ 4:57am 
Originally posted by Esteban Failsmore:
Its a mod for a mod. I found little information about it and no guides. Im particularly interested in class builds you use there.

Forum on LW Rebalance mod is full of builds and discussion, but.... UCross updates the mod so often that any info there becomes obsolete within 1-2 weeks. By the time you finish a campaign in Rebalance a bunch of updates will be released. Just grab the latest version and play it out your way without bothering for "optimal" builds. There are no such - all depend on your playstyle. Normal and Classic give you lots of room for mistakes and experiments.
Karina Oct 1, 2018 @ 6:20am 
Originally posted by szmind:
Just grab the latest version and play it out your way without bothering for "optimal" builds.
Sadly cant play atm- current version is bugged. Sectoids have 100% aim and do 90 damage to bio units.
Last edited by Karina; Oct 1, 2018 @ 6:20am
red255 Oct 1, 2018 @ 6:31am 
long war rebalanced is a mod that theoretically makes the lower two difficulties easier and the upper two difficulties harder.

but I haven't played it, no. I just spend a couple hours adjusting my ini personally making the ini edits I feel should exist.

My personal edits:

Edit 1.) Removing SPD penalty on small items. makes things more fun.
Edit 2.) Reduce Fatigue adders all over the place.
Edit 3.) Adjust Psi XP requirements to even mission level results since for whatever reason there is no overflow. also adjusted Time in beds down 100 hours and chance to succeed up 15%
Edit 4.) Add 2 will per level to all classes XP gain to replace the missing iron Will
Edit 5.) Reduce the number of enemies that can get Tac sense (under the impression Tac sense is bugged)
Edit 6.) Bump un arc throwed stun chances a tad, I think I went with 74% of vanilla.
Edit 7.) bump up UFO pieces survival rate a tad. flat 10-15%
Oh and a minor tweak to psi gunlink to be only -6 will instead of -12 which is absurd, its only 4 aim better than a scope.
Karina Oct 1, 2018 @ 7:27am 
Originally posted by red255:
long war rebalanced is a mod that theoretically makes the lower two difficulties easier and the upper two difficulties harder.

but I haven't played it, no. I just spend a couple hours adjusting my ini personally making the ini edits I feel should exist.

My personal edits:

Edit 1.) Removing SPD penalty on small items. makes things more fun.
Edit 2.) Reduce Fatigue adders all over the place.
Edit 3.) Adjust Psi XP requirements to even mission level results since for whatever reason there is no overflow. also adjusted Time in beds down 100 hours and chance to succeed up 15%
Edit 4.) Add 2 will per level to all classes XP gain to replace the missing iron Will
Edit 5.) Reduce the number of enemies that can get Tac sense (under the impression Tac sense is bugged)
Edit 6.) Bump un arc throwed stun chances a tad, I think I went with 74% of vanilla.
Edit 7.) bump up UFO pieces survival rate a tad. flat 10-15%
Oh and a minor tweak to psi gunlink to be only -6 will instead of -12 which is absurd, its only 4 aim better than a scope.

Funny you mentioned it- in long war rebalanced there is 25% less fatigue for all soldiers, no fatigue penaltys for psi, officers and genetics. Also vast majority of items have no speed penalty. Only heavy items like armor platings have mobility penalty, and a drum magazine has -1 penalty too (no aim penalty though).

Also stun chances are doubled there to- and you no longer must hoard alien weapons to build plasma.

Also also alloy recovery for destroyed alien craft was bufeed to 25%-75%.
Last edited by Karina; Oct 1, 2018 @ 7:29am
red255 Oct 1, 2018 @ 7:35am 
OK.

I find my allow recovery was fine just from maps with large robot presence and not blowing them up.

it is kinda silly only getting 15-20 from a space craft but I get god knows from a mechtoid and 5 drones like 12-15 or something silly.

but I get my alloys so it doesn't matter where they come from.
Karina Oct 1, 2018 @ 7:38am 
Originally posted by red255:
OK.

I find my allow recovery was fine just from maps with large robot presence and not blowing them up.

it is kinda silly only getting 15-20 from a space craft but I get god knows from a mechtoid and 5 drones like 12-15 or something silly.

but I get my alloys so it doesn't matter where they come from.
There is high chance of UFO destruction for most air weapons though. Like at least 40% for most weapons, some have over 80%. Only avalanche missiles have very low destruction chance, but they are very weak.
Last edited by Karina; Oct 1, 2018 @ 7:38am
red255 Oct 1, 2018 @ 7:44am 
it depends on the factor of overkill. which depends on armor penetration which depends on...

look i got plenty of UFO with laser cannons. and decent amounts with EMP cannon.
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Date Posted: Oct 1, 2018 @ 2:09am
Posts: 7