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Remember Skipping most missions is perfectly acceptable and ok if u feel u cant do them!
. Remember all u need is 1 civilian saved to be able to win after all
Besides the big Early game Ship thats always guaranteed to happen btw Always try to do the missions if possible.
You gain corpses meld And most importantly Alloys elerium and Exp for your dudes.
Assuming you are playing LW 1.0, I would advise not going on the early large landed unless you either :
A) Are a veteran LW player
B) You are a veteran of that particular mission
C) You are playing on Normal
D) You have made a pact with the RNG fairies
Those missions were imo much more forgiving in earlier versions of LW- back when Lids did not receive Hardened as a default perk. In LW 1.0 you have to rely heavily on grenade rolls, which might roll as low as 2 damage to a pod of hungry lids.
One other important factor for that mission is the map-gen and spawn location. It's usually the case that you are spawned in only a few inches away from the UFO with no cover for several moves. Worst case, you will spawn in directly at the middle of the ship potentially sandwiching you between pods.
Though I would say the biggest threat by far is going to be the Outsider command pod. If by some miracle you have some grenades/rockets left by that point, that will likely go a long way to winning the engagement- if not, you're going to need either Jorbs level of tactical prowess or extremely good RNG to win a straight firefight with them.
Ultimately, no, I don't think the mission is worth the risk, at least not when playing any form of Ironman. I say this with few exceptions:
You don't qualify for the above, but have either Japan's MSGT country bonus or Canada's 4 Corporal bonus.
Re-terror missions: I don't think it's worth sacrificing rooks and most certainly not higher ranks to delay defection. The only instance I can think of where that would be even remotely viable is if you know for sure that you can save enough civs to prevent panic from redlining and/or you are in a financial position to replenish the roster immediately.
I don't actually know the exact implications of doing that as it's not something I've ever considered.
In case you are not aware, there exists an exploit for terror missions whereby scanning the entire map with battle scanners, revealed pods will not attack civs until activated- the only exception being Zombies. Hard to pull off early game as scanners are in short supply, but if you can take along at least 3 scanners it will effectively disable any revealed pods from hunting civs, albeit with the above exception.
Don't get me wrong, you don't *have* to do it if you're not confident but if you have the experience, it's worth it.
The barge that is guaranted to spawn in the early game is here for experienced player (and acts as a trap for unexperienced players, teaching them the hard way to chose their missions). It's worth a ton of resources but it could also slaughter your A-Team.
You can safely ignore it as aliens are always landing barges and that one is simply guaranted to land where you'll notice it.
Plain and simple, while it's a big win/loss for you, but it will have little to no impact on the aliens progression. In the following months they'll simply land their barges in country where you have no coverage.
The mission on the dock that is mostly chrysalids and zombies? It's one of the easiest mission (probably the easiest of all) as you know exactly what's going to be there and can plan accordingly.
Make sure to have a lot of grenades to destroy the fish that spawn chrysalids.
Have more than your usual amount of shotguns to deal with chrysalids and zombies. I usually have one Scout and two Assaults with Close Combat Specialist for that mission. You could have some of your squad equipped with Sawed-off shotgun but that's an overkill.
Take your time, there's no reason to rush the mission until the countdown is activated. Make sure all of the aliens are dead (which is easy to notice as their turn is completed instantly) before sending your scout to the objective. Keep your team on overwatch on the dock. Once your scout is back with the group it's just one big run for evac and if you properly cleaned the map nothing will ever be in range of your soldiers.
The really dangerous missions are the second Zhang Mission and the one at the Dam because they have cheaty spawns: enemies here have a tendancy to spawn on high ground, behind cover, flanking some of your soldiers and on overwatch. If the game decides to screw you, there's nothing you can do about it.
Last Zhang mission is not that different that your usual barge (so yeah, that early into the game, that's really hard). The main difficulty is that it contains a bugged Cyberdisc: it will spawn at beginning of the map when you reach the middle area, without an announcement and will despawn if your save is reloaded. There's not much you can do about that one: you can't know when it will join the fray and you can't stop it from flanking a soldier. Again you could ignore that mission if you're not confident but with two intact Fusion Cores that's the most rewarding mission of the entire game. In order to obtain more Fusion Cores you'll need to shoot down Carriers or Battleships and good luck doing that without a Fusion Lance that you can't build without a Fusion Core (even with a Fusion Lance that's a good way to lose a Firestorm and even if RNG is on your side and you can force that UFO to crash, the Fusion Cores may have been destroyed). If you decide to ignore it (and even if you did it) completing the game will be a lot easier than trying to obtain another Fusion Core. Same as the barge if you can complete it, it will have a major impact but in the very late game.
As long as you abort the mission it's considered as a win for the aliens and they earn the full amount resources or research points. If you leave soldiers behind (dead or alive it doesn't matter), you're losing their gear and the aliens earn research points. When possible make sure to carry the body of any dead soldier to evac (just don't lose more soldiers trying to do that). Their gear will most likely be damaged but at least you'll be able to repair it and you will deny the aliens some research points.
Long War is definitly about knowing when to fight, when to flee and when to simply ignore a mission.
While you could in theory do every mission (with an oversized roster and almost no loss) the mod isn't designed around that assumption.
Regarding terror missions, things are a bit trickier.
The first thing is you can't win a terror mission. No matter what you do, it will always play in the alien favor: you could use a console command to wipe the alien on turn 1, the Panic level would still increase (by maybe one pixel but the idea behind terror missions is that you can only mitigate their impact).
The question to ask yourself is: "How much do I value that country?" Keep in mind that while losing a country in Long War is a big deal it's not a game over and will not necessarily send you on a path to defeat (in fact it could even be abused to weaken the aliens but that's probably not intended). You'll be weaker and the aliens stronger until you can get that country back but running the alien base assault mission with plasma weapons is a lot easier than having a good "score" in a terror mission.
When possible your goal would be save a single civilian to ensure the mission isn't considered as failed. The more civilians you can save, the less panic will increase, but that has a lot less of an impact. If you ignore/fail a terror mission the country will instantly leave the council but most importantly you get a lot of panic in the entire continent. So even if you're 100% certain that country will defect at the end of the month, saving one civilian is still worth it.
I don't think I've ever checked the impact on panic by saving one civilian and aborting the mission (and if achieved that by having my squad wiped I was probably too pissed off to check) but if that doesn't count as a failed mission it's most likely a viable strategy.
Carrying dead soldiers is an XCOM2 feature, it does not exist in XCOM EU/EW and Long War, or did I miss something?
cant recall if there were some specific things you needed from them, stasis pods for faster healing upgrade or something?
but you got an alien base raid where you can bring 10 guys and get better cover and avenues of attack vs a supply ship where cover is ♥♥♥♥♥♥♥. and yeah.
I mean you are playing a game do whatever is fun.
aside from the itchy trigger tentacle easily avoided by bringing some robot units to trigger pods which again is easy due to the increased squad size, the alien base is just BETTER.
at least for the landed supply ship variant.
♥♥♥♥♥♥♥ hate that map. cover is just bad.
but it would take me at least 50% longer IRL time to clear a supply ship than to clear a base and Id take more damage doing so. and get less rewards. skip it.