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回報翻譯問題
I recommend not ignoring your aerospace since interceptors take forever to recover from damage. Falling behind on this will take a rediculous amount of recovery time to the detriment of your ground tactical game.
and change numbers to my liking.
TC. make labs, 3 in a chain is generally enough.
Better guns is important, Air game is important.
Chem grenades are super good for robots now (bypass DR)
Psi values should be altered in the ini, ...otherwise incredibly tedious. adding 6 months of training time to get a PSI soldier strong enough to do the final map. due to average of 2 weeks training per rank+ missions required to reach the next rank + fatigue downtime per each PSI rank.
just fix it. I went with:
m_iPsiXPLevels=0 ; None
m_iPsiXPLevels=100 ; Awakened
m_iPsiXPLevels=220 ; Sensitive
m_iPsiXPLevels=420 ; Talent
m_iPsiXPLevels=630 ; Adept
m_iPsiXPLevels=900 ; Psion
m_iPsiXPLevels=1500 ; Master
Also
PSI_TRAINING_HOURS=72
PSI_GIFT_CHANCE=0.70 (Optional)
Don`t try and deal with their idea of an airwar. Reduce interceptor repair times significantly.
Don`t bother with the Plasma build requirements. Cheat around it.
Don`t feel like you have to play every single minor filler mission. Cheat around that.
Don`t use the lower tiers of armour except possibly the Aurora. You`re gonna die in the same number of hits anyway.
Don`t bother trying to deal with their idea of AT. Reset stun chance to roughly vanilla.
Don`t play Long War. It`s bad.
Seriously, there's too much to say, try to be more specific. You can watch some let's play (by Beaglerush or Marbozir, they're pretty good), or part of it to get a general idea.
Quick tips for the beginning,
- try to use as many rookies as possible in March and April, because as time passes it'll get harder to level them up and you'll need a big roster because of fatigue and injuries.
- I also recommend to plan your troops builds, http://ufopaedia.org/index.php?title=Long_War has some useful examples like "Bullet wizzard" gunner or "tank" infantry/assault.
- an early laboratory is a good idea because research takes a long time and here again I recommend some planning, to unlock lasers or better armors fast enough for instance. And some research subjects unlock useful Council requests, like Xenobiology to trade corpses for scientists.
- air game is punishing, but pilots get better with every kill, so try to stack kills on a few pilots and abort interception before they get too much damage because repairs take a while. You'll need additional interceptors almost immediately too. Some with stingrays for armored UFOs.
- don't rush satellites, it doesn't work well in Long War
-Recommended tech path : xenobiology->alien weaponry->beam lasers->advanced beam lasers (or something like that). Don't fool around with stun technology : the benefits of interrogations are minimal compared to vanilla, so tech the important stuff first.
Laser weapons are VERY good compared to standard ones (+1 dmg, +6 aim), so save a lot of money + alloys to equip your soldiers asap
-Advanced beam laser tech also unlocks laser cannons for your aircraft, which are expensive but very effective. Progressively replace all your basic aircraft weapons with lasers.
-Don't launch satellites if your interceptors can't protect them (unlike vanilla)
-Build a foundry asap. The projects are very important, especially to improve ballistic/laser weapons, improve medkit, scope, improve air combat, etc
-Officer school is very important too, for squad size upgrades and officer promotions
-Early game, don't hesitate to sell most meld/elerium/flight computors/power sources/corpses
etc you can salvage to buy more interceptors/cannons/satellites, but DON'T SELL ALLOYS. You need them (a lot of them).
Keep a minimum stock of materials and corpses though, because you need some for research, projects and some lucrative country requests
but first, give it a try as it is
Beagle gives alot of bad advice.
my favorite was the time he took on exalt and clumped his guys figuring they couldn't use grenades while disabled in this version.
He tries things, what he tries isn't always the best way but its what he tries.
you are supposed to improve on what he tries. learn from HIS mistakes. see the things he does well, and mimick them and when things go wrong, look at them objectively to see what could have been done differently.
Stuff he does is good practice like taking a map and determining the best course of attack from this spawn.
other stuff isn't. he was bad at placing squadsight units for a long time. he also doesn't let people die for role play reasons, expending medkits on PFC on base defense. for role play reasons.
its entertaining in a way but as red said, he does some weirdo stuff sometimes
but no COUNTING WITH BEAGLE.
Frequently I skip 5-10 minutes ahead on his live pieces, skipping to contact with the aliens. I know its long war ironman impossible but yeah he's got several hundred episdoes on there, but I'd only really recommend a few of them to you. Frag's finest off the top of my head.
its a regular 3 hour saving private ryan movie.
Point was he makes mistakes, he's a good enough starting point, but living thru your mistakes is an important LESSON in XCOM which is why Beagle is good to watch.
not because he gives good advice, but because he lives thru mistakes
http://pastebin.com/D5yDHtA4
BEAGLE'S LONG WAR BETA 15 SQUAD LOADOUTS
https://docs.google.com/spreadsheets/d/1zZfHpWTuZB6Klsi7tjB9SAiAiiNtnhUM9YapDifi-Rg/htmlview?sle=true#gid=2011469588
If you're new to LW, Beagle is good to watch. But he started in b11, a bit more handicaped version. I just don't like how reluctant he is to try new builds + I hate Strict Screening (with his playstyle, each soldier within a class is the same, and that is sucky).
The thing with Beagle is, you enjoy his videos more, when he's overwhelemed (Frag's Finest, The Longest Trainyard, Under Siege, etc.).