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Long War adds a bunch of stuff. Here's[www.ufopaedia.org] the wiki to look over all the stuff Long War. Alien health really scales up as the game goes on, as well as facing larger quantitiies of them.
You won't even need to play it in marathon but my advise.
- Tweak Arc thrower success up by 10%
- Increase number of starting rookies.
- Tweak the resource increase research cost down by 1/4
- Tweak the amount of XP needed per Psi level.
With those edits which are all very well commented the game will be less grindy but still long and challenging. The Psi XP and success chance is just painful since it only makes you do the same thing over and over rather than progress. Pretty much you hit small shot down scouts over and over because Psi XP is only gained on successful missions at a fixed rate. And the arc thrower is only useful since you need to get alien weapons to make Xcom plasmas.
Further, there are significant limits to what Long War, being a mod, can do - for example, you are stuck with maps balanced for six XCOM soldiers, so simply increasing the number of troops will have subobtimal results (e.g. do you think chess would have greater tactical depth if both sides had 24 pawns?)
Pro: Long War as a bunch of interesting concepts.
If you think a bunch of interesting concepts that are poorly implemented and barely work, then go for Long War. Don't come crying if the tutorial keeps crashing or if you have to go read every item in a list because the developers have't thought of ordering items by group (e.g. scatter laser near other laser weapon) or even alphabetically...
i ve played a thousand of hours of longwar, from normal to ironman impossible
longwar works just fine, i must have had 5 crashes in 1000hours(playing with steam offline helps a lot), and no game breaking bug ever
on normal, it s easier than vanilla xcom(two carriable items per soldier), up to august
you get a real feeling of being in a war, you can fail, abort missions without putting your whole playthrough in dire situation
you can, indeed, tweak the game core ini to your liking, you don t need to, but its doable
late game, starting from november, missions get tedious and too long and unbalanced, you basically use ghost grenades or bust, it not fun, so most people quit there...and restart right away, because the first 6 months of longwar are just brilliant
you get an average 10 missions per month, so even if you quit in november, thats a lot of hours of fun
My biggest complaint about Longwar was that it was incredibly tedious and didn't add substantial tactical depth. Many fights turn into grueling slugfests where you trade fire and no one can manage to land a hit. This clip is what it feels like.
https://www.youtube.com/watch?v=nr2GeWiDrdY
The tweaks I offered earlier makes the November hump appear later down the track and smooths out some of the other grind areas without seriously impacting on the difficulty.
I have to second that I've hit only two game breaking bugs in my time and one of them is a holdover from vanilla that is just exasherbated by the extra units of LW. Ironically Beta 14 lists it as fixed.
Anyway a few questions about ini editing and stuff in general.
Research
I've raed here and there and noticed that the aliens get research. My question is ... why? The aliens have already done and complete there research before assaulting earth. Thats why they roll the with the lastest gene moding and weapons (Plasma) + armor and fly in UFOs in the game alraedy. Stuff like sectoids and mutan powersuits is because of there advanced research is already completed. So why is Long war do they need to research further ? Its us, the humans who are alraedy playing catch up. I dont really get this part of Long war. Is there any real solid reason the creators think that the aliens lack research ? To me, theres already a long stretch between us.
I've also noticed after the first mission, that fatigue is way to long... I am all for Fatigue, but 5 days ? feels to long. 3 days feels about right. Is 5 days there to enforce squad rotation ?
Another thing to mention. I generally happy with 6 man squads (Being Spec-op alike). But been told you can get up to 12. So I guess a good question to ask is.... is sticking with 6 probably not a good idea in long war? Well I can improvise if I have too, I do like using SHIVS, so I can probably fill those spaces up with Mecs and SHIVS if thats the path I have to take. But I thought I'd ask just to get an idea.
....Long war felt more balanced than marathon mode was. No. Marathon second wave was removed in favor of 'not so long war' which is basically marathon mode is the default and not so long war is more like Vanilla.
The Pros of long war is it adds alot of nice stuff. the Cons of long war is it has some balancing issues.
but the long war mod ini is well commented so if something bothers you for balance you can easily just change it.
Is it more realistic to not use your mutons early? and to learn things fighting humans?
Its more the difference between rookie thin men and Colonel thin men sir.
one you get one day less fatigue if you use an officer with stay frosty. and 2 you can set Fatigue in the ini. its meant to be too long to force the issue sure but game is much less tedious at 75% fatigue.
The mod is great though. It actually seemed easier than vanilla for the first 2 months at least. And even then, running into missions with 60 dudes isnt even that staggeringto be honest. At the end of a mission when i see i killed 60 dudes and nobody died, i feel a bit of pride that i actually accomplished something.
The only time i encountered a seemingly impossible situation was when i hit (i think) a bug. It was that mission on the dam where you gotta run across the damn releasing those valves and reach the end. By the last few turns i was getting duplicate aliens dropping, as in a muton would drop, and then another muton would drop in the EXACT same spot as the one that just dropped, so there'd be 2 mutons in the same square.
I was one turn from making it to the end and in a single turn, 2 mectoids, 4 sectoids, and 2 mutons all dropped on THE SAME SQUARE right in the middle of my group, making it so there was no possible way for my guys to survive the next turn.
Luckily i managed to get my scout to run, set off 8 (!!!) overwatches at once and get wiped out (so i reloaded and did it again and this time she didnt die), and there was literally nothing i could do to kill them all, so i just tried to take my mec and run for the exit and wa la, i finished the mission (I was lucky as all hell that the mission actually ended when i walked into the square, as all my team wasnt gonna be able to make it to the exit in a single turn).
Though it felt like a glitch in that every time a guy dropped, another guy exactly like him dropped in the same square. I dont know if it was a longwar glitch or a normal glitch, but so far in 120 hours of playing longwar it's the only glitch ive seen so far.
I didnt feel too bad leaving behind a few aliens to get away on that turn, as i felt like i was cheaped out with a glitch. Otherwise i never leave a mission until i kill everyone if possible.