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5. The Chosen Hunter gets a free Tracking Shot on you if you're flanked relative to him. Try to be careful with your positioning, especially with his reactions! The Assassin takes more experience to get used to, though, but you can learn to beat her too, just like the rest.
6. Yes, most missions in Long War will have infinite reinforcements. It would be wise to learn the mission types so you can prepare properly, knowing which ones have which parameters.
1. The Chosen Avenger Defense is meant to be on of the hardest missions in the game! It's natural to feel overwhelmed. I'm sure you can figure out some different strategies to tackle it next time.
2. Do you mean in general? On the average mission?
3. This is a completely normal number of enemies for large missions like these, though you are expected to have multiple MSGTs by now. Are you not infiltrating enough missions?
4. Most of your early game income comes from selling your loot at the Black Market. Not all soldiers need to have top-tier gear, and most gear can be shared amongst other soldiers. Mid-to-Late Game income comes from working Supply on liberated regions. I hope by the time you've reached CAD, you've completely liberated at least 2 regions by then.
This also includes the moment when wounded operatives are stripped of all their equipment (bullets, vests, grenades, etc.).
5) Chosen. The Sorcerer is okay. The Sniper has too many free actions.
The Assassin is impenetrable. Sword attack - 8-14 in melee, after each hit. The Ruler mechanic was a complete waste of time.
6) Reinforcements. They either come in an endless stream that can't be repelled, or they don't exist.
The beginning seems interesting, but the modification is not balanced at all. This ultimately makes the game unplayable.
1) The number of scratches with an 85%+ hit chance is off the charts. The mission to protect the Avenger, when the Chosen One was deployed. Not only was the enemy's accuracy impossibly poor (complete cover, enemies positioned lower, 4 out of 5 hit), but for three turns, we only got scratches, not full hits. And the misses with a 90%+ hit chance are a disaster. There were a couple of misses with a 98%+ hit chance in one mission.
2) Too many enemies, without a single fully-fledged squad. + enemy accuracy modifications.
3) The very first attack on the factory, the data for which was extracted from the Codex brain - 38 enemies! When my unit's maximum rank is Tech Sergeant.
Ah, the Haven Invasion. It's considered as one of the hardest missions in the game.
You have to keep in mind that while the objective is to sweep, disabling the reinforcements by destroying the beacon is a top priority, since as you mentioned the reinforcements become unmanageable as the mission goes on.
It's totally doable if you tried it again, but you'll likely have to take a lot more risks and try to get to the beacon before sweeping. You'll likely need to restructure your team to be able to push through a lot faster, or withstand sustained combat without killing things along the way.
Of course, with 4 regions liberated already, you could also just simply ignore the mission. It's not required to beat the game. You can just continue on the Golden Path missions to finish the campaign.
Also, if you are loading a save and taking the same actions to test, the save will actually have an RNG seed saved into it, so loading the save and taking the same actions will give the same result every time.
- 70% - 80% has a hit rate of about 50% (80 shots)
- 90% has a hit rate of about 75% (50 shots)
- 50% - 60% has a hit rate of 30% (70 shots)
Not sure if this is a problem for the base game as well, but for some reason the accuracy is not showing up correctly."
This all day. Beat the base game, no mods. No biggie. Playing this mod, I always run into missions where my guys are missing over 90% way too often. Just had a game where I was surprised by a patrol that had a muton, sectoid, and another scrub. Happens. Flank the muton, 1 miss. Try again, 2 grazed... on 3 flanked over 90% shots. This is just one example, has happened on others. Can totally wreck an entire mission as the muton, or the MEC who should be SOOO easy to hit is getting missed.
Not sure what it is about the mod, didn't do that in base game.
>beat it easy as hell loved the changes but they made it a little too easy it seems
>Long war time
>6 units fire at an enemy with a 50% chance to hit each
>all miss.
>two enemies fire at my VIP on high ground, a mile away, hunkered down in full cover
>both hit and instantly kill them
>Ah I forgot how the true XCOM experience that vanilla tried to pave over really was.
Are you using a spreadsheet or just a tally? Are you just using the base in-game &hit numbers, or are you using any additional mods that modify or add this display, such as Extended Information?
I don't think the numbers in-game are wrong, so I will have to be very skeptical about your data.
- 70% - 80% has a hit rate of about 50% (80 shots)
- 90% has a hit rate of about 75% (50 shots)
- 50% - 60% has a hit rate of 30% (70 shots)
Not sure if this is a problem for the base game as well, but for some reason the accuracy is not showing up correctly.
That would be in the Second Wave option. Where you would normally select which faction you start with and other minutia.
- I use AML and have all DLCs installed
- Tried taking off any other mods that might be impacting Sparks
- Cant find the relevant .ini that now controls Spark healing
Has the spark repair system changed or is there an known bug with Sparks? I cant find anything online about it. Failing that can anyone point me to the Spark .inis where repair is handled?
Mods:
WotC: robojumper's Squad Select
[WOTC] Revert Overwatch Rules Change
X2WOTCComunnityHighlander v1.30.4
Better Second Wave Mod Support
[WOTC] Alien Hunters Community Highlander v1.30.4
[WOTC] Community Promotion Screen
[WOTC] Accurate Situation Report
Long War of the Chosen
[WotC] Mod Config Menu
Yet Another F1
I didn't change anything in my mod setup, but the CommunityHighlander mod and it's Alien Hunters submod did update, so maybe the issue came from there and is now fixed with their current updates.
Civilians seem to have unlimited visual range, and only don't see parts of the map they have no line of sight with. I've been spotted by civilians at easily four times the spotting range of Advent units.
Not to mention that the majority of missions start with me already in visual contact with civilians, who remove my concealment the moment I make any move.
No. I have assaulted two Avatar facilities and have never encountered encirclement like this. Usually the enemy forces were more spread on the path to the facility proper. True, by running a little too forward I could trigger about 12 enemies at once, but never right at the start of the mission.
Maybe the issue may lie in the parcels you rolled. Are you using any modded maps that affect wilderness or somesuch?
Is this common? Am I meant to get 200% infiltration, to make it more manageable? Or will this dynamic remain consistent at complete infiltration, and I'm meant to sidle along the back boundary and nibble away at `em from the edges, or what?
The option should be checked by default since it's the intended way to play this mod. Though unchecking it to again have the missions should also work. By the time you play LWotC you should usually already be fimiliar with the story missions so there is no real reason to again play them and the integrated option simply ... properly integrates those mechanics into the core game