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First Longwar is not built for fealism but for gameplay, as it should. They improved A LOT of point from the base game on that sens but they have a problem on their blancing.
Second I'm giving a feedback on a glaring problem of gamebalance most of their mission seem to suffer, just responding "tweak the ini" not only totally ignor the problem but also bring nothing to the discussion.
And yes it's pretty obvious that I'm expected to kill 20 guys evertime since the game throw 20 guys between me and the exit on every mission (and I'm talking 120%+ infiltration mission). And I'm fine with that ridiculous amount of enemies, I can deal with them and keep going forward, but I sure can't be expected to do it with timer THAT short (without having to do the mission twice to spoil every node and path of the mobs).
In the end XCOM 2 is one of the most if not the most moddable games out there and people have been complaining about mission timers since its release. Its common knowladge by now that you can edit the timers in .ini files.
You won't be able to get 100% ona mission of 5 day if you bring more than 5 guys.
I started a new game and for months have made zero supplies from havens because a dark event is wiping it all out. 90% of missions are evac so you get no corpses to sell or turn into materials.
You cant tell a person they arent expected to win all the time when the game can **** you over that hard that early. If I lose several soldiers I simply cannot afford to replace them. add 1 month injury times and multiple squads out at once and it is very easy to be without enough soldiers to do anything. Then all you need is a haven to be attacked and you simply cannot respond.
I have unlocked lasers and mag guns and havent got any other than the prototype because I cant actually afford to build them... even 1... THAT IS NOT BALANCE!
Well obviously if you bring more than 5 people you don't really need 100% infiltration because now you have enough firepower to deal with 3 pods or so don't you? Anyway the original LW nexus page says "They player can also mod Long War to their personal preferences or play another mod. Long War isn't for everyone."
Don't know anything about Dark Events in LW since I haven't gotten to that point yet eve though I am pretty sure I am already a month or so in the campaign. So I won't comment on that.
You mean the Dark Events can just come and take all your supplies and there is nothing you can do about it? Really? Is it because all your soldiers are on infiltration missions? Well I guess that is only your fault is it not? Maybe you shouldn't send them all out on those "useless" evac missions that don't give you any materials. As for losing several soldiers. Don't lose several soldiers? Lover dificulity? Save scum? Tweak .ini files.
Well that really isn't the balance at fault that you can't build your weapons. It is your fault for not having the required supplies. And it is your fault that you lost your soldiers or sent them all away and was not able to defend your supplies. Seriously its called Long War for a reason. Thats why the supplies come in tiny quanitties and if you can't manage them or defend them then of course you will feel like there is no balance.
---------------------------
[LW_Overhaul.SeqAct_InitializeMissionTimer]
; Initial mission timer values
+InitialTurnCounts=(MissionFamily="Recover_LW", Turns=12) ;8
+InitialTurnCounts=(MissionFamily="Jailbreak_LW", Turns=15) ;12
+InitialTurnCounts=(MissionFamily="Hack_LW", Turns=12) ;8
+InitialTurnCounts=(MissionFamily="DestroyObject_LW", Turns=15) ;12
+InitialTurnCounts=(MissionFamily="Extract_LW", Turns=15) ;12
+InitialTurnCounts=(MissionFamily="Neutralize_LW", Turns=15) ;12
+InitialTurnCounts=(MissionFamily="Rescue_LW", Turns=15) ;12
+InitialTurnCounts=(MissionFamily="SecureUFO_LW", Turns=10) ;6
; Across-the-board extra turns by difficulty level, can be negative
TimerDifficultyMod[0]=7;4 Rookie
TimerDifficultyMod[1]=5;1 Veteran
TimerDifficultyMod[2]=3;0 Commander
TimerDifficultyMod[3]=2;0 Legendary
--------------------------
Works just fine (now) during my own games!
This is a feedback thread made in order to improve the mod.
If i would change something then it would be the Jailbreak;mission Timer the others are finishable with rookiesquads and a F***ton of flashbangs XD but on the other hand i suck at Xcom so yeah ^^
Rule 1. Bring Cannonfodder
Rule 2. Cannonfodder gets Flashbangs and Smokes to save others
Rule 3. Buy more Cannonfodder
My usuall Team is 1 Long Range 1 Meele 2 Fodders i can Infiltrate to around 130-170% i usually come out with 3 Goons (1 Fooder never makes it T-T)
The first fodder is used as the Scout if the Team he never shoots his Gun, only sprinting and throwing his Flashes so he can run past enemies.
Flashed enemies hit about as good as an Xcom soldier with 90% aka ♥♥♥♥ so the Fodder can survive long enough.
Use the Melee to clear enemies (i Prefer the Ranger since he can oneshot everything up to mutons with 100%)
Your ranged Dude should be either a Sniper or a technician (Sniper Rockets bring the PAIN!)
Use them to clear stragglers! Always give him a Pistol so you wont waste halve a turn reloading!
NEVER sit in one spot for 2 rounds! If you need to reload DONT SHOOT! Dont forget you have cannonfodder to take the hits if need be!
Oh and F*** Frags...dont bother take Flahbangs or Smoke.
You can stand in the Open as long es the enemie is Flashed and you stand in smoke he wont hit you!
TAKE MP's! They have 3 Mobility! Yes they hit for ♥♥♥♥ but dont forget; Your goal is to Survive not to slaughter everyone! Get in, Get Out, Get Rich!
And finnaly, dont...dont you EVER! Bring a F*** Cannon unless you KNOW FOR F***ING CERTAIN you will face packed enemies so you can Lay down effectiv Coverfire.
I know this is a feedback tread but i wanted to help if someones reading ;D
Oh and sry for my terrible grammer i'm austrian so english speaker where i come from... yeah ^^