XCOM 2
Long War 2
[HN] Jan 21, 2017 @ 9:57am
Mission timers way too short
I'm talking here about the count down in the mission like the time you have to freed the vip and get out.

I keep doing my missions with more than 100% infiltration but even then with a team that obliterate the enemies while rushing to the exit, the timers are just way too damn short.

You can't be expected to kill 20 enemies with 4 or 5 guys and still make it to the other side of a huge map with the Vip in less than 13 turns.Vip mission are the worst in that case but all the other mission with countdown are made way too hard just because of thos damn count down.

Their is a balance between you slacking around and going slow and barely having the time to reach the other half of the map without sprinting every turn while 3 squads of 4 enemies are shooting at you.

As it is their is zero fun in loosing the mission because you are 2 round short after you've passed the all game going as fast as possible and killing all the enemies as efficiently as possible.


Am I the only one frustrated by that ?
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Showing 1-15 of 83 comments
Swords Jan 21, 2017 @ 10:13am 
Long War is built for realism, as such, no, you're not expected to kill 20 guys every time. You can also tweak the ini files to add more turns.
[HN] Jan 21, 2017 @ 10:31am 
Originally posted by Tactical Salad:
Long War is built for realism, as such, no, you're not expected to kill 20 guys every time. You can also tweak the ini files to add more turns.

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).
Leroy Jan 21, 2017 @ 10:32am 
You are not supposed to win everyting, succeed in every mission, thats why it is Long War. Anyway what do you mean with "You can't be expected to kill 20 enemies with 4 or 5 guys and still make it to the other side of a huge map with the Vip in less than 13 turns."? You are sending only 4 or 5 guys in infiltration missions with light-moderate enemy activity? In that case you deserve to fail. If the enemy activty is not very light and infiltration is not vunurable you shouldn't even start it with 4 or 5 guys. In very light/vunurable there are just 2 pods which are a peace of cake to deal with. I have been sending no less than 6 people every time and still have 4 or so turns left when I get to evac.

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.
[HN] Jan 21, 2017 @ 10:52am 
THe most important part about the missions (as far as I know since LW2 do a terrible job at actually give player information about the mechanic it contain) is the infiltration percentage.

You won't be able to get 100% ona mission of 5 day if you bring more than 5 guys.
=) Jan 21, 2017 @ 10:58am 
No.. stop defending the utter lack of blance in this mod.
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!
Last edited by =); Jan 21, 2017 @ 10:58am
Leroy Jan 21, 2017 @ 11:25am 


Originally posted by Hell_Nico:
You won't be able to get 100% ona mission of 5 day if you bring more than 5 guys.

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."




Originally posted by =):
No.. stop defending the utter lack of blance in this mod.
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!

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.
Deadput Jan 21, 2017 @ 11:36am 
Lol the people blindly defending Long War's lack of real balance is hilarious.
Zyxpsilon Jan 21, 2017 @ 12:02pm 
Here's a quick solution to most problems people have with "too tough" timers length... editing the LW_Overhaul.INI file (near Line #1026) while putting your own values there;

---------------------------
[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!
[HN] Jan 21, 2017 @ 12:06pm 
Thx, but again, that not the point of that post, I know full well how to edit ini.
This is a feedback thread made in order to improve the mod.
I personaly like the Timers in the current state, the Rescue slaves..ähm..Workers mission is (for me) the hardest since i have to balance the retrieval and the assault...buuut i also usually leave with about 3-4 enemies alive that i keept ether stunned or disoriented with flashbangs (i always get 4-6 of those to stop Zombies, Mindcontroll etc)

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 ^^
Bloodlock Jan 21, 2017 @ 12:24pm 
I can understand your frustration. I'm not the most pro player with these type of games however they're put in for the impossible for a reason. Some THRILL for an insanity difficulty. To me, this mod is so fun but I will admit the timer for me is way to short. That's why I go into the files and slightly increase the times. However, even with that I still manage to lose missions lolol. It's a sense of last hope feeling. If you don't like pressure, this mod isn't for you.
Pyetrev Jan 21, 2017 @ 12:29pm 
Yes, it's insane how you can't play safe on those missions, you have to rush, so you almost always get engaged in terrible spots and just die
Originally posted by Pyetrev:
Yes, it's insane how you can't play safe on those missions, you have to rush, so you almost always get engaged in terrible spots and just die

Rule 1. Bring Cannonfodder
Rule 2. Cannonfodder gets Flashbangs and Smokes to save others
Rule 3. Buy more Cannonfodder
[HN] Jan 21, 2017 @ 12:36pm 
Originally posted by Goldbergus:
Originally posted by Pyetrev:
Yes, it's insane how you can't play safe on those missions, you have to rush, so you almost always get engaged in terrible spots and just die

Rule 1. Bring Cannonfodder
Rule 2. Cannonfodder gets Flashbangs and Smokes to save others
Rule 3. Buy more Cannonfodder
More cannonfodder decrease the infiltration rate which increase the number of enemies. So that won't work, especialy if you have to wast a lot of money in canonfodder.
Originally posted by Hell_Nico:
Originally posted by Goldbergus:

Rule 1. Bring Cannonfodder
Rule 2. Cannonfodder gets Flashbangs and Smokes to save others
Rule 3. Buy more Cannonfodder
More cannonfodder decrease the infiltration rate which increase the number of enemies. So that won't work, especialy if you have to wast a lot of money in canonfodder.

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 ^^
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