Xcom Long War Facilities
4 days ago - Tries to stay true to the original Long War 1.0 gameplay. Alien Containment Facility, Foundry, and Psi Labs are significantly cheaper; It was.
Share.A mod for everybody who thought XCOM 2 was too simple and easy.ByI’m by no means an elite player, but I’m no slouch: my proudest achievement is completing a Commander-level Iron Man run. But Long War 2, an upcoming mod from Pavonis Interactive (formerly known as Long War Studios, developers of XCOM: Enemy Unknown’s Long War mod) makes me feel like a rookie again. After a few dozen hours of playing on Veteran difficulty and learning its ins and outs, I’m barely scratching the surface of what is, as the name suggests, a greatly extended campaign – and it’s scratching my surface right back.This huge, game-changing mod ties together (Perk Pack, Laser Pack, Toolbox, Leader Pack, Alien Pack, and SMG Pack) adds some additional new content, and completely rebalances everything to create a new semi-official version of XCOM 2 that requires entirely new and deep tactics on both the combat and strategy levels, and makes it feel fresh and brutally challenging. “You can no longer depend on grenades to destroy cover.The biggest shock to the system in moment-to-moment combat – on top of the much greater variety of Advent troop variants and their heavier weaponry – is no longer being able to depend on regular grenades to destroy enemy cover. Most standard-issue grenades will only damage the enemy hiding behind the object, so they’re still good for bombarding a position, but nowhere near as effective at quickly ending a fight. That makes it much more difficult to push through entrenched enemies because you have to either bring up some heavier weaponry (such as a Grenadier with an anti-cover upgrade) to blast them out or flank them. And with some often-aggressive turn timers on many of the mission types (including several new ones, like jailbreaks), getting bogged down in a firefight can be the difference between success and failure.In my experience this balance change has been a good one in individual firefights because it reduces the dependency on explosives as a one-size-fits-all solution, though the increased number and size of enemy pods on the map tends to make flanking extremely risky.
Rushing in to get a clean shot can just as easily bring another five or six enemies down on your head before you’re ready for them. That’s a problem with the main game, too, but it’s often more pronounced here.Meanwhile, enemy reinforcements have gotten much, much meaner. You still have a heads up for when they’ll deploy, but you have no indication as to where – though it’s generally right behind you at the worst possible time, and with some pretty heavy units. I’ve lost several squads to being unexpectedly surrounded. Oh, and when you get into trouble like that, calling for extraction is no longer instant. If you need to haul your wounded soldiers back to the Avenger before they bleed out, or complete your objective by stealthing past patrols instead of killing everything in your path, getting out alive can become a harrowing last stand as a timer to extraction ticks down.
That’s created a lot of moments for me that make XCOM 2 feel a lot more like an insurgency against a vastly superior force – and I find I can’t complain about the change because it feels much more realistic than having a Skyranger constantly overhead, ready to extract me at any moment.Long War 2 is extremely tough, but the deck’s not completely stacked against us in that XCOM gets quite a few upgrades. Right off the bat, you can take up to 12 soldiers on most missions, which represents a doubling of your potential available firepower per turn. Each soldier also gets an armor vest by default that absorbs the first few points of damage without counting as a wound, and they’re much less likely to be killed outright, so you’ll often have a chance to save them without having to buy the “Stay With Me” upgrade in the Guerilla Tactics School. Likewise, you start with the benefits of the Lock and Load and Quid Pro Quo continental bonuses, so every gun gets three mod slots and mods can be swapped out without destroying them. To fill all those slots, you can expect to find much more loot – I’ve seen as many as six drops in a single mission. “Technical troops have a combo rocket launcher and flamethrower.On top of the seven redesigned soldier classes from the Perk Pack, Long War 2 also introduces the Technical class, which incorporates some of the heavy weapons from XCOM 2’s EXO Suits into your starting lineup. Namely, they get a wrist-mounted combo rocket launcher and flamethrower, making them uniquely suited for dealing with the large groups of enemies who foolishly stand too close together.
(The rocket launcher is single-use and has a habit of flying off course, and the flamethrower’s range and cover penetration is limited, though, so they’re not exactly godlike.)It goes deeper: when you train a team leader in the GTS you’ll gain access to a whole new tree of abilities that layer on top of any existing class. Those abilities include spending Intel to delay a mission turn-timer from the battlefield, delaying enemy reinforcements, giving another teammate an extra action, and many more. And when a soldier has served under a leader before, they’ll earn bonuses in future missions when they’re in the presence of that same leader. That adds a whole additional layer to consider when composing your team, especially since only one leader can go on any given mission.The catch is that a new Infiltration system gives you a very strong reason not to max out your squad size and equipment loadout on every mission. When you’re deploying a squad to a mission site you’ll see a number indicating how long a mission will be around before it expires; next to that, a number indicating how many days and hours it will take for your currently slotted squad to infiltrate without drawing extra attention.
So if you go in fully loaded, your team will likely take longer to fully infiltrate than the mission has, which means you’ll have to either go in before you’re ready and thus face greatly increased enemy numbers, spend Intel to boost your infiltration percentage, or abort the mission. You can unlock several technologies to reduce your troops infiltration times as you go, so your squad size should increase over time.It’s a clever system that creates some interesting choices about which missions to take on and when. Torchlight 2 free download pc game full version no survey. That’s important, because you’re going to be presented with a lot more opportunities than you can reasonably pursue, even though you can send out multiple squads on infiltration missions at once. Some missions just aren’t worth the risk for the reward they offer, and Long War 2 doesn’t punish you for skipping them like the unmodded XCOM 2 does.Back on the Avenger, the strategic map is also almost completely different. You’re still building a communications network with rebel territories in the same way as before, but territory control changes hands in different ways. More importantly, the economy has been revamped – you now assign individual, named rebel personnel at each of your bases to tasks like intel or supply gathering. You can increase their numbers by running the aforementioned jailbreak missions but to my surprise, I found that some of those people can be Faceless spies in disguise and will siphon off your resources until they’re discovered meeting with their Advent handlers, at which point you have to lead a squad of base personnel to hunt them down.
This mod goes deep down this and several other intriguing rabbit holes.There are many, many more changes, including tweaks to research (and the ability to break down enemy corpses for resources), new Advanced Warfare Center skills that work similarly to Psionics training, and I’m sure quite a few more things in the late game I’m nowhere near discovering. This is, after all, a very long war.There’s no specific release date for Long War 2 yet, but from what I played it seems pretty close to ready.
So I've been noticing people wondering whats the best build order or whats the best layout to build the avenger, and I've always thought that in LW2 there really is no optimal way to build it since there is no real adjacency bonus or any differences in terms of where things are built. You build them as you need them and place them where ever you can fit them.but over time i've learned there are a few things to keep in mind of when creating your base. These are just minor things to keep in mind and will optimize your base quite a bit.first off I'd like to point out how important it is to get your first engineer.
Without one, you are unable to excavate your base and build new facilities, nor will you be able to collect all that free resources. So I'd highly suggest at the beginning of the game, set all 6 rebels to intel and scan with the avenger to find your first mission. This will always be a mission to obtain an engineer, and you want this with all your rebels and the avenger so that you can get a good expiration timer on it. But if you are unable to find it in time, you can always spend your starting supplies on the black market and purchase the engineer.next you will want to spend the first space to build the GTS, the reason I'd think the GTS first is the best choice is to be able to train rookies into the classes you want as soon as possible. With 8 different classes, you have only 12.5% chance of getting the class you want with the soldier if you bring the rookie into a mission. Though every class has its use with poor stated soldiers, you'd still want to avoid this as much as possible.the other reason to get the GTS early is having access to the officer training.
You'll only be able to train 1 officer at once until you get a gunnery Sargent to unlock the second training room. But being able to create early officers also means they'll build relationships with their fellow soldiers sooner thus giving more bonuses quicker. Each time a soldier goes onto a mission with the same officer, they gain more leadership bonuses which will increase their stats slightly.then you'll want to get the AWC, the reason why you dont get this earlier, is because the AWC doesnt work the same way as it did in vanilla. Instead of getting a random perk at a random rank, you will now gain the ability to train 3 different offensive and 3 different defensive perks and also 7 pistol perks, every soldier will have access to all the pistol perks, but the order they come in will be random.also the AWC is mainly to help heal wounded soldiers faster, but in the early game you probably wont have too many of those, so this facility can wait till after the GTS is built and you have extra supplies to work with.at this point you probably will have no supplies and no more power, and no rooms cleared out. So first clear out as much as possible and then next is to think of power. The next building I'd suggest getting would be the workshop, try to build this in an empty room in the center.
Xcom 2 The Long War
The reason being is that the workshop now provides 1 power instead of using power, and you can multiply your engineers by 2 thus having more man power to help clear the rest of the area and also to man stations after facilities are complete. Keep in mind that you'll only get 2 work stations after fully upgraded the workshop, thus only gain access to a total of 4 gremlins.
With that in mind, you only need to worry about having this building adjacent to a power relay or resistance communications room so that you can keep these 2 facilities manned at all time with gremlins at the end game.when clearing the rooms, I'd suggest trying to go for a straight line to the power coils, these will help provide more power to the base or better yet make a facility room require no power at all. If you place a power relay or a workshop on this spot, it'll will generate 7 more power than normal.
With this in mind, if you are going to put another building on these locations that doesnt generate power, then you should only put facilities that require more than 7 power. In long war 2, only 2 facilities exist that will consume more than 7 power and that is the labatory (consumes 9 power after all benches are upgraded) and the shadow chamber (consumes 14 power after fully upgraded) so it would be wise to save these power coil rooms for those facilities instead of using them to generate power.with that in mind, just simply build facilities the moment they are available through research and/or when you have the supplies. Right, you only get 3 contacts, 1 being your base. So you can only contact 2 more locations.but remember they are only low priority because you only build them when you need them. So once you use up the last contact, thats when you build the coms room. Or if you want, you can build it when you have 1 coms left over.supplies are so sparse in this game that even if you did build the coms room, you probably might not have the intel to reach the next area, you might not have the money to make the radio tower, or anything like that. So no need to make it a head of time.
Might as well spend the money on better gear, better equipment, or doing research and proving ground projects.