Remember, if you have a question that's not in this guide, check the wiki! This mod adds many new voices, including British English, Australian English, and many others and its very nice hearing such a diverse cast of soldiers! When playing XCOM: Long War, I'd suggest enable the "Soldier VO" option in the options menu. The first half of this guide is here to help you ease into the mod, or if your familiar with the mod and want a more detailed strategy on how to win the Long War, that's what the latter half of this guide is for. Long War is basically a fan made expansion pack for XCOM EU/EW, and the XCOM head dev himself said that EU/EW was just a tutorial for how to play and win the Long War! Its recommended you play on NORMAL until you get used to all the changes Long War does to the game. Urban Large, Settlement, and Close Quarter maps are often excellent maps to bring HE grenades.Vanilla XCOM too easy for you! Not enough depth to it? Welcome to the Long War, a mod for XCOM:Enemy Unknown/Enemy Within that feels more like an expansion pack instead of a mod.ĭifficulty wise, the Long War is on par with Classic EU/EW difficulty on its NORMAL setting. You use HE to kill cover, but on some maps there is almost no cover to kill. There are 2 maps in that pool where they are useful, but I like to prepare for the others where Smoke and AP are more useful. Roadways or Bridges I don't bother bringing HE grenades. Map descriptors also influence my decision pretty heavily too. Without Sapper, I often find that human terrain can still survive even direct blasts (or, the cover is destroyed but that 1 single piece remains to keep giving the ayy cover). UFO components and walls can still be a bit tricky. However, when you get Sapper HE Grenades can destroy basically any human terrain objects and some trees. Trees have too much health and UFO components are stalwart defenders. HE Grenades have a 1-5 damage band, and in March their ability to destroy cover is inconsistent at best. It also has incredible effect against enemies that are not/cannot take cover. They are a slightly more effective killing tool than HE, with drawbacks in it's cover stipulation, and higher nuke potential with a higher minimum and maximum. Sometimes you don't get so lucky, but I'd rather have AP against drones than HE. Fairly often you roll a 3 or a 4 and just obliterate the drone. Most often they clump up, and there is frequently a doodad where you can throw the nade to reach up and hit them. I don't like how an HE grenade can not only roll for 1, but get DR'd by their cover. I can take a mid 30% shot against a 2HP enemy, or I can just hit it with an AP grenade. Rookie aim is pretty shit, so once I am out of the first mission, I am handing out AP grenades like they are candy. With AP Grenades, that cannot happen unless the alien has inbuilt DR. It is very easy to roll a 1 on an HE grenade, only to have that 1 point of damage tanked by their cover DR. It has a higher minimum and there is a bug where Aliens still get their DR from cover against HE Grenades. I personally really like AP, and in March basically every soldier is carrying an AP grenade until April (or the council mission).ĪP Grenades can more reliably kill an alien in it's area of effect, for a couple reasons. It can hit for 1 as you get away from the center of the blast.
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