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Xcom enemy within long war
Xcom enemy within long war






I felt like the tide of the war had shifted in my favor. It was the best outcome I have ever had with that level, in any flavor of XCOM. Casualties: two grave injuries, one minor injury. Booyah.įinal tally: 37 Chryssalids killed. Apart from that, I played the mission all the way through, accomplished the objective, retreated in good form and won. I reloaded from a save once after a controller slip left my assault soldier stranded on top of a box, where she was immediately swarmed by Chryssalids and killed. The rest of the assault went "by the numbers" as the ops officer would say. The rocketeer and engineer managed to knock the entire Chryssalid wave down to half health in one turn, allowing the rest of the squad to knock out one half of the creatures, and then the other in successive turns. I almost quit right there, but I decided to go aggressive. The first wave of Chrysalids was about 11 strong. My best normal squad members would have to suffice. I want didn’t send any newbs or specialists, but I hadn’t yet gained the ability to build mechs or modify soldiers genetically. Luckily, I had some good soldiers: A sniper LT and a medic, infantry, assault, gunner, rocketeer and engineer non-coms. After letting the idea of taking it on in Long War settle into something less than terror, I decided to give it a shot. When I got this mission assignment, I couldn’t deal. It’s a challenge, even in the vanilla game. It’s one of that game’s most shocking and difficult missions, literally a "bug hunt" where the zombie-creating Chryssalids spawn from unexpected places and attempt to overwhelm you. Which brings me to the"Whale Level." If you’ve played Enemy Within, you’ll recognize this as the Council mission assigned after the reveal of the Chryssalid enemy. But keeping those soldiers healthy and rested is an ongoing struggle, and I continue to train newbies to beef up my ranks - if they survive their first mission. I’ve trained up around three dozen soldiers of various classes, almost enough to field any type of class assortment I want on any mission. The pace of Long War means many, many more missions than in vanilla XCOM. And training and maintaining soldiers has become a major part of the game. Put simply, the strategic game of ensuring satellite coverage and building the necessary base infrastructure moves much more slowly and requires much more long-term decision making than in the vanilla game. And interceptor fighter craft are less effective and more expensive. Everything in Long War takes longer and costs more to build than in "vanilla", but small items like armor now take time to build, as opposed to being manufactured instantly. So far I’m gaining.īuilding workshops and laboratories to speed up research and construction is an ongoing project. I’ve lost a couple of satellites to flying saucer attacks, but I’ve been able to bring new ones on at a rate of about one every 20 in-game days. This makes launching satellites much more expensive and tedious, like everything in else the mod. In Long War, each satellite uplink grants only one satellite, with an additional satellite granted for "adjacency" bonuses. I’ve had to sacrifice Africa (sorry), but all of North America and most of Europe and Asia are covered with satellites. I am nowhere near halfway through the campaign. I’ve been playing on weekends for the past few weeks, when I can. I’m roughly 50 hours into my Long War experience.








Xcom enemy within long war