It's a trap!

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Nibelung44
Posts: 49
Joined: Wed Feb 22, 2017 8:32 am

It's a trap!

Post by Nibelung44 »

I'm again confronted against this very hard mission. A city in riot, once you free the VIP, firebrand is delayed 8 turns and reinforcements arrive each turn.
Luckily for me, this time, a squad of 4 insurgents help me on the other side of the town and have already attracted one of the reinforcement; But this is still very tense, don't know if I'll make it.

Can this mission be detected before hand?
DerAva
Posts: 94
Joined: Thu Jan 19, 2017 8:46 am

Re: It's a trap!

Post by DerAva »

This looks like it's a mission from the "Additional Mission Types" mod and is called "Rescue VIP from rioting city". So just check the objective beforehand and you can avoid them if you see this as the objective.
Nibelung44
Posts: 49
Joined: Wed Feb 22, 2017 8:32 am

Re: It's a trap!

Post by Nibelung44 »

Ok thanks. Admittedly the mod warned me ... twice. There is a summary indeed before the mission (I missed it), but also during the mission you can evacuate before Firebrand is delayed 8 turns. It is only delayed if you free the prisoner. And you know there is something amiss when you unlock the prison door and you still don't have control of the VIP.
Jeckhyl
Posts: 54
Joined: Tue Jan 10, 2017 8:02 pm

Re: It's a trap!

Post by Jeckhyl »

BTW there are trap missions in Long War 2 ; what are the conditions to get them ?
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: It's a trap!

Post by LordYanaek »

The real LW2 trap mission is the "Snare" mission. It requires Alert Level (ADVENT Strength on the geoscape) at least 7 and appears as a Hack mission. It will have more and stronger aliens than expected and reinforcements will drop with much higher frequency, usually every turn after you break concealment.
modjo
Posts: 21
Joined: Tue Mar 07, 2017 1:28 pm

Re: It's a trap!

Post by modjo »

I'm pretty sure i had a very trap feeling mission that was destroy the beacon. Did I just screw up bad or is it possible?
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: It's a trap!

Post by LordYanaek »

It shouldn't unless Pavonis added a new variation of the Snare mission.
However reinforcements car vary greatly based on Alert Level (Strength) so if this mission was part of the liberation chain (+3 Alert level) in a high Alert region you might get some pretty fast reinforcements. In addition the reinforcements are somewhat randomized and there is a Dark Event that can affect them.
I have recently added the result of ini digging to UFOpedia if you want some numbers.
marceror
Posts: 137
Joined: Fri Apr 22, 2016 4:47 am

Re: It's a trap!

Post by marceror »

This is why we should all listed to the wisdom of Admiral Ackbar:
https://www.youtube.com/watch?v=4F4qzPbcFiA
Jeckhyl
Posts: 54
Joined: Tue Jan 10, 2017 8:02 pm

Re: It's a trap!

Post by Jeckhyl »

LordYanaek wrote:The real LW2 trap mission is the "Snare" mission. It requires Alert Level (ADVENT Strength on the geoscape) at least 7 and appears as a Hack mission. It will have more and stronger aliens than expected and reinforcements will drop with much higher frequency, usually every turn after you break concealment.
Thank you !
chrisb
Pavonis Dev
Posts: 364
Joined: Mon Feb 27, 2017 8:43 pm

Re: It's a trap!

Post by chrisb »

Jeckhyl wrote:BTW there are trap missions in Long War 2 ; what are the conditions to get them ?
Here's a full list of the requirements/info that I could find between the configs and the template.
  • There can only be 1 in the world.
  • It has a 21-32 day global cooldown.
  • It only spawns in a contacted region.
  • The region must have at least 7 Strength and 5 Vigilance
  • There must be a faceless in the region.
  • The mission will always be a "hack" type of mission.
  • The mission duration is between 9-12 days.
  • It has 0 intel required to start detecting the mission and has a very high probability of being detected early.
  • The Strength of the mission is decreased by 1.
  • The Force Level of the mission is increased by 1.
So basically if you see a hack mission with 9+ days remaining in a strength 7+ region it's likely a Snare mission. The time remaining will vary depending on how many rebels are on intel.

Realistically the Snare mission is easily avoided. Most of the time your not going mass intel in a high strength region due to the risk of retals, which get quite brutal at strength 7+.
marceror
Posts: 137
Joined: Fri Apr 22, 2016 4:47 am

Re: It's a trap!

Post by marceror »

chrisb wrote:
Jeckhyl wrote:BTW there are trap missions in Long War 2 ; what are the conditions to get them ?
Here's a full list of the requirements/info that I could find between the configs and the template.
  • There can only be 1 in the world.
  • It has a 21-32 day global cooldown.
  • It only spawns in a contacted region.
  • The region must have at least 7 Strength and 5 Vigilance
  • There must be a faceless in the region.
  • The mission will always be a "hack" type of mission.
  • The mission duration is between 9-12 days.
  • It has 0 intel required to start detecting the mission and has a very high probability of being detected early.
  • The Strength of the mission is decreased by 1.
  • The Force Level of the mission is increased by 1.
So basically if you see a hack mission with 9+ days remaining in a strength 7+ region it's likely a Snare mission. The time remaining will vary depending on how many rebels are on intel.

Realistically the Snare mission is easily avoided. Most of the time your not going mass intel in a high strength region due to the risk of retals, which get quite brutal at strength 7+.
If you set up a trap mission well, there's no reason to really avoid it. Bring a good shinobi, or two, who is/are specialized in stealth. Get your party to a good position where your specialist can line of sight hack the objective. If necessary, rain hell on any defenders guarding the objective. Get your evac flares out immediately upon launching your ambush, and/or hacking the objective.

Alternatively... if once you're on the map it just doesn't look doable, find a safe corner to call for evac and get out. You should at least still get some experience for your efforts, and perhaps a bauble or two.

Personally, I've had a lot of fun trying to turn the trap around on Advent.
dstar3k
Posts: 91
Joined: Sun Jan 15, 2017 4:11 am

Re: It's a trap!

Post by dstar3k »

LordYanaek wrote:It shouldn't unless Pavonis added a new variation of the Snare mission.
However reinforcements car vary greatly based on Alert Level (Strength) so if this mission was part of the liberation chain (+3 Alert level) in a high Alert region you might get some pretty fast reinforcements. In addition the reinforcements are somewhat randomized and there is a Dark Event that can affect them.
I have recently added the result of ini digging to UFOpedia if you want some numbers.
Quick question... aren't the Min and Max headers on the Turns Before Reinforcements section swapped, as Min is larger than Max for all rows in that section? Or am I missing something?
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: It's a trap!

Post by LordYanaek »

dstar3k wrote: Quick question... aren't the Min and Max headers on the Turns Before Reinforcements section swapped, as Min is larger than Max for all rows in that section? Or am I missing something?
Thanks, good catch.
Stupid spreadsheet error, i just kept the same order as the bucket columns but of course when the bucket is minimal, the number of turns it takes to fill it is max :oops:
marceror wrote: If you set up a trap mission well, there's no reason to really avoid it. Bring a good shinobi, or two, who is/are specialized in stealth. Get your party to a good position where your specialist can line of sight hack the objective. If necessary, rain hell on any defenders guarding the objective. Get your evac flares out immediately upon launching your ambush, and/or hacking the objective.
I expect this will become way harder in 1.3 if they up the minimal evac timer from 1 turn to 3-4 as was discussed. Having reinforcements drop on your stealth group every turn while waiting for the evac will probably result in a wipe.
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