Speed and general suggestions

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Jeancly
Posts: 12
Joined: Sat Jan 21, 2017 8:54 am

Speed and general suggestions

Post by Jeancly »

Hi guys, having difficulties playing long war and it is mostly due to something. Speed. My soldiers speed goes from 13 to 17 and those with 13 are useless. I mean most of missions are timed, those with only 13 that goes to 10 when equipped are dragging me behind, ir really looks like speed is all that matters in this mod. Idea's ?
Also :
1) I can put every soldier that is not a rookie a's an advisor in a haven ?
2)What are your suggestion for classes based on stats ? ( not created equally) ( I mean what classes to what stats ? Shinobi high speed ecc)
3)What roles would you give to classes ?
4) how can I use the tecnical? Rockets sucks and usually i'm too far away for the flamethrower, same as before, speed is a must. So do I either want him with a ton of speed and crappy aim or a better aim to be useful and crappy speed ?
5) do i straight up not consider missions with a 1 or 2 days counter ? Because I can either send only 1/2 soldies and they will manage to 100% infiltrate but will be unable to do the mission as either way even on extremely light enemy 2 soldiers are too little or I could go with a tons of soldier but at that point there will be the entire alien army. The middle way is the worse imo as you have like 6 soldiers and the whole alien army either way.
6) placing all guys on Intel will give me more ime on missions right ?
7) placing some on recruits will give me more guys at the haven to put on hiding recruit ecc and once I have more than 13 they become avaiable as rookies by buying them at that haven ?
8) is the rookie pool one or every havenue has one ?
9) if I put all guys on scavenging will I get no missions in that region ?
10) putting all in hiding reduces advent strength in that area ?
11) all other acticities increase advent strength ?
12) if money is missing at the end of the month I need to place a soldier to find the faceless ? Is this the reason ?
mattprice516
Long War 2 Crew
Posts: 265
Joined: Tue Jan 10, 2017 12:49 am

Re: Speed and general suggestions

Post by mattprice516 »

Re: Speed.

You can give soldiers with low base mobility less utility items to increase their mobility. Some people are just too slow to carry lots of stuff into battle.

I give SMGs to all my Technicals and Shinobi (and usually Grenadiers). That's a whopping +3 mobility. Gotta go fast!
Jeancly
Posts: 12
Joined: Sat Jan 21, 2017 8:54 am

Re: Speed and general suggestions

Post by Jeancly »

what about the other points ? XD ideas ?
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Devon_v
Long War EU Crew
Posts: 297
Joined: Fri Jan 20, 2017 3:17 am

Re: Speed and general suggestions

Post by Devon_v »

Slow people can be useful on untimed missions, or with sniper rifles. Speed is really important though.

Stats don't really factor into classes all that much. Your fastest should probably be Assaults, but Sharpshooters are awkward to use in X2 so they're not automatically the best idea for high aim. I think I'd actually favor Rangers for aim. Basically everyone wants speed and aim in X2.

Technicals are crowd control. The rockets are way more accurate if you shoot without moving. (This isn't super obvious, but it's how they worked in LW1) The Fire in the Hole perk helps a lot too. The flamer is great for dealing with targets in cover.

1-2 day missions are probably impossible without good Shinobi specced for infiltration.
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Arcalane
Posts: 339
Joined: Thu Jan 19, 2017 10:42 pm

Re: Speed and general suggestions

Post by Arcalane »

Once you're breaking into the higher armour tiers, the Skeleton Suit also adds +1 mobility and gives the user that long-range grapple ability. Compared to the Predator it's only +1 HP (vs the Predator's +3) but also gives +10 Dodge.
Amineri

Re: Speed and general suggestions

Post by Amineri »

Jeancly wrote: 1) I can put every soldier that is not a rookie a's an advisor in a haven ?
Every soldier can be made an advisor, but better soldiers (higher rank, officers, psi) are better at finding infiltrators.
Jeancly wrote: 4) how can I use the tecnical? Rockets sucks and usually i'm too far away for the flamethrower, same as before, speed is a must. So do I either want him with a ton of speed and crappy aim or a better aim to be useful and crappy speed ?
I think it's fairly common amongst our testers to give technicals an SMG, especially for missions that require mobility. ESPECIALLY if they are more flamethrower oriented. I personally tend to gravitate low-aim technicals toward flamethrowers and high-aim technicals toward rockets. High-aim also makes a stronger assault rifle more useful.
Jeancly wrote: 5) do i straight up not consider missions with a 1 or 2 days counter ? Because I can either send only 1/2 soldies and they will manage to 100% infiltrate but will be unable to do the mission as either way even on extremely light enemy 2 soldiers are too little or I could go with a tons of soldier but at that point there will be the entire alien army. The middle way is the worse imo as you have like 6 soldiers and the whole alien army either way.
There is a lower bound where missions really do become impractical. However, we don't know what that is -- it depends a lot on your circumstances, the mission, risk tolerance, love of mayhem, etc. So we didn't put in an artificial limiter on this, but left it up to the player to decide what their own personal cutoff is.

Also, knowing that you detected a mission with little time can be helpful information when deciding how to allocate your rebels' jobs.
Jeancly wrote: 6) placing all guys on Intel will give me more ime on missions right ?
More rebels on intel job will generate more missions and with more time remaining. Missions typically give better rewards faster than supply/recruit, but require your solders as a resource to acquire them. Earlier in the campaign, running more missions is more viable, but as you expand (e.g. 6 regions contacted) you can start to hit a limit on how many places your soldiers can strike.
Jeancly wrote: 7) placing some on recruits will give me more guys at the haven to put on hiding recruit ecc and once I have more than 13 they become avaiable as rookies by buying them at that haven ?
Rebels on recruit can either generate a new rebel or a new rookie each time they "tick". You can have more than 13 rebels in a region, but only 13 can be active. The rest are "spares" for the inevitable retaliations.
Jeancly wrote: 8) is the rookie pool one or every havenue has one ?
There's only a single rookie pool.
Jeancly wrote: 9) if I put all guys on scavenging will I get no missions in that region ?
The avenger scanning in a region counts the same as four rebels on intel, so you can gain missions that way. Also, some existing activities may have intel acquired against them already when rebels are switched away, although that effect is fairly short-lived (a few days).
Jeancly wrote: 10) putting all in hiding reduces advent strength in that area ?
Only time reduces advent strength in a region ... their vigilance goes up as you win missions against them, and down over time. Hiding helps reduce various retaliation and raid missions against your rebels.
Jeancly wrote: 11) all other acticities increase advent strength ?
Completely activities and missions increases advent vigilance in the area. When it gets high enough, they will start to transfer more troops to that region (from other regions). If it gets high enough they may even summon offworld reinforcements. This is a slow process, since advent has strength but isn't as nimble a force as XCOM.
Jeancly wrote: 12) if money is missing at the end of the month I need to place a soldier to find the faceless ? Is this the reason ?
Infiltrators are a nasty thing :)
jztemple
Posts: 43
Joined: Sat Jan 21, 2017 3:13 am

Re: Speed and general suggestions

Post by jztemple »

I just ran my first mission using the suggestions I've been picking up here in the forum. I had a "hack the hidden resistance computer" mission, so I assigned four speed 15 folks (one being a specialist) and loaded them with SMG and removed all their utility items, resulting in Speed 18 for all. I had 157% Infiltration which meant pretty low Advent resistance.

I arrived and moved quickly. With a bit of luck I spotted an Advent patrol and managed to out-maneuver it and by real luck :roll: managed to avoid the second patrol I hadn't seen. I worked my way around behind the building with the computer and used the specialist to hack it. The patrols were alerted but I called for Evac and I guess because I was playing at Rookie the Evac was coming next turn. This was good because I had backed myself up against the edge of the map. All evacced without wounds.

Mission successful, although no loot. Still, it was very satisfying to have things go so smoothly. And it is nice to see how the Advent patrols no longer "rubber-band" to your location.
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