Long War 2 Strategy Rating: 3,7/5 8529 reviews
  1. Long War 2 Strategy Guide
  2. Xcom 2 Long War Strategy
Long war 2 too hard

Figured we might have sufficient mass for a forum designated for Long War players to ask for help and share strategies that worked for them here. Spoilers ahead, I'm sure.Here's some tips from the readme:Tips:- Many players have reported this mod to be more difficult than vanilla X-Com.

Long War 2’s main focus is a massive overhaul of the strategy layer, providing a significant revamp to the depth and complexity of your activities in XCOM 2’s geoscape.

A number of strategic game elements are more random, and no longer are the parts of the strategy game that drive the narrative forward so simple to accomplish: They take meaningful amounts of time and resources, even as the aliens gain additional tools to beat you. Be prepared to abort missions and lose satellites and countries.

Improvements in soldiers and technology will often be incremental rather than transformational. There isn't some dominant strategy deliberately embedded in the settings for you to root out; instead, you'll have to mix both long-term preparation with short-term flexibility to deal with crises.- Satellite spam is no longer an effective strategy; you'll fall too far behind on research. Labs are now vital.- Keep a spare satellite on the launch pad. You can't get every UFO, and the survivors will sometimes send hunters after your birds. If you detect a supply cruiser in March, build a satellite immediately! You are going to lose a bird within a few days.- Plan ahead! Everything takes time to build now.

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Minimum Engineer requirements may also be more of a factor.- You'll find you'll usually want more than you can afford; be prepared for shortages in cash and alloys, in particular, in the early and mid-games, and weapons fragments and Elerium late game. Selling alloys and elerium may come back to haunt you later. Landed UFOs are a terrific resource but will require your best soldiers to capture.- With the long injury recovery times you should maintain at least 25 to 30 troops in your barracks.- Interceptor buffs are much more useful than in vanilla, but don't expect to bag every enemy UFO. But you can keep panic at bay by at least making an attempt.- SHIVs are no longer a sideshow, but a crucial part of your team.- The enhanced weaponry projects in the foundry provide intermediate steps between ballistic and laser weapons, and lasers and plasma. If you want to delay the lengthy research required into the next generation of weapons, consider these items as a stopgap.- In the late summer months, casualties of experienced soldiers may mount. Wet Work and Rapid Recovery are vital projects in maintaining the ability to field a powerful combat team.- You absolutely must have HEAT weapons (either via perks or the SHIV item) to take on Cyberdiscs and Sectopods. They will be very difficult otherwise.I'll start by prompting players to offer up how they beat outsiders in the early game (as that seems to give a lot of new players trouble).Edited by johnnylump, 19 August 2013 - 05:30 PM.

In response to post.Thanks for the Great Mod, Difficult as Hell, but Twice as rewarding and Amazing the Stuff you have been able to add/change, Thanks!- Agree with the Above too many people post how hard it is, It's Meant to be Tough, So Suck it up! Or Lower the Difficulty!- If You are still not happy with any changes, Read online and learn to mod then change them yourself, 80% of the stuff can be changed in the INI or with Toolboks.- Outsiders- Don't.Let.Them.Shoot.- Line up at the doors and kill them before they killing you. With an 8 man squad even 2 Outsiders are not a problem with this method.- Save the Heavy and someone with a Smoke Grenade for Last, If their got out early or you can't not kill them Fast enough, Suppress, Drop a Smoke Grenade and Pray, it Works. Most of the time.Edited by DarkonSB, 19 August 2013 - 06:47 PM. I feel like the best way to gain an edge in the air war is quality, not quantity. Each interceptor costs $50 to maintain not to mention $200 to build, which if trying to maintain a large fleet will quickly bankrupt the player.I personally found that a Phoenix Cannon stacked with an Interceptor with 2-3 kills is very effective against a medium UFO, as long as a tracking module (which is dirt cheap) is immediately used. Generally the Interceptor can shoot down a Destroyer and take only about 50% damage.

Most critically, this makes it so that you generally have 1, at most 2 Interceptors damaged from an encounter as opposed to having 2-4 Avalanche-eqiupped Interceptors damaged. Of course, using such an Interceptor on a small UFO is also highly effective, but small UFOs are vulnerable to the standard fighter + aim module, or tracking module, depending on the situation. The tracking module does buy 5 extra seconds, which is often just what is needed. The money spent on the Phoenix Cannon is well worth it.

No more worries about the lost battles – it’s a way to fix all the mistakes within few clicks! If you notice any mistake, please let us know.If you are ready to upgrade your game, click on Game Save and don’t wait a second more! File download option is a perfect choice – you will get great improvement for your game version. Manager download speed.

If trying to decide between a new Interceptor or weapons upgrade, go for the latter.The Armored Fighters foundry project massively boosts the survivability of all fighters, which makes this incredibly important. This is because reduction in damage = less downtime, so that effectively your Interceptor force is available for more action.An experienced Interceptor + Laser Cannon + tracking module is usually enough to shoot down an Abductor in one pass. Victory is almost guaranteed with the Armored Fighters project or a dodge module. In response to post.

Is also a reply to the same post.My strategy for outsiders centers around the approach.1) They are always in specific areas so save them for last. Outsiders will murder you unless you can flank them or drop a ton of death on them immediately.2) Approach from two blind sides. Once the area is clear take two teams and approach the walls of the UFO so that you can't see the inside (and it can't see you). Make sure everyone is reloaded, grenades are at hand, and you can freely flank the Outsider.3) Open a door, if possible, to gain sight of the Outsider. Outsiders often do not act when seen, but only very rarely will ANY unactivated alien pod react when a door is opened.

They'll just stand there out in the open.4) Lead with your best shot, preferably saving that Run N Gun shotty blast for last once you KNOW the thing is low enough on health to be taken out.5) Should it survive you're best bets are to destroy its cover if possible (sapper!) or move a team around to flank it. Once active they can actually wander quite far so if you're willing to let it regenerate to full health for the chance to hit it with a pincer attack go ahead and fall back.

Long War 2 Strategy Guide

In response to post., are all replies on the same post.Simple method to take out Outsider in Small Scout missions, with a team of rookies:1/ Equip at least two rookies with frag grenades. I go with 3 frag and 3 smoke.2/ Clear the map, without using said frag grenades. The other 2-4 pods MUST be dead, because the outsider is nasty enough alone.3/ Approach the UFO from a path that stops your team to see inside it.

Xcom 2 Long War Strategy

Ideally, the door (if still closed). Alright, the last time I played Long war 1.92 with Slingshot enabled, I found it impossible to beat those missions without save scamming.The first slingshot mission is fine, but the train mission is so hard to beat. I needed nearly 20 runs to beat that. The mothership afterward was also quite hard too but not nearly as hard as the train one.My question is, do you play long war with sling shot enabled or disabled? Is it possible to start slingshot mission at a later month when I have better equipment?.