The Tiger And The Snow Torrent: Where to Find the Best Quality and Subtitles for the Movie
- andrews-christin86
- Aug 15, 2023
- 7 min read
The gang behind revered XCOM mod Long War have released yet another mod for XCOM 2 [official site], bringing loads of new enemies and enemy variants. Fancy facing a snakelady sharpshooter, an overwatch-happy Advent Sentry, or a honking great Hive Queen? They'd love to have a crack at you. Head on over to the Steam Workshop to grab the Long War Alien Pack.
Either alongside or shortly after the turn-based strategy sequel's launch in November, Firaxis plan to release tools they used to make the game, sharing the gameplay source, the editor, and the assets. It'll have Steam Workshop support too. Expect grand mods.
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XCom is a game that has many functions running simultaneously. We have found quite a few bugs that will only occur when a computer is running slowly. For example, szmind had one bug only and always occur whenever the 'power saving' mode of a laptop was turned on (i.e. it was moving slower). Another bug was reproducible only if a player had been playing for many hours. With new features/functions that we code we literally have to say "don't run this for 3 seconds" to make sure other functions will finish first, in case they take longer than normal. It seems like bugs will occur if the memory storage gets too restricted or the computer too slow. Having said that, even on a really old (20 years) laptop the game still runs with minimal problems. Still, I have 3 recommendations for players:
The terrain on maps will sometimes allow you to see aliens that cannot see you in return. Similarly, sometimes aliens will be able to see you and you cannot see them. This is actually not THAT unrealistic and should be expected (as it's part of the base engine code that we cannot change). Just be aware that you might get shot at or overwatched by an alien that you can't see because of a hole in a building, or a crack in a door, or a space in a wall/roof, or flying just out of your sight range (but they can still see you) -- and also realize that sometimes you are doing the same to the aliens (but probably aren't aware).
Long War Snipers are akin to the vanilla Sniper. With Squadsight as their first ability, they're able to inflict long range damage on enemy targets from a position of safety. Note that the Long War version of the perk does not function alongside Overwatch, unlike its base-game counterpart.
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with Squadsight, and snipers no longer have access to the Opportunist perk, making them considerably less good defensively - you'll find snipers can't demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so the role of "snap shot" skirmishing snipers is filled by snipers with a Marksman Rifles and the Scout. With In The Zone and Double Tap, snipers are some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers.
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets will be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get kills for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth's skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations.
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration; "Range" is no longer a factor as it was in vanilla. Additionally, UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn't high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs like Scouts, while Stingrays will be better against more armored UFOs like Fighters.
You'll be able to construct Firestorms once you research Alien Propulsion. While these interceptors are extremely expensive and require a massive haul of 8 UFO Flight Computers and 4 UFO Power Sources, they provides a considerable upgrade over the default Raven interceptor: they come with +1500 HP, +25% Armor Penetration, +100% Armor, and 50% faster flight speeds (letting you reach the UFO faster and also granting you 50% longer engage times); additionally, your most experienced pilot will automatically move into the new craft (bringing their accuracy and damage boosts with them, but leaving the weapon they were armed with behind), and a rookie pilot will be brought in to take over the Raven they leave behind. The additional armor penetration pushes Pulse Cannons ahead of Phoenix Coilguns against all aforementioned targets, and in conjunction with the improved survivability will make Pulse Cannons quite effective against all aforementioned UFOs.
This introduces some new opportunities to XCOM 2. Firstly, you can take a pass on missions. Second: it's entirely viable, and often useful, to send an under-strength squad to a mission, because smaller squads can infiltrate more quickly and effectively. This creates an interesting separation within your roster, between large teams of newbies and small teams of highly-levelled, well-equipped crack special forces operatives. Moving between sub-squads introduces more variety to combat encounters as well. In XCOM 2 you're likely to develop a small team of very precious warriors. In the Long War you nurture a broad, diverse stable over a longer period.
Even if you decide to deploy a small squad, combat encounters tend to be busier. Enemy reinforcements can drop in while you're waiting for extraction. If a mission is going badly and you choose to extract, you have to wait longer for your ship to arrive, and thus fend off more enemies. There are new enemy varieties too, such as colour-coded versions of ordinary advent soldiers with different loadouts and behaviours. These expanded firefights have an interesting effect on the way chance operates. By growing the number of chance rolls the game makes, the effects of variance are reduced over time. You will still see massive swings of good and bad luck of course, but the length of the campaign and the reduced value of soldiers softens XCOM 2's harshest elements. The extra bit of ablative armour that recruits wear also helps.
Repair Servos is good. It can heal a lot of damage which can prove useful on longer missions. The big problem with this ability is that the enemy will often deliver damage in massive flurries, and Repair Servos won\u2019t help when your MEC is KO\u2019d. If you are planning to bring plenty of medikits and restorative mists on longer missions, which you should, this ability is unnecessary.
Lock N\u2019 Load is ok. It would be very good if it didn\u2019t conflict with Hit & Run, but it does. When your Pathfinder uses Lock N\u2019 Load, Hit & Run will no longer proc. This is quite annoying as otherwise it would allow your Pathfinder to top off his clip every round, and still shoot twice. As it currently works, the biggest advantage of LnL is the extra bullet. I\u2019ll pass.
The latter is easily the pick of the bunch deals-wise, which means you can so long as you sign in/sign up for a free account nab Firaxis turn-based strategy affair for 16.79/$28.79. Offworld Trading Company is another gem going for 11.99/$15.79; while EVE s Core and Premium Starter Packs are shifting for 3.29/$4.29 and 12.79/$21.29, respectively.
PanicMod_AlwaysHunker is another voice of reason, ensuring panicked soldiers will always go to ground on the spot instead of shooting or running in a random direction. While it can initially be amusing to watch cowardly troops run into the line of fire instead of away from it, this Commander tired of such unnecessary deaths a long time ago.
A Better AI is the perfect mod for the job, increasing the decision making and ruthless killer instinct of every enemy in the game. While you may have experienced the AI granting you small acts of mercy in vanilla acts such as ignoring a low HP trooper to fire at a healthier one, or using an ability on you instead of taking an easy flank shot this mod ensures such friendly sportsmanship is long over. Enemies will ruthlessly prioritize killshots and flank opportunities, overwatch only when the situation makes it tactically favourable, and rarely spam their various abilities if it s better to just shoot you in your face instead. Another excellent set of changes is how the AI will pick and choose from many more options at any given moment, making enemies far less predictable than their vanilla brains allowed. Be warned: now that Stun Lancers remember they have guns, they are easily fifteen times as hateable.
Overwatch Ignores Concealment is a little change with a huge effect, allowing your overwatch to fire off normally even while your troops are concealed. You no longer gain the bonus chance to hit that vanilla concealed Overwatch enjoys, but in return, you don t have to jump through hoops to get your stealthed troops to react anymore. As an XCOM:EU vet, this mod is one I really enjoy I prefer starting fights on the alien s turn instead of starting ambushes during mine. It s a definite boost to the player s lethality from concealment, so consider increasing your game s difficulty to balance things out. 2ff7e9595c
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