Xcom Longwar [I/I] Picking Soldier classes guide!

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  • Опубликовано: 4 фев 2025
  • Keep In mind that snipers are the vital when using these builds. Sure most of these builds are great without sniper focusing, but snipers with load-outs designed to support them will yield the most success.
    Note: when I mention about gunners and say that 70 aim soldiers are more to be reserved for "gunners" I meant snipers. -- Watch live at / anzleon
    XCOM Enemy Unknown Copyright © 2012 Firaxis Games & 2K Games
    XCOM Enemy Within Copyright © 2013 Firaxis Games & 2K Games

Комментарии • 70

  • @enochlol
    @enochlol 9 лет назад +124

    Sort of a summary, hopefully I have the preferred stuff right.
    * *Snipers* at 2:56 :
    _Preferred stats_: High Aim, low Hp, low mobility
    _Preferred skills_: Dead Eye, Precision Shot, Sharpshooter, Vital Point Targeting, Bring 'Em On, Double Tap
    * *Scout* at 8:40 :
    _Preferred stats_: High Hp, high mobility goes to MEC
    _Preferred skills_: Holo Targetting, Low Cover, Battle Scanner, Concealment, Sprinter, Extra Conditioning
    * *Combat Damage Scout* at 1:14:38 :
    _Preferred stats_: High Hp, high mobility
    _Preferred skills_: Holo Targeting, Ranger/Deadeye, Battle Scanner, Hit and Run, Sprinter, Extra Conditioning,
    * *Overwatch gunner* at 13:39 :
    _Preferred stats_: High Hp, high aim, low/medium mobility
    _Preferred skills_: Covering Fire, Opportunist, Ranger, Ready for Anything, Platform Stability Extra Conditioning/Sentinel
    * *Flush Heat* and *Magic Bullet (Bullet Wizard) Gunner* at 20:26 :
    _Preferred stats_: High Hp, high aim, low/medium mobility
    _Preferred skills_: Flush, Heat Ammo, Ranger, Double Tap, Resilience, Extra Conditioning/Mayhem (Aim above 80)
    Holo Targeting, Shredder Ammo, Ranger, Double Tap, Danger Zone, Mayhem
    * *Assault* (and *Rapid Fire Assault*) at 24:36 :
    _Preferred stats_: High mobility, medium Hp, low/medium aim
    _Preferred skills_: Close encounters, Ranger, Hit and Run, Resilience, Sprinter, Extra Conditioning
    Close encounters, Aggression, Rapid Fire, Killer Instinct, Bring 'Em On (Sprinter), Extra Conditioning (Vital Point Targeting)
    * *Support (Psi) Engineer* at 34:06 , 42:04 and 47:16 :
    _Preferred stats_: Low Hp, high will, medium mobility (13), low aim
    _Preferred skills_: Smoke Grenade, Smoke and Mirrors, Repair, Dense Smoke, Extra Conditioning (Packmaster), Bombard
    * *Combat Engineer* at 47:16 :
    _Preferred stats_: High Hp, medium mobility (13), high aim, Defense >-1
    _Preferred skills_: Sapper, HEAT Warheads, Suppression, Mayhem, Extra Conditioning, Bombard
    * *Officer Medic* and *Psi Medic* at 37:00 (and 43:42 + 51:25 ) :
    _Preferred stats_: High will, low mobility, low aim, low/medium Hp, Defense
    _Preferred skills_: Suppression, Smoke and Mirrors, Smoke Grenade, Dense Smoke, Bombard, Savior (Packmaster)/Extra conditioning
    Steadfast, Smoke and Mirrors, Smoke Grenade, Combat Drugs, Bombard/Sprinter, Savior/Extra Conditioning
    * *Rocketeer* at 56:40 :
    _Preferred stats_: Possibly High Aim, Average in everything goes to Archer if does not roll well or goes to Psi Rocketeer
    _Preferred skills_: HEAT Warheads, Fire in the Hole, Shredder Ammo, Mayhem, Shock and Awe, Tandem Warheads (Danger Zone)
    * *Infantry*, *Tank Psi Infantry* (and *Overwatch Infantry*) at 1:01:26 :
    _Preferred stats_: Average Hp, medium/high aim (68/69), medium mobility (12/13), (high will)
    _Preferred skills_: Executioner, Aggression, Ranger, Sharpshooter, Bring 'Em On, Extra Conditioning (Rapid Fire possibly if high aim)
    Steadfast, Will to Survive, Suppression, Lock N' Load, Resilience, Extra Conditioning
    (Covering Fire, Opportunist, Ranger, Lock 'N' Load, Sentinel, Extra Conditioning)

    • @OrpheusOverdrive
      @OrpheusOverdrive 6 лет назад +6

      A lot more organized and concise than the actual video, thanks!

    • @v0ltraid
      @v0ltraid 4 года назад +1

      God Bless. This is all we need

    • @doncorleole2356
      @doncorleole2356 4 года назад +1

      I love you

    • @SCARaw
      @SCARaw 2 года назад

      this guide is useless

  • @pabloarammasmanian5391
    @pabloarammasmanian5391 2 года назад +22

    I am seeing this 6 years bc i am playing long war for the first time an the builds still rocks. Ty for this quality content

    • @v1perys
      @v1perys 2 года назад +2

      I had finished my 100% achivements run for XCOM only this late 2022 year. Now, onto the LONG WOR

    • @igotbanned3timesfromyoutub883
      @igotbanned3timesfromyoutub883 2 года назад +2

      @@v1perys "LONG WOR" lmao

  • @TKMachina
    @TKMachina 8 лет назад +52

    2:34 Sniper
    8:39 Scout (concealment)
    13:39 Gunner (overwatch)
    20:38 Gunner (flush)
    24:35 Assault
    29:28 Assault (rapid fire (+flush explained))
    37:00 Medic (officer)
    41:56 Engineer (support)
    43:40 Medic (psi)
    47:21 Engineer (combat)
    51:26 Medic (revive)
    56:10 Rocketeer
    1:01:25 Infantry (tank/psi)
    1:05:51 Infantry (crit)
    1:10:04 Infantry (overwatch)
    1:14:22 Scout (combat)

  • @shhfiftyfive
    @shhfiftyfive 9 лет назад +7

    looking forward to more videos. perhaps more videos to cover:
    - which items/loadout each class uses best.
    - which research takes priority and why.
    - which buildings take priority.
    - which items you can sell and which you should hold on to.
    - when/with what to upgrade your interceptors.
    - how many/what kind of mecs to build
    - which soldiers to be mec/officer/psi.
    - aside from France start, name/explain at least a few other contenders.
    - how many rookies to take with you on each mission type in the early weeks, later months.
    - which classes/abilities to turn into covert ops (ranger/sprint/psi).
    - best medals for leader, and best medals for personal stats as non-leader.
    - choices for genetics.
    also, i feel you missed out on showcasing the scout DMR marksman build.

    • @mikemersereau2347
      @mikemersereau2347 9 лет назад

      +shhfiftyfive
      Great video Anzleon! Helped very much that you explain why and for what situations your saying this skill choice is the best. Your flush combo finally makes sense. I would ditto all of shhfiftyfive topics.
      I would add that I'd like to see a video on what tactics you like to use against the various aliens.
      Thanks

    • @shhfiftyfive
      @shhfiftyfive 9 лет назад

      +Mike Mersereau yeah, i'd aslo like to hear about which UFO's (depending on predicted behavior) absolutely must be shot down, and which ones you can/should let go (to save your interceptors for the must-do ufo's)

  • @arvius4111
    @arvius4111  5 лет назад +12

    For Those Coming to this Guide now, I've Modded Longwar a Lot and am playing that/posting the runs on RUclips now! Check it out!

    • @spamrme1654
      @spamrme1654 4 года назад

      I came across your video on LW air war. I have started to play LWR (Rebalance).
      Do you have any suggestions on air war? No interceptor transfer until repair finished and long refuel/rearm time. Can not intercept multiple times with the same interceptors. The usual strategy doesn't work anymore.
      Thank you for making these videos.

    • @arvius4111
      @arvius4111  4 года назад

      @@spamrme1654 I have yet to play REbalance myself though I hear great things about it. I currently just play my version of XCOM LW beyond impossible. If you cannot transfer until repaired then you are in trouble. I suppose the only thing you CAN do is get Air game weaponry

    • @spamrme1654
      @spamrme1654 4 года назад

      @@arvius4111 thanks for replying. I'd love to see you make a video when you try Rebalance.
      Hint, can't overwatch without enemies in sight. And to use ITZ, need to fire steadied weapon. Same, no steady without... ;)

  • @motasmagic
    @motasmagic 20 дней назад

    Have done my long wars in reverse order.... did LWOTC first, now doing xcom EW LW cant wait!

  • @seawolfsam
    @seawolfsam 10 месяцев назад

    been subbed to the stream for years on and off.... had no idea you had a youtube, thanks for the guides

    • @seawolfsam
      @seawolfsam 10 месяцев назад

      on and off cause the prime sub doesnt auto-renew

  • @2DRonaldo
    @2DRonaldo 5 лет назад +3

    I feel like such a fool, I always went for the 20% increase chance of Psionics getting their ability with Mexico.
    the 40% Requests chance with France, really helped speed up my research.

  • @darkjeshush
    @darkjeshush 7 лет назад +2

    nah mindfray to set up for a 60% panic is a misplay, even if fray is 100%. Two 60% panic rolls has joint probability of double fail at 16% which is already 84% success by itself. The huge difference is that conditional success of the first panic at 60% gets a free action since you no longer need the 2nd panic attempt. So fray+panic has EV .85 panic and .15 failure per trial, and the double panic has EV .84 panic, .16 falure and an extra .6 free action. The expected return on successful panics is 28.5% higher for taking the double 60% panics over 100% mindray + 85% panic. taking the mindfray hedge to set up for the higher % panic is actually worse than buying insurance in blackjack.

  • @lord6617
    @lord6617 9 лет назад +1

    You didn't go over shredder on gunners at all, other than the bullet wizard build. Do you not value the shredder, or you get the shredder from other troops like assaults or rockets?

  • @jasoncampbell5774
    @jasoncampbell5774 9 лет назад

    Thanks for this. The one topic on LW I have had a hard time getting info on

  • @riuoku
    @riuoku 9 лет назад +12

    I prefer lone wolf over dead eye. For the price of 5 aim for flying I get 10 aim and crit on everything. Of course I dont bring more than 2 snipers on mission, usually one. Just wanted to mention it's not no brainer choice here :d

  • @Hazztech
    @Hazztech 3 года назад +3

    Field surgeon is underpowered as hell and if I knew how I'd mod it to be better.

    • @texbo1919
      @texbo1919 Год назад +2

      I know its long after anyone will read this, but, naw I always use field surgeon. I always have missions with wounds. And you get one less for every trooper in the mission. That is a lot of days saved out of the med bay. But I do play more aggressive than most.

  • @arvius4111
    @arvius4111  9 лет назад +1

    I like archers pathfinders and marauders the most atm. Ill do a video on it soon. Basically you MEC the soldiers that roll the worst via hidden potential.

  • @maxgiriy7
    @maxgiriy7 8 лет назад +1

    Hey buddy!
    Could you do a guide with psy-skills recomendations for each class. And did you do a MEC-guide? If "Y" - give a link pls. If "N" - Can it be in your plans?
    And may be some class prefferrences for different missions. Or you're done with LW?
    P.S. Are you disappointed in LW2 and not going to play/do guides for it?
    Good luck with your playing and thanks for great guides!!

  • @tyrano1982
    @tyrano1982 9 лет назад +1

    What kind of soldier are better to make them MEC? and which type of MEC?

  • @odinentertainment1079
    @odinentertainment1079 3 года назад +1

    Excellent video! How do I auto-promote my rookies like that? Cant find this specialist mod anywhere ;(

  • @lord6617
    @lord6617 9 лет назад +2

    You focused a lot on sniper heavy playthrough, watching your streams you've been focusing on non-sniper play lately, would have been great to get your take on that style of play.

    • @arvius4111
      @arvius4111  8 лет назад +1

      +lord6617 Shredder gunners are rather useless to me, and yes I can get it from shredder rockets and assaults with the ammo. You have to remember shredder is only useful for BIG targets. most targets still take 1-3 hits to die regardless of them being shredded. Id also love to do more guides just tell me what you guys want to see

  • @wipvanrinkle8525
    @wipvanrinkle8525 10 месяцев назад

    I did not know you could swap the 2 class suggestions to any other😢

  • @noahandrulis9077
    @noahandrulis9077 4 года назад +2

    I feel that you're somewhat misinterpreting the value of Overwatch Infantry builds at most stages of the game. Honestly, the problems you have with overwatch infantry may be solved by taking Executioner instead of Covering Fire at Lance Corporal.
    Yes, you lose on the utility of Covering Fire, but as you said, Overwatch Infantry aren't going to be killing targets in cover anyway. instead, their role is one that can last until the late game far better than an Overwatch Gunner: finishing off low-health targets.
    Overwatch Infantry with Executioner(and maybe Deadeye, though I don't play around with it as much as I should for infantry. Suppression+Lock and Load is too strong a combo for me, given you can keep a high-priority target suppressed indefinitely) can easily hit enemies who break cover to move. Given that the enemies most likely to break cover are those who are heavily wounded and falling back to regroup, Executioner turns on to finish off the wounded alien.
    In addition, Overwatch Infantry can make great Officers. Their position in the center of the squad allows the squad-wide benefits to hit everyone, and you almost never have to person you want to command out of your command zone. In addition, you can shoot and Command, something no other class(except Snipers, Assaults, and combat-focused Scouts, but they're generally the people you're Commanding) can do.

    • @noahandrulis9077
      @noahandrulis9077 4 года назад

      For Gunners, I take a double-tap Squadsight build the most, though I'm looking into a Flush/Rapid Fire anti-MEC trooper that I turn into a Goliath to have a dedicated anti-mechanical soldier for the larger missions. To me, the value of a Gunner is not in deleting low-health targets, as I mix ITZ snipers and Overwatch Infantry/Medics for that. Instead, what the DT Squadsight Gunner does is they find a place to hit a high-value target such as a Cyberdisk, Berserker, High-Level Leader, Sectopod, Muton Elite, Ethereal, or Mechtoid, and slam two shots into them. Admittedly, I have been taking Danger Zone on them, when I should take Platform Stability, as you have successfully convinced me of its value, and I take Executioner instead of Ranger to help in finishing off the enemy.
      Yes, Ranger gives the extra damage, but I take Mayhem to give Guaranteed damage+shredding on high-priority targets when DT is on cool down. Honestly, once you get to flying armor, this build is a one-two punch all on its own. You can safely imitate a DT sniper with this gunner build with a more tank soldier that can also do guaranteed shredding for when you don't want to wast a shredder rocket on a single Mechtoid/Sectopod

    • @noahandrulis9077
      @noahandrulis9077 4 года назад

      When it comes to Medic officers, I am turned off by one simple fact: Medics make the absolute best psionic soldiers in the game. No matter the build, they always tend to not contribute much in a firefight, tough an Overwatch Medic can do great things to soften up enemies for an ITZ chain, and they have the best will progression of all classes. In two playthroughs, I have had at least seven medics with 90+ will, and only three non-medics who could boast the same. And honestly, a good overwatch Medic is also easy to build. Take Suppression->Rapid Reaction->Paramedic->Opportunist->Lock 'N' Load->Savior for a decent soldier that can lock down an enemy in any number of ways once psionic are online, with maximum action economy from both Lock 'N' Load and Paramedic. RfA is a trap on medics, given it's up against either Smoke Grenade if you're building a support Medic(Which I don't like, because it cuts down on the Medkits, and you need those Medkits. Plus, in late game, you can take a Mindshield and an Alloy Vest/Chitin Plating with a Carbine while wearing Vortex Armor and get 100% Psi Panics, plus 100% Mind Controls on most enemies, including Mechtoids.

    • @noahandrulis9077
      @noahandrulis9077 4 года назад +1

      To finish off my comments, I understand your thought process, especially for the Assault, Scout, and Rocketeer, but respectfully disagree, as I feel you undervalue certain perks while overvaluing others(Covering Fire comes to mind). If you read this, know I mean you no ill will, and hope you take my comments with an open mind. Maybe you'll experiment with the builds I've proposed, and find you like them.

    • @arvius4111
      @arvius4111  4 года назад

      I enjoyed reading your critical analysis of what you think when it comes to strategy Noah. IT has been a long time since Ive made this video and since I've played original Longwar... I have since then Heavily Modified it to be more difficult for fun. So my feedback is going to be limited as is my ability to convey thoughts in just writing. I think the crux of what this comes down to is what are the viable and powerful builds that you can make in the game. So the question is what is the intention: Is the goal to kill the aliens as quickly as possible, which is generally the strategy I adopted. IF that is the case then whatever aligns to accomplish that easier I took, however there can be CONSISTENTLY safer and slightly more successful builds that may simply mean you kill them 1-2 turns slower. Its been too long for me to really point on a correct answer here, but I will delve into a few concepts too:
      The cover-fire is essential because without it you may simply have an infantry that never shoots during that turn(more than once). I think cover-fire is in general weak because your success can be reactive to what the AI decides to do. Whatever the case, its all about getting those extra actions and shots in I think so whatever build gets there the best will work well.
      One big benefit to an officer medic is they really don't do THAT much combat-wise so giving their action via command to a more deadly soldier seems to make sense, however ill more focus on the PSI idea since that seems to be what you value them for most. If you psi inspire and then Mind merge your officer, all of your other soldiers get their will which can make even an infantry or other class PSI do incredibly high % attacks succeed perhaps even mind-control an ethereal more easily.
      What really matters is weather or not you build your team in a way that is synergistic. If I shoot a rocket, hopefully I have an executioner or in-the-zone soldier or hit and run soldier to finish them off. So from that position what is the most efficient synergies?? Not sure anymore since I only play my Modded version.
      I think you would really enjoy My "beyond impossible" version of the longwar mod Noah. If you pop into my twitch channel and type !xcombi and go to the third link it'll show you everything to set it up. Almost done balancing it all

    • @noahandrulis9077
      @noahandrulis9077 4 года назад

      CoolGameBro for me, it’s less about the will, and more about the ability to do something and still command. Infantry make the best officers for me since they can shoot and command, plus they’re usually able to see most of the squad, unlike Assaults, Scouts, or Snipers, the other classes that can shoot and have a free action. Engineers and Medics can throw smokes and command, but both have good psi potential, and I’d rather groom Engineers for Mimic Beacons and Medics for pure psi. Plus, my favored Medic builds don’t include any smoke grenade perks.

  • @tyrano1982
    @tyrano1982 9 лет назад

    If you are not making a heavy sniper barrack which perks you will take with scouts?

  • @somenmbrslikechinapl
    @somenmbrslikechinapl 6 лет назад

    So what would be the role of a crit infantry?Would they outperform gunners at mid range and assault at close range? NB: I was playing so far without hidden potential, so I was always trying to build solid pool of overwatch infantry because of faster aim progression for mid game at least (shooting all those exalts, drones, thinmen, while snipers would clear higher priority targets, and gunners higher hp targets).

    • @arvius4111
      @arvius4111  6 лет назад +1

      Crit Infantry are far more of a damage option until the gunners are MSGT or atleast Tech sgts with more control of where the damage goes. They are both very similar for sure but the infantry is more mobile. That said I Mod my own version of Longwar now these days called Beyond Impossible so its hard to remember everything from vanilla :D

  • @ckhawk00
    @ckhawk00 9 лет назад

    Great video. I noticed that you have a 2nd scout build in your twitch campaign but you didn't cover it here. Also is there a different evaluation on picking soldiers if you use stick screening?

    • @mikemersereau2347
      @mikemersereau2347 9 лет назад

      +ckhawk00
      I can only guess that since he's trying not to use snipers, the scout role had to change...good question.

    • @cyeRunner
      @cyeRunner 9 лет назад

      +ckhawk00 as far as i remember from the stream its Holo Targeting, Ranger/Deadeye, flush (for enabling the gunner-overwatch strategy), Hit and Run, Sprinter, Extra Conditioning

  • @LandofMert76
    @LandofMert76 7 лет назад

    Ugh, I took Field Surgeon on all my Medics> Didn't realize that was how it worked. Did you make a video on MEC builds?

  • @mickaelcohen7775
    @mickaelcohen7775 9 лет назад

    great work, thx u so much. Can u make a guide about most important researches and items to rush ?

  • @DA2K11AUTTP
    @DA2K11AUTTP 2 года назад

    How did you do that

  • @RaskaTheFurry
    @RaskaTheFurry 6 лет назад +1

    what about bio-tank Assaults ?

  • @Psilocybin77
    @Psilocybin77 9 месяцев назад

    playing long war of the chosen, I have to get over my habit of leaning on sting/bluescreen grenadiers lol.

  • @bondedomao
    @bondedomao 6 лет назад

    Nice video. No spreadsheet?

  • @MBKill3rCat
    @MBKill3rCat 4 года назад

    40:55 Why not take field surgeon on medics? Reduced recovery time seems like a very big deal
    1:00:00 Why not take Platform Stability on rocketeers?

    • @cheezemansam9567
      @cheezemansam9567 4 года назад

      For Medics, Field Surgeon isn't *bad*, but it isn't in the same league as Stay Frosty. The issue with Field Surgeon is it only helps if your guys are getting shot at and injured (it doesn't mitigate 'fatigue' wounds). If you are worried about wounds on your guys, then you should pick suppression to reduce the chance of being hit (and wounded) to begin with. It also synergies with the Smoke Grenade perk to allow you to Smoke->Suppression early on.
      For Rocketeers, it is because Shredder Rockets are too good. There are a lot of cases where Shredder rockets are *better* than normal rockets, especially at MSGT with Tandem Warheads. Also significantly, early/midgame going from 3 total rockets to 4 rockets is pretty substantial, since it allows you to use rockets far more liberally. Plat Stab is actually very significant too once you pick it up and is better if you happen to have godawful aim rolls, but in the long run most of the time at GSGT/MSGT you have enough aim that it actually doesn't make a big difference, and Tandem Warheads makes the occasional extra 0.5-0.7 scatter less significant.

    • @MBKill3rCat
      @MBKill3rCat 4 года назад

      @@coolgamebro2611 How much time would you end up saving in the end by taking field surgeon, in hours?
      Regarding Platform Stability, you wrote far too much there for me to read (I got about half way). It seems to me like everything in that level is kind of bad, and for cases where I need to be firing multiple rockets, or where I've had to dash, etc. I've found Platform Stability very useful for the reduced scatter.

  • @antonioscendrategattico2302
    @antonioscendrategattico2302 3 года назад

    Close Encounters is sometimes decent for maps that have hard to break cover. or against flying units that try to go for flanks. I've found myself saved more than a few times by having some assault just walk up to the closest cover to the problem alien and shooting it in the face, without the need to flank.
    That said... it IS pretty inconsistent and you can do that without Close Encounters.
    I still maintain one Assault with it because I like having the option, but... yeah, it's the worst of the three perks.

    • @jiiaga5017
      @jiiaga5017 10 месяцев назад

      The issue with close encounters is that you need to move into the possibility of more pulls in most cases to use it. On the other hand, I almost never use assaults for anything but Exalt missions and UFOs, so I'm happy for close encounters because it works perfect for those missions - dealing with heavy floaters and other problematic enemies where I know where most of the pods are. And late game my assaults will be Marauders or Psi soldiers, both of which have something to do at range.

    • @antonioscendrategattico2302
      @antonioscendrategattico2302 10 месяцев назад

      @@jiiaga5017Yep, that's basically the same for me. Assaults are priceless in maps with REALLY hard covers where popping pods is less of a concern (maybe because there's a lot of walls that break line of sight).

  • @AmarasLinwelin
    @AmarasLinwelin 9 лет назад

    Keep up the great work :D

  • @lumis2650
    @lumis2650 9 лет назад

    nice guide

  • @KFP_Prophet
    @KFP_Prophet 5 лет назад

    Gunnar Bjonsson is annoyed you made him an infantry. He changed his name to Gunnar and everything.

  • @jarosawpanek2979
    @jarosawpanek2979 6 лет назад

    snipers are never too strong they need somone to cover them with close combat on distance they are best but sometimes they are useless so all classess are eaqual with doing theirs jobs.

  • @ix_mystical_xi4333
    @ix_mystical_xi4333 7 лет назад

    Is long War for ps3 too?

    • @mrchoochoohead
      @mrchoochoohead 7 лет назад

      JUGGEY THE JUGGERNAUT no sorry pc only. if u have a laptop you should be good to run this game (it even runs on mobile). and it's often dirt cheap on steam

  • @mahmutkelbas8175
    @mahmutkelbas8175 3 года назад

    Came for a detailed explanation of every class and each of their abilities what I got instead is a nerd flexing and boasting what he thinks is best for 1 hour.