We need an Infirmary! / LWOTC Ep. 2
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- Опубликовано: 10 фев 2025
- I'm finally taking on Long War of the Chosen, the overhaul mod for XCOM 2! In this episode, we continue our efforts to liberate New Arctic from ADVENT control. Things don't go exactly to plan...
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the number you highlighted at 19:47 is the resistance personnel you have on supply duty, not the advent strength in the region
I have pinned this for clarity. The yellow box should have been one column to the left.
You can send a rookie squad into a mission. As long it isn't just 4 guys. Deploying 8 or 7 outnumbers most pods for instance. While it is better to train rookies with GTs to a fitting class, the more squads you can deploy the faster you progress and snowball.
Like one RUclipsr said: long war is a marathon but you have to sprint all the time
I feel like the mission with the resistance team taking out the faceless was a great example of your point.
Don't sleep on flame technicals, pound for pound they're probably the strongest class in the mod, the ability to mass panic entire pods is incredible. Also burning prevent enemies from doing pretty much anything, including shooting, it's not like vanilla.
Same with Combatives, don't let the bad experience on the Shinobi run mislead you, in LW it works, and it's amazing: some enemies (Berserkers, all types of Mutons, Archons, Andromedons just off the top of my head) are programmed so that if there's an enemy adiacent to them they will ALWAYS perform a melee attack. Combatives nullifies the damage and deals some back, so it's effectively a stun + some damage for that turn. Just wear a Nanoscale Vest when doing it to Mutons because their crit chance means that sometimes they can go through Combatives, but the Vest negates that.
^
also I feel like Drifter is assuming Burning works like vanilla, when Burning in LWOTC is "if the enemy has a gun, they can't do anything"
^very good advice here
I do believe that all the faceless detections in havens actually reduce those missions since presumably your soldiers figure out the new guy is a bit too slimy and just dome them, meanwhile the missions are just the more difficult part where they notice the faceless too late.
You can actually tell that you have at least one in your havens (though not where) from your income, they'll steal some.
To address some concerns...
You get more missions as you contact more factions and reguons. Raising influence seems to do something as well.
Yes, battle scanners and scanning protocall reduces the chance that new recruits are faceless. By about ten percent last I checked. (Considering that each new haven member has a 20% chance to be a faceless, that's pretty good!) Not sure about psi operatives and their detection chance.
In my own couple campaigns on Normal, I rarely had to stop faceless with the advisor. It was only one every couple months at most. It can get out of control sometimes, though. It's never as bad as late game vannila LW2, though.
Enemies did get buffs here and there. Also, the graze band is... a thing. So have fun with that.
I want to play XCOM. Then I watch one of your videos. Then I realize why I stopped playing. Then I open up the game.
I'll drink to that
Love a good death note reference :3.
I didn't notice there was a reference, but I got it when he asked if we noticed. :)
Love the series and that you always fit "close range" in them all. Keep it up
I always give pistols to my technicals. In the endgame they can fight entire pods alone. You can have a rocket with your first action, which will remove most of the cover, the use quickhand for a free pistol shot and them use face-off to shoot whatever advent that remains (and most of them will have no cover). It's very nice. You should try it!
Me and my wife are loving the videos! I always like how you narrate. It feels like I'm sharing in your frustrations and unique triumphs!
Also you do little surprises in crazy ways, idk how to describe it.
It's probably late now, but you don't want to leave your barracks underpowered. Ideally on the early game you want to take rookies alongside leveled soldiers, about 40-60% of the team. It's important to have a few high level troops and most of the barracks as high as possible.
I always try to bring at least one rookie/squaddie with me on missions I'm not worried about and I like to recruit a few more than needed and rank them up to squaddies in the training center. I hate returning from a botched mission only to see that I have no useful troops at all. To get extra bang for your buck with the low levels make them medics, theyre already not as strong offensively so they can be the default medics and still get xp.
your experience getting to the jail cells while still in concealment has introduced you to one of my favorite things in this game
stealth missions
It's not just a me thing, but how I do it is with two squads of two shinobis, a specialist, and a sniper. their goal is to complete the objective without having to touch the enemy to do so
it's a difficult thing to do, you really have to learn a new mission type for every different objective you attempt it with, but it's so satisfying
Because there's no upthrottling, it's actually possible, and if you've ever experienced that mechanic, finally being able to sneak properly is even more cathartic.
now, I do have it a little bit easier, cause i use the peak from concealment mod, and also one that makes some objectives not break concealment (like opening of doors on jailbreak missions, hacking objectives, some things that make sense)
but even without that, jailbreaks are very viable to do with only ~3 soldiers, or even a bunch of rookies. (Also assassinate vip can be done with a single sniper or technical if you are good enough at threading enemy pods, though of course you're giving up intel bonus for the benefit of having more soldiers available for other missions)
Start with jailbreaks (they are very important. more often then not you get a free rookie, and even if you get a couple faceless, always having a full haven to assign tasks to is important)
If you're brave enough you might eventually try hack the device type missions, with a bit of experimentation and a lot of frustration
tips:
-stay to the edge of the map. enemy pods don't go there for the most part, and you have one edge that you never have to watch. Also, never move past a corner of a building you haven't peaked around first.
-speed is everything, (smgs, and as few util as you can, as long as you don't drop the vest. mobility pcs pog?), cause if you're spotted, you run and hide, and being faster than the enemy is important to those moments.
-use a specialist to shut down drones you come across. you can usually get past them before they wake up, and as soon as you unlock trojan protocol, they don't wake up anyways. early game even a low level specialist has a close to 100% chance to shut them down every time.
-for jailbreaks, don't hack the doors, purchase a shaped charge (highest early game environmental damage) and blow open the back wall. Evac is very usually much closer this way than navigating the building, and as you saw, going inside buildings is very dangerous if you're trying to not get spotted
this tactic is usually possible depending on map layout. sometimes there's one door to open, but you still shouldn't have to hack
Bonus points if you bring a grenadier to use the charge, more bonus points if he has rapid deployment and can use the charge and then also yellow dash to evac on the same turn. grenadier also makes the shaped charge's small range and blast radius much less of an annoyance
-also for jailbreaks, if you spawn near the evac, and would have to run all the way back across the map to get back to it, just abort. it's not worth it.
usually though, evac will spawn close to the jail cell, and the few times it doesn't will be made up for by the fact you didn't commit many soldiers or infiltration time
-smoke everything and everyone once concealment is broken if you can't get out the same turn (don't fight, the squad isn't built for that. trust in the graze band and this mod's buffed cover values)
-WAIT and watch the enemy patrol patterns from concealment, and only act when they're all as far away from you as you can reasonably guarantee. even if you only have 5 turns left on the timer, you don't need that many to get out, and even having the automatic reinforcements drop randomly on the map is usually better than making any move in near earshot to the enemy
-jail van extractions are harder, but still possible with the same ideas.
-you might think reapers are a good choice for squad, but because they don't get shadow until concealment is broken in this mod, shinobis (especially with smgs and high level suppressors) have a much better base detection radius and are therefore better suited for this task.
there are actually legit reasons to do this besides fun (and spicing up a campaign where you will do dozens and dozens of the same mission type)
-freeing up other soldiers for other/harder missions.
-being able to actually get a squad into that short mission expiry that popped up. squad size makes infiltration time go up exponentially with each new solider, so 2-3 vs 5-6 is actually a pretty significant difference
-One of the most helpful ones to the strategic layer: your stealth squad will level up REALLY quick if you put them to work. Even if you only do jailbreaks stealth, there are a lot of them that come up, and sending the same guys who ideally never get injured once you get good, over and over again, with short infil times, gets them a ton of mission xp (which is way more impactful than kill xp in this mod), and suddenly your highest level soldier is the one with lowest kill count, and you unlock rank gated progression faster than you would have otherwise.
I'd practice on an offline campaign first if you decide you're interested in the idea of course. it took me a minute to get a really good sense of how to move to minimize detection chances. Just make everyone in gatecrasher either a shinobi, specialist, or grenadier, and find two or three different jailbreaks to send them on, and save the first turn of those missions to play over and over again.
I loved That intro a week ago and i love it now. Keep going, drifter!
I love the squad building in LWOTC. Personally, I always have a “core” for each squad.
The squad leader, usually a medical specialist.
2 “support” classes (Hacking specialist, grenadier, sharpshooter, or suppression gunner)
3-5 “Frontline” classes (Technical, Assault, Shinobi, Ranger).
If I can send the whole squad out, then great! More often than not, one or two of the squad are injured or tired. That’s where my “flex” units come in to fill the gaps. SPARKs, Templars, Reapers, Skirmishers, and Psi Operatives rotate between the teams. If I’m confident in the team, I’ll bring a rookie along who becomes a de facto part of the squad.
Fun part is, if I do that enough, eventually the squad gets too big and it ends up performing mitosis and becoming 2 new squads of even strength. Eventually a large part of the strategic layer becomes determining if a squad is strong enough to take on a newbie, or if they need the help of a flex unit.
Building the Resistance Ring allows you to see more than one choice on covert ops. Also the faceless leave the haven as long as you detect the faceless Rondevu mission, does not matter if you play it or not.
Yeah, the whole "building squads" thing was probably what I liked most about LWOTC, alongside the infiltration mechanic.
Last time i clicked this fast, ADVENt was only just landing for the first time
Loved this episode, felt like it ended so quickly. good luck on the network tower, you'll need it
Real excited for this to be an ongoing series! I noticed Christmas won the lottery and got recruited. Here’s hoping he does something cool and doesn’t go out like a chump…and I guess I also have to hope he’s not a faceless.
My admittedly limited experience with LW has always had the graze band straight up disabled. Don't know if you'll do that but it removes all the frustration with it for me. I think the long (recovery and excation times) and punishing mechanics (flanking) are the way they are since you have a lot more to work with, both in time and in personnel.
27 days is a massive amount of time in base XCOM, but over the course of a LW playthrough it's more or less fine since everything takes more time and you have other soldiers. Losing a soldier to a one-shot crit might seem horrible at first, but usually you'll have more than enough to replace them. Hopefully. Then again, its early game and you're a bit slumped for resources. Good luck, looking forward to more!
12:25
Now, I don’t know how much you’ve played already. But in my Legend LWOTC game, I only fought 3-4 of these missions the entire campaign.
Good to see the schedule holds!
Awesome! Thanks for doing LWotC Drifter!
Hey Drifter, just wanted to say I love your content and you inspired me to get Long War to try it out for myself (I've already got 200+ hrs on vanilla Xcom2)
As far as this video goes my only complaint is that I'm not a fan of color coding troops , I like them having a splash of unique color/ personality. Plus I think the squad mechanic already does a good job of keeping them organized.
Anyways that's just my 2 cents. Keep up the awesome work!
Perfect day to drop this i just successfully finished Legend Irinman today and was itching to play long war of the chosen myself but ill watch this instead!
Good luck ! Once tried long war. But it was just a chore in the long run. Hope you are luckier and able to keep an nice format
25:30 i found that out the hard way... Also didn't know you can walk on water to put it out 😭
I find it out after I burned two enemies while being flanked of them. What could happen? They were on fire so they couldn't shoot!
They moved, doused the fire and shot...
Train wreck of a mission
Love the tactic games. Long war seems fun.
Not gonna lie, I wasn't expecting the team name reference :D
At 17:36 I think you could have hacked the tower to try for a reward before evacing. Doing it then basically negates any negative effect on fail, since you're gone from the mission in the same turn, so it's always worth a try if you have an action left.
Also, I would advice caution about overly relying on pre-built squads. I'm by no means very good at Long War, but in my experience and in people I watch who play on Legendary, you often want to tailor your squad specifically to the mission. Say you don't need to hack something, you don't need a specialist (unless you're maybe mainly playing them for overwatch or officer, then it's worth considering again). I would take snipers on open, long range maps, and Rangers on tunnel missions or where you need to run a lot/fixed evac, for example. It's a rule of thumb, but it's always worth considering who would be the best fit for a mission, given all the information the game gives you, and what soldiers you want to save for other missions. There are so many classes and sub-classes in LW that fulfill different jobs, even if you want to go with squads, it's always worth considering if you want to substitute imo.
Also, I like taking a mix of experienced and lower level soldiers on missions. Because it's important to both have high ranked soldiers, and many (good) soldiers. This allows me to level both, without making the missions way too hard. I'm not sure if it does, but I would assume pre-squads would make that a little trickier. A full-on A-squad is only worth bringing out in really important and difficult missions imo, otherwise your best soldiers are best served backing up weaker ones. At least in my experience, worth toying around with imo.
Lastly, if you're getting downed every mission, the problem is not having no infirmary. That helps, don't get me wrong, but you're in trouble if you're getting downed every mission regardless if you have an infirmary or not. There's a reason you're getting downed, I don't know what that is, I'm not good enough at the game to spot it and obviously we can't see all of your gameplay, but I would look into that. It's going to make your life 10 times harder if it keeps happening.
Sorry if you're not exactly looking for back-seat gaming in the comments, lol. Just wanted to help with some thoughts. If you want to learn the game from someone who knows it actually really well (unlike me), you should check out DerAva on RUclips. He's made plently of guides and full playthroughts that have been invaluable for my improvement at the game. Also I really love your videos, I've watched probably all challenge runs and they're amazing, really just awesome channel.
wooooo another day another lwotc banger
You want to get the uncover faceless missions, faceless corpses aren't useful but you'd want to get trooper corpses for alloy plating (ablative +3), you're gonna get a lot of 3dmg grazes once vipers show up so its gonna be the difference between a wound or none.
You should try and rush contacts, its better to have other regions to run off to to do missions in once str and vigilance gets too high. At str 3 and higher you could get retaliations. Its better not to do intel in other regions (that you don't wanna do missions in), instead do recruiting or supplies. In high str regions supplies, is what you should do because str doesn't affect supply retals.
Also with hunkering down and fire, at least Advent can't put themselves out, which is fair because fire in LWotc can't miss and will keep most enemies from taking hostile actions.
With combatives, don't sleep on it, iirc how its supposed to work is that any dodge (the ability gives bonus dodge on melee, guaranteed counter on then first melee each turn) is turned into a counter attack. It should work correctly unlike in the shinobis run. The value in shutting down berserkers and chrysalids is too much to pass up. Just note that mutons (in lwotc) are smart enough to shoot (if flanking) instead of melee so don't expect to bait out a melee if you kiss a muton on the cheek. Leaving a shinobi close by in cover might bait the melee, but they'll shoot at flanked soldiers.
Resistance ring early on has bad missions, but you can still get missions for supplies or intel. Early on, covert ops is actually a decent option of turning rookies into squaddies, a successful covert op will always yield the promotion, and if they get killed in an ambush, they're expendable anyways.
You MUST remember, Drifter!
You MUST... remember... uh, something or other.
Happy about this, but longer episodes please.
Make sure you manually place evac zones when you are able. When Pang went down, you could've placed an evac, grabbed him, and gotten out way quicker.
That mission type has a set evac, you can't place one manually
I will enjoy this sooo much
You should do a “Can I beat XCOM 2 WOTC with only the Master Chief.” A modder named Rasmus has a bunch of halo cosmetics and you could use the non-rpgo super soldier class pack which has a Spartan class in it. It’s a little over powered but with only one soldier it should be okay. And if you don’t want to use that there is another Spartan 2 class by Thahat. The latter has only vanilla abilities.
I hope the infirmary will make the squads more formidable
please use flame technicals, please, in LWOTC burn disables pretty much everything the enemies can do except move, and Nalpalm-X (second ability they get), can also add a chance for panic, its probably the best class BY FAR in the earlygame, and VERY strong midgame, they only fall off lategame because of the lower scaling of damage but they are still insane.
LETSGO!!
VERY NICE
Please don't leave us on a cliffhanger on a later episode
Could you do a 30 second recap of the previous episode? If we're watching them 2 weeks apart it's hard to remember what happened, otherwise I'll have to wait till they're all our to binge
You should name your next squad "Kira" 😄
If you get a bad timer on a liberation mission, you don't have to do it. It will respawn and give you another chance to detect it. You ought to try out different builds as the game goes on too. Having multiple different builds for your classes gives you some needed flexibility as the campaign goes on. Also... you're kinda backwards on the technical builds. Flame technicals are far better as the campaign goes on. They are great for breaking concealment.
excelent video!!! i really like your videos, drifter so, thank you so much to make my sunday a better day XDXD
Does anyone know of a mod that makes the list of soldiers in the barracks as demonstrative as in lwotc? Showing mobility, willpower, life, aim, etc...
I'm playing the normal wotc, but I wanted a mod that did this, and I couldn't find anything XDXD
I am 100% sure the flash bang is useless with some rare exception
They help to avoid hits or get only grazes. Early game they are useful but it falls off since the enemy gets high aim or outright resistance. Shouldn't get flanked though.
Flamer with panic is the most useful defensive option imo
@@Superschokokeks That is true i really only use FB on Chrysalids or what ever thoes bugs are called
They remove overwatch, which the enemy spams at you. They also give a aim and movement debuff and keep enemies from using secondary abilities. They dispel section zombies and mind control also.
@@alexithyme3511 That is true but you dont want to FB a sectoids if you do they shoot at you and in early game its hurts
We are so back
Noice
15:12 ... My man just doesn't learn to not make such fumbles 😭
Thought this series was already dead honestly. Didnt think it could take 2 weeks for a 27 min episode. Positively surprised now.
I’m willing to be corrected but I swear he said the release schedule is every two weeks in the first episode
He said that it would be done this way, since it would be too much at once. It also alows him to work on other things at the same time too
@@bendre1997 Yes, he mentions it about 30 seconds into the first video.
He literally said it would be every two weeks.
He did say this was the LOOOONG series. As in nothing else is being done, so he releases one. The wait seems long when you're used to the typical schedule
Yea feels like long war doesnt like the player feeling powerful.
Nice. I'm waiting when Drifter will finaly discover officers and his reactions to that mechanic of the LW.
Does anyone know if the squad mechanic is a standalone mod or part of long war? Because I could use that in my run.
It is part of long war but there should be a standalone mod. At least I think I saw one
@@Superschokokeks Thanks so much. I'll have to look at the workshop at some point then.
I become soo annoyed with the rendezvous due to the frequency of them. They are there to give you chances at loot and corpses so if you need corpses there you go.
Took ya long enough.
Continue with what you are doing.
More
less enviromental damage? but thats no fun