Feedback on 1.3

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Franzy
Posts: 69
Joined: Thu Apr 06, 2017 9:05 am

Feedback on 1.3

Post by Franzy »

I'm only ~33% through campaign (L/bronzeman), but would like to share some thoughts on changes in this patch. I play with lots of QoL life mods, and the following gameplay mods&INI tweaks:
- Commanders' Choice (I really hate the idea of random class pick)
- Advanced modular weapons (this mod moves additional weapon mod slot to Proving Grounds from the contitent boni)
- AWC always show perks = true (I like planning builds for my soldiers)

I like the difficulty and most of the changes, some of them are really fun (overwatch specialist are surprisingly good). You can even stealth some missions still! (Only hacks though, stealthing any other is almost impossible without save scumming.) But there are few things that I find really annoying and I would like them changed in future patches if there will be any :).

First is randomness of evac in S'n'G and Jailbreaks. Apparently it can be almost anywhere on the map now. Not once I saw Jailbreak map with jail in one corner and evac in the opposite side of the huge map! And you have only 12-15 actual turns out of stated 22, because reinforcements start dropping every turn after turn 12-14 (and don't forget RNFs around turns 6 and 10). And it's like 5-6 turns just dashing from a jailcell to the evac (you know how slow these guys are). So you have only 7 turns to get to the cell, clearing the path through advent pods. And it's pretty hard especially with ballistic/lasers. After being overwhelmed by reinforcements twice while dashing to far-far-faraway evac (lost a couple of soldiers each time)... now if I see the faraway evac I just abort the mission. Kill a pod, hack a nearby tower and go home. And that feels kinda lame, wasting all the time infiltrating. Bottomline, I think that evac should always spawn somewhere in the middle of the map on jailbreaks, not in a totally random place. That will still make it difficult to stealth while not rng-screwing players.

Second is the RNF bucket starting to fill right from turn 1, not after reveal (on certain missions). That feels kinda wrong, as Advent should have no idea we are even here! I guess it was made so to facilitate the whole "soft timer" thing, but still I'd rather prefer it was different, so we could actually stealth toward the objective and go loud there. 'Cause now it's worthless even to try to set up an ambush, we're pressed to go loud as early as possible (preferably on turn 1 or 2). Might as well start without concealment at all.

Third I think troop columns and supply raids were nerfed too hard. I wish they were easier to detect. Now when you actually have to infiltrate them (I still want to try 0% one of those late game with msgts and coilguns, just for the fun of it :)), we need more time and opportunity to do so. I have 7-8 rebels on intel in my 4+ strength regions and only detected 2 TC so far, and only one with reasonable amount of time left. Maybe even remove supply reward from TC, but make them easier to detect (after all the most important reward is strength reduction and corpses)?
gimrah
Long War 2 Crew
Posts: 422
Joined: Fri Jul 15, 2016 12:25 pm

Re: Feedback on 1.3

Post by gimrah »

In 1.3 you should always send a very mobile squad on jailbreaks, and VIP rescues. You cannot hang about, you should be double moving whenever you're not fighting. OW rangers and OW specialists are good when they get EV (later for specialists) because they can double move and still have a shot, which is also good as the rnfs start dropping. I also recommend support grenadiers as they can flash/smoke and keep moving. Shinobi is important so you can keep double moving between fights; I like sword spec so they can help fight the last pod and the rnfs. Technicals and fast assaults are good too. Sharpshooters and non-OW rangers don't tend to do well. Gunners questionable.

Extracts are slightly different because it's a bit less far to travel (usually) and you don't have squad concealment. So on those I do like a snapshot sharpshooter to activate when possible.
justdont
Posts: 113
Joined: Wed Feb 15, 2017 2:36 pm

Re: Feedback on 1.3

Post by justdont »

There are ways of running away really fast - mobile team, specific builds (support grenadier with flashbangs and rapid deployment makes retreating SO much easier, for example), commander abilities, and so on. So in reality even when RNF are coming every turn, you can still be on the run for a short while. I'd say that out of 22 hard timer turns you can still utilize at least 18 (and 19+ with RNG luck), provided that you're properly retreating from the scene.
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