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* GrenadeSpam: With the right build and Tactical Rigging, an Engineer can carry a whopping nine damage grenades.

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* GrenadeSpam: With the right build and Tactical Rigging, an Engineer can carry a whopping nine damage damaging grenades.
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* ShortRangeShotgun: Played straight for the most part, but in an commonly seen use of RealityEnsues the ''Slug Shot'' ability changes the weapons' range characteristics to be more in line with a conventional rifle.

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* ShortRangeShotgun: Played straight for the most part, but in an commonly seen use of RealityEnsues used ability the ''Slug Shot'' ability changes the weapons' range characteristics to be more in line with a conventional rifle.
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* DivergentCharacterEvolution: their rightmost tree is dedicated to buffing medkits as per their namesake. The other two trees instead make them decent overwatch specialists and smoke grenade specialists, respectively


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Largely unchanged from the base game.
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* NotTheIntendedUse: Their middle set of perks have a nice mix of defensive and rifle skills. Technicals who invest in those can make surprisingly decent Scout-Tank hybrids or Officers. While this does limit the effectiveness of their gauntlet abilities it also makes them more useful in longer missions where the limited number of rocket/flamethrower charges works against them.
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* DeathOrGloryAttack: "Firestorm" has the Technical burn everything in a circle around them. With good placement and luck, this can burn, disorient or panic an entire group of enemies, allowing the rest of the squad to mop up easily. If poorly used or unlucky, this leaves a Technical that has been painstakingly cultivated to Master Sergeant rank in a lot of trouble.

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* DeathOrGloryAttack: "Firestorm" has the Technical burn everything in a circle around them. With good placement and luck, this can burn, disorient or panic an entire group of enemies, allowing the rest of the squad to mop up easily. If poorly used or unlucky, this leaves a Technical that has been painstakingly cultivated to Master Sergeant rank right in the centre of an entire group of enemies, and thus in a lot of trouble.
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* DeathOrGloryAttack: "Firestorm" has the Technical burn everything in a circle around them. With good placement and luck, this can burn, disorient or panic an entire group of enemies, allowing the rest of the squad to mop up easily. If poorly used or unlucky, this leaves a Technical that has been painstakingly cultivated to Master Sergeant rank in a big heap of trouble.

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* DeathOrGloryAttack: "Firestorm" has the Technical burn everything in a circle around them. With good placement and luck, this can burn, disorient or panic an entire group of enemies, allowing the rest of the squad to mop up easily. If poorly used or unlucky, this leaves a Technical that has been painstakingly cultivated to Master Sergeant rank in a big heap lot of trouble.
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* DeathOrGloryAttack: "Firestorm" has the Technical burn everything in a circle around them. With good placement and luck, this can burn, disorient or panic an entire group of enemies, allowing the rest of the squad to mop up easily. If poorly used or unlucky, this leaves a Technical that has been painstakingly cultivated to Master Sergeant rank in a big heap of trouble.

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* PinnedDown: Engineers are one of the classes that can Suppress enemies.



* PinnedDown: Medics are one of the classes that can Suppress enemies.




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* PinnedDown: Rocketeers are one of the classes that can Suppress enemies.
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* CripplingOverspecialization: Technicals' abilities are mostly built to enhance their rocket and flamethrower, which makes them most adept at dealing with the very large crowds of enemy troops that you'll encounter in low-Infiltration missions. However, said heavy weapons have limited uses, so getting the relevant abilities means they can't do much more than rookies once they're out of charges. Still, they are very useful for cover-busting and stripping off the armor of large, powerful enemies.

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* CripplingOverspecialization: Technicals' abilities are mostly built to enhance their rocket and flamethrower, which makes them most adept at dealing with the very large crowds of enemy troops that you'll encounter in low-Infiltration missions. However, said heavy weapons have limited uses, so getting the relevant abilities means they can't do much more than rookies once they're out of charges. [[https://steamcommunity.com/sharedfiles/filedetails/?id=1085357859 A mod exists to let them be reloaded for more actions than reloading the normal weapon,]] but given the fast pace of most missions, it doesn't solve the whole problem. Still, they are very useful for cover-busting and stripping off the armor of large, powerful enemies.

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* NervesOfSteel: "Steadfast" prevents an Assault from panicking due to getting wounded, Intimidation or allies panicking, getting wounded or killed. The +15 Will the ability gives also helps to resist direct psionic means of causing panic.

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* NervesOfSteel: "Steadfast" prevents an Assault from panicking due to getting wounded, Intimidation or allies panicking, getting wounded or killed. The +15 +5 Will the ability gives also helps to resist direct psionic means of causing panic.



* NervesOfSteel: "Steadfast" prevents an Infantry from panicking due to getting wounded, Intimidation or allies panicking, getting wounded or killed. The +15 Will the ability gives also helps to resist direct psionic means of causing panic.

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* NervesOfSteel: "Steadfast" prevents an Infantry from panicking due to getting wounded, Intimidation or allies panicking, getting wounded or killed. The +15 +5 Will the ability gives also helps to resist direct psionic means of causing panic.


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* OneHitKill: They are probably the best class to pull these off with if the right perks are taken. A properly built sniper can take out all but the toughest enemies with a single crit.

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* SimpleYetAwesome: Despite the seemingly straightforward setup, a properly-trained Infantry with a Battle Rifle that lands two critical shots can outdamage almost any other class in damage per turn. He might not have the cover-destroying {{Herd Hitting Attack}}s of an Engineer or Rocketeer, the KillStreak ability of an In The Zone Scout or Sniper or the boss-slaying sheer burst damage potential of an Assault or Gunner, but since he's not reliant on limited-use items or special abilities with cooldowns, he can bring the pain with a consistency that few others can match or beat.

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* SimpleYetAwesome: Despite the seemingly straightforward setup, a properly-trained Infantry with a Battle Rifle that lands two critical shots can outdamage almost any other class in damage per turn. He might not have the cover-destroying {{Herd Hitting Attack}}s of an Engineer or Rocketeer, the KillStreak ability of an In The Zone Scout or Sniper or the boss-slaying sheer burst damage potential of an Assault or Gunner, but he gets his multiple shots per turn ability right from class acquisition, and since he's not reliant on limited-use items or special abilities with cooldowns, he can bring the pain with a consistency that few others can match or beat.


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* DiscardAndDraw: The Archer MEC loses the Rocketeer's ability to use rockets in exchange for enhanced grenade use.
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* LuckyMyShieldWillProtectMe: Elite Mutons have been upgraded with ablative energy shields.

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* LuckyMyShieldWillProtectMe: LuckilyMyShieldWillProtectMe: Elite Mutons have been upgraded with ablative energy shields.

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* EliteMooks: Generals, Shock Troopers, Vanguards, Scouts, Seargents and Commandos. Restricted to one per pod and come with noticeably better training.



* LetsGetDangeous: With the introduction of these guys Advent becomes a lot more dangerous and a lot better at combined-arms action.

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* LetsGetDangeous: With the introduction of these guys Advent becomes a lot more dangerous and a lot better at combined-arms action.
action. The Elite soldiers are even a match for a mid-level X-com operative.


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* EliteMook: Hunter Drones are mechanically similar but statistically nastier.
* LogicalWeakness: Specialists being able to hack from their initial promotion,


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!!Advent Mechanized Forces

Advent's foot tanks and mobile heavy weapon platforms. Now coming in even heavier and ranged specialist designs.

* LogicalWeakness: Still vulnerable to hacking.
* MechaMooks
* Nerf: Their integrated GrenadeSpam is no longer capable of destroying terrain.



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!!Viper Variants

Two variations on the snakelike Vipers; the fast-moving Sidewinder and the sniper Naja.

* ColdSniper: Najas trade most of their maneuverability and utility skills for sniper rifles and the squadsight ability.
* NoSell: Sidewinders are immune to Overwatch attackes
* SnakePeople

!!Muton Variants

Packs of Mutons may now be led by Centurions while the Elite Guards make a return from the last game.

* BoringButPractical: Mutons do exactly 3 things: smack enemies in close-quarters with their bayonets, shoot (or suppress) enemies at range with their plasma rifles and throw grenades at anything they don't have a clear shot at. But with the raw power of their stats that's all they really need to do to be a serious threat.
* EliteMooks: It's in the name.
* LuckyMyShieldWillProtectMe: Elite Mutons have been upgraded with ablative energy shields.
* MookLieutenant: Centurions. Stats aside, their main difference from regular Mutons is a rallying ability.
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!!Iago Van Doorn

The EXALT Commander, battled in the EXALT base.

* AuthorityEqualsAsskicking: He has an impressive list of perks augmenting his already great health and firepower.
* CainAndAbel: How, if at all, he is related to Peter is never established, but many players like to bring Peter on the EXALT base mission specifically to invoke this.

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* AchillesHeel: As powerful as well-built Infantry are, their lack of access to HEAT or Shredder Ammo means they're in trouble against {{Heavily Armored| Mook}} robotic foes or IncrediblyDurableEnemies and must defer to other classes when those appear.
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* MagikarpPower: Rocketeers are of limited utility right off the bat. The scatter mechanic means rocket use can be a liability unless the firer has high Aim, yet if running the Commander's Choice Second Wave option, high Aim rookies usually get priority to be Gunners, Infantry or Snipers, meaning Rocketeers are likely to end up with moderate starting Aim. A high-leveled Rocketeer will, in addition to decent Aim growth, also learn abilities that reduce scatter, thus making him far more effective.

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* MagikarpPower: Rocketeers are of limited utility right off the bat. The scatter mechanic means rocket use can be a liability unless the firer has high base Aim, yet if running the Commander's Choice Second Wave option, high Aim rookies usually get priority to be Gunners, Infantry or Snipers, meaning Rocketeers are likely to end up with moderate starting Aim.Aim at best. A high-leveled Rocketeer will, in addition to decent Aim growth, also learn abilities that reduce scatter, thus making him far more effective.
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* MagikarpPower: Rocketeers are of limited utility right off the bat. The scatter mechanic means rocket use can be a liability unless the firer has high Aim, yet if running the Commander's Choice Second Wave option, high Aim rookies usually get priority to be Gunners, Infantry or Snipers, meaning Rocketeers are likely to end up with moderate starting Aim. A high-leveled Rocketeer will, in addition to decent Aim growth, also learn abilities that reduce scatter, thus making him far more effective.
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* DeathOrGloryAttack: A single rocket can change the tide of battle. With the scatter mechanic, however, the equation is: In whose favour?

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