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** Overwatch-focused builds tend to lose usefulness in the lategame, when many EliteMooks have Lightning Reflexes making their Overwatch shots much more likely to miss.

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** Overwatch-focused builds tend to lose usefulness in the lategame, when many EliteMooks have Lightning Reflexes making their Overwatch shots much more likely to miss.

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* CantCatchUp: Played straight but at the same time rigorously opposed by the game itself; soldiers that never see use will never get stronger, and overdepending on your elites can leave you crippled if they [[FinalDeath die off]], leaving you to recruit newbies who can't compete against the just-as-powerful enemies. ''However,'' the game introduces a "fatigue" system that weakens and wounds soldiers if used too often back to back, so players are encouraged to mix up their rosters between missions.

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* CantCatchUp: CantCatchUp:
**
Played straight but at the same time rigorously opposed by the game itself; soldiers that never see use will never get stronger, and overdepending on your elites can leave you crippled if they [[FinalDeath die off]], leaving you to recruit newbies who can't compete against the just-as-powerful enemies. ''However,'' the game introduces a "fatigue" system that weakens and wounds soldiers if used too often back to back, so players are encouraged to mix up their rosters between missions.missions.
** Overwatch-focused builds tend to lose usefulness in the lategame, when many EliteMooks have Lightning Reflexes making their Overwatch shots much more likely to miss.



** In the original game, [[TheQuisling EXALT]] could be a challenge early on, due to starting with decent gear and some unique powers, and the [[ScrappyLevel Covert Ops missions]] could occasionally be a pain, but whereas the player started developing better equipment and more capable soldiers, EXALT [[CantCatchUp never grew beyond their initial level of power,]] meaning that they quickly became {{MoneySpider}}s and little else. In ''Long War'', they grow and gain upgrades at the same rate as the player, and can even field their own versions of your super-elite top-tier soldiers; watch in awe as EXALT Snipers OneHitKill you from beyond your visual range, EXALT Heavies demolish entire swaths of cover with Blaster Launchers, and EXALT [=MECs=] run down your squishy fleshlings. [[FromBadToWorse They also get larger numbers]], AND [[UpToEleven can appear alongside aliens in any missions they'd normally appear in - including Terror Missions!]].

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** In the original game, [[TheQuisling EXALT]] could be a challenge early on, due to starting with decent gear and some unique powers, and the [[ScrappyLevel Covert Ops missions]] could occasionally be a pain, but whereas the player started developing better equipment and more capable soldiers, EXALT [[CantCatchUp never grew beyond their initial level of power,]] meaning that they quickly became {{MoneySpider}}s {{Money Spider}}s and little else. In ''Long War'', they grow and gain upgrades at the same rate as the player, and can even field their own versions of your super-elite top-tier soldiers; watch in awe as EXALT Snipers OneHitKill you from beyond your visual range, EXALT Heavies demolish entire swaths of cover with Blaster Launchers, and EXALT [=MECs=] run down your squishy fleshlings. [[FromBadToWorse They also get larger numbers]], AND [[UpToEleven can appear alongside aliens in any missions they'd normally appear in - including Terror Missions!]].
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* KnowWhenToFoldThem: Unlike in vanilla, not every mission is expected to be winnable; very now and then you will encounter missions that are just too tough and it's preferable to abort rather than risk a TotalPartyKill or, possibly worse, a PyrrhicVictory where you clear the mission but at the cost of wounded soldiers losing valuable Will and other stats. Fortunately, the new ability to retake countries back into the Council fold makes panic increase for doing so less punishing than in vanilla.

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* TheAIIsACheatingBastard: The entire point of "Yellow Alert": if, while stealthed, you do things that attract attention, ADVENT may go into an alerted state without explicitly being aware of you; if they DO detect you while in this state (made worse because they move faster and get boosted sight ranges) some of the units in that group will get free turns to overwatch or take potshots. It can lead to such things as a group of enemies stumbling into your flank and getting free shots at your exposed troops without you ever getting the chance to prepare.

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* TheAIIsACheatingBastard: ArtificialBrilliance: The entire point of AI is significantly smarter in Long War 2 compared to the vanilla version. If they hear gunfire, an explosion, broken glass, or a civilian begins yelling from seeing XCOM too close, then nearby pods will go to "Yellow Alert": if, while stealthed, you do things that attract attention, ADVENT may go into an alerted state without explicitly being aware of you; if they DO detect you while Alert" state. While in this state (made worse because state, they move faster and get boosted sight ranges) ranges, move faster than non-alerted patrols, take preparatory actions (such as Sectoids raising zombies), and some of the units in that group them will get free turns even be able to overwatch or take potshots. It can lead to such things as a group of enemies stumbling into your flank and getting free shots shoot at your exposed troops without you ever getting the chance to prepare.moment they see them.



* InNameOnly: The so-called Ranger in ''Long War 2'' has more in common with the original's Infantry than the one from vanilla ''2''.

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** Faceless infiltration units will also disrupt your available supplies by stealing some of them from each region each month.
** Since there are far fewer missions where you can salvage the battlefield now, it also becomes harder to acquire large numbers of ADVENT corpses for research or sale.
* InNameOnly: The so-called Ranger in ''Long War 2'' has more in common with the original's Infantry than the one from vanilla ''2''.



* NecessaryDrawback: The Infiltration mechanic now encourages Commanders to vary their squad deployments. Unlike in vanilla where the metagame is to always deploy the largest possible squad with the heaviest, newest gear, doing so here will mean lower Infiltration percentage and thus more and tougher enemies. There are thus many times where deliberately sending an understrength squad with light gear in order to get weaker enemy forces is not only viable but preferable.
* OptionalStealth: Stealth receives a greater emphasis in this mod compared with the base game, but it is still possible to operate very loudly and aggressively. However, this often results in huge numbers of enemies swarming your squad, since large squads with heavy weapons have a hard time infiltrating. It is often much more effective to sneak in with a smaller squad of lighter, stealth-specialized troops, at the expense of having little heavy firepower if they do get detected. Some missions can potentially be completed with only a single Shinobi trooper, although getting detected can be an instant mission failure as the Shinobi gets gunned down by an entire squad of enemy troops.

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* NecessaryDrawback: The Infiltration mechanic now encourages Commanders to vary their squad deployments. Unlike in vanilla where the metagame is to always deploy the largest possible squad with the heaviest, newest gear, doing so here will mean lower Infiltration percentage and thus more and tougher enemies.enemies if the time limit runs out. There are thus many times where deliberately sending an understrength squad with light gear in order to get weaker enemy forces is not only viable but preferable.
* OptionalStealth: Stealth receives a greater emphasis in this mod compared with the base game, but it is still possible to operate very loudly and aggressively. However, this often results in huge numbers of enemies swarming your squad, since large squads with heavy weapons have a hard time infiltrating. It is often much more effective to sneak in with a smaller squad of lighter, stealth-specialized troops, at the expense of having little heavy firepower if they do get detected. Some missions can potentially be completed with only a single Shinobi trooper, trooper or Sharpshooter, although getting detected can be an instant mission failure as the Shinobi or Sharpshooter gets gunned down by an entire squad of enemy troops.



* ZergRush: If the Infiltration progress on a mission is low, you can expect large numbers of enemy troops. Because of the troop distribution of each pod, many of the enemies you'll fight be lower-ranking infantry, but there will be ''tons'' of them.

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* ZergRush: If the Infiltration progress on a mission is low, you can expect large numbers of enemy troops. Because of the troop distribution of each pod, many of the enemies you'll fight will be lower-ranking infantry, but there will be ''tons'' of them.
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* CripplingOverspecialization: Technicals' abilities are mostly built to enhance their rocket and flamethrower and they don't offer much beyond that.
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* YouHaveResearchedBreathing: XCOM needs an entirely new building, which you don't start out with, just to repair small objects. May be partially justified as you only use it to repair alien technology.

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* YouHaveResearchedBreathing: XCOM needs an entirely new building, which you don't start out with, just to repair small objects. May be partially justified as you only use it to repair alien technology.
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*** Oh, and remember those [[ScrappyLevel Covert Ops?]] EXALT get to keep all their nifty toys for those missions, while the player is still limited to an unarmored, undergunned Covert Operative (that starts on the far side of the rest of your squad, and [[EscortMission MUST survive or the mission is a failure]]) and a fraction of the troops you could normally bring. These can EASILY be some of the hardest missions in the game.

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*** ** Oh, and remember those [[ScrappyLevel Covert Ops?]] EXALT get to keep all their nifty toys for those missions, while the player is still limited to an unarmored, undergunned Covert Operative (that starts on the far side of the rest of your squad, and [[EscortMission MUST must survive or the mission is a failure]]) and a fraction of the troops you could normally bring. These can EASILY easily be some of the hardest missions in the game.

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* CantCatchUp: Happens to ''XCOM.'' In addition to getting better unit types as the game progresses, in Long War 2, ADVENT will also get permanent combat upgrades and perks via Dark Events that not only never expire, but can stack indefinitely. While they CAN be countered like any Dark Event, they're intentionally made much harder to do so, and even the best players will see them start to pile up as the game progresses. No matter how much momentum you can build, if you don't take every advantage to progress towards finishing the game, the aliens will eventually outpace you and combat will reach a point where easy fights become slogs, and slogs become nearly unwinnable.

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* CantCatchUp: Happens to ''XCOM.'' In addition to getting better unit types as the game progresses, in Long War 2, ADVENT will also get permanent combat upgrades and perks via Dark Events that not only never expire, but can stack indefinitely. While they CAN can be countered like any Dark Event, they're intentionally made much harder to do so, and even the best players will see them start to pile up as the game progresses. No matter how much momentum you can build, if you don't take every advantage to progress towards finishing the game, the aliens will eventually outpace you and combat will reach a point where easy fights become slogs, and slogs become nearly unwinnable.



** It also goes back to requiring individually-manufactured weapons and armour instead of squad-level upgrades.

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** It also goes back to requiring individually-manufactured weapons and armour armor instead of squad-level upgrades.



* MasterOfNone: Technicals. A single (inaccurate) rocket, and a flamethrower that is 99% of the time too short-range and underpowered to be worth using. Their upgrades can ''slightly'' alleviate one of these two flaws, but beyond that, they're simply slightly-better rookies. There's very little they can do that other classes can't simply do better.



* OptionalStealth: NOPE. Go into missions with a heavy squad guns-blazing, and prepare to be annihilated by literal armies of enemy troops. While missions CAN be won with low infiltration, since most of the time you don't get any extra rewards for killing so many enemies, it's a ton of extra risk for very little reward.
** Potentially played straight with the missions themselves. Since ADVENT's behavior while undetected has changed, and since there are new perks to make stealth more viable, it's possible (if very difficult) to complete missions with only one or two units, without ever seeing or engaging an enemy.

to:

* OptionalStealth: NOPE. Go into Stealth receives a greater emphasis in this mod compared with the base game, but it is still possible to operate very loudly and aggressively. However, this often results in huge numbers of enemies swarming your squad, since large squads with heavy weapons have a hard time infiltrating. It is often much more effective to sneak in with a smaller squad of lighter, stealth-specialized troops, at the expense of having little heavy firepower if they do get detected. Some missions with a heavy squad guns-blazing, and prepare to can potentially be annihilated by literal armies of enemy troops. While missions CAN be won with low infiltration, since most of the time you don't get any extra rewards for killing so many enemies, it's a ton of extra risk for very little reward.
** Potentially played straight with the missions themselves. Since ADVENT's behavior while undetected has changed, and since there are new perks to make stealth more viable, it's possible (if very difficult) to complete missions
completed with only one or two units, without ever seeing or engaging a single Shinobi trooper, although getting detected can be an enemy.instant mission failure as the Shinobi gets gunned down by an entire squad of enemy troops.



** The ''Long War 2'' experience is a bit more like how a guerrilla movement would operate, prioritising speed and stealth, with trying to go in too heavy likely to get you crushed by Advent's superior resources.
** The new Infiltration system ties this into the way extraction works; since you no longer deploy immediately, instead having squads prepare on-site for the mission over time, extraction takes several turns to arrive once called. This means you have to plan your extraction MUCH more carefully, since the dynamics of the battlefield can change a lot in 4-8 turns, and a spot that was safe at first may be much more dangerous after two or three turns of enemy activity and reinforcements.
* TimedMission: Largely averted compared to Vanilla, thanks to the new Infiltration mechanic. Rather than dropping squads off immediately and having to complete the mission under a strict time limit, you Infiltrate a squad, deploying soldiers but not starting the mission immediately. Instead, as time in the Geoscape passes, the Infiltration rating increases from 0% to 100%; the higher the rating when the mission is launched, the more favorable conditions (fewer, lighter enemies and detectors.) However, to balance this, all missions that can be Infiltrated have expiration periods, and Infiltration takes longer the more, heavier troops you send; sending a full squad with top-of-the-line equipment can result in only netting 20-30% infiltration before the point of no return hits, resulting in a much more difficult mission. It's usually a far better idea to send smaller, lighter squads to hit high Infiltration rates to make the missions much more manageable.
* ZergRush: If Infiltration progress is sufficiently low, you can expect to face dozens of enemies in a mission.

to:

** The ''Long War 2'' experience is a bit more like how a guerrilla movement would operate, prioritising prioritizing speed and stealth, with trying to go in too heavy likely to get you crushed by Advent's superior resources.
** The new Infiltration system ties this into the way extraction works; since works. Since you no longer deploy immediately, instead having squads prepare on-site for the mission over time, extraction takes several turns to arrive once called. This means you have to plan your extraction MUCH much more carefully, since the dynamics of the battlefield can change a lot in 4-8 four to eight turns, and a spot that was safe at first may be much more dangerous after two or three turns of enemy activity and reinforcements.
* TimedMission: Largely averted compared to Vanilla, thanks to the new Infiltration mechanic. Rather than dropping squads off immediately and having to complete the mission under a strict time limit, limit as in the base game, you Infiltrate a squad, deploying soldiers but not starting the mission immediately. Instead, as As time in the Geoscape passes, the Infiltration rating increases from 0% to 100%; the higher the rating when the mission is launched, the more favorable conditions (fewer, lighter enemies and detectors.) However, to balance this, all All missions that can be Infiltrated have expiration periods, and Infiltration takes longer the more, heavier troops you send; sending send. Dispatching a full squad with top-of-the-line equipment can result in only netting 20-30% infiltration before the point of no return hits, resulting in a much more difficult mission. It's usually a far better idea to send smaller, lighter squads to hit high Infiltration rates to make the missions much more manageable.
* ZergRush: If the Infiltration progress on a mission is sufficiently low, you can expect to face dozens large numbers of enemy troops. Because of the troop distribution of each pod, many of the enemies in a mission.
you'll fight be lower-ranking infantry, but there will be ''tons'' of them.
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Not an aversion.


* SchmuckBait: Averted with Supply Raids and Troop Ambushes. The game beats you over the head with "High infiltration good, low infiltration bad!" but these missions can almost never be done with reasonable infiltration, and will ALWAYS have ratings of Swarming (or, if you're lucky, Very Heavy.) Inexperienced players might be intimidated and skip them. However, while they're certainly very tough, the lack of good infiltration means you can take a full-strength fully-equipped squad with little concern, and winning the mission will both award you tons of resources/research AND reduce ADVENT's strength at the same time. Veterans soon learn to see these missions as absolute MoneySpiders.

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** Veterans are well aware of "Yellow Alerts" however, and it's become a fairly key strategy to use stealthed Shinobi to scout for these groups and allow the squad to prepare and avoid being caught off guard.



* DoWellButNotPerfect: Even if you can liberate every region, it's better not to liberate the very last one. Doing so triggers Advent invasions across all of them, which pretty much instantly rolls back all your precious progress.
** Played straight to a degree; while every mission has benefits to being taken, doing EVERY mission that comes your way will anger ADVENT quickly, and especially early before you've gotten the option to spread out your operations, will start to spike their activity in the problem areas. This can lead to significantly-harder missions before you're prepared. While you still need to be taking missions frequently to keep your momentum going, it's smart to pick and choose a few here and there to let go. Thankfully, tying this in to the infiltration system makes things easier, since there will usually be missions that simply don't have the time to be undertaken effectively; a significant part of learning the game is learning what you can (and can't) afford to let go.

to:

* DoWellButNotPerfect: DoWellButNotPerfect:
**
Even if you can liberate every region, it's better not to liberate the very last one. Doing so triggers Advent invasions across all of them, which pretty much instantly rolls back all your precious progress.
** Played straight to a degree; while While every mission has benefits to being taken, doing EVERY every mission that comes your way will anger ADVENT quickly, and especially early before you've gotten the option to spread out your operations, will start to spike their activity in the problem areas. This can lead to significantly-harder missions before you're prepared. While you still need to be taking missions frequently to keep your momentum going, it's smart to pick and choose a few here and there to let go. Thankfully, tying this in to the infiltration system makes things easier, since there will usually be missions that simply don't have the time to be undertaken effectively; a significant part of learning the game is learning what you can (and can't) afford to let go.
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* RedShirt: [[InvokedTrope Literally!]] [[CannonFodder Rookies]] get red-colored armor by default, and only1 get bumped up to the standard olive drab on reaching Squaddie status (barring the player's customization whims, of course.)

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* RedShirt: [[InvokedTrope Literally!]] [[CannonFodder Rookies]] get red-colored armor by default, and only1 only get bumped up to the standard olive drab on reaching Squaddie status (barring the player's customization whims, of course.)

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Apparently we're not to squeeze two tropes into one listing.


''XCOM: Long War'' is a GameMod for the tactical strategy game ''VideoGame/XCOMEnemyUnknown'', more specifically its ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition perks, skills, and equipment, and rebalances several of the base game's more notable {{Game Breaker}}s.

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''XCOM: Long War'' is a GameMod for the tactical strategy game ''VideoGame/XCOMEnemyUnknown'', more specifically its ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition additional perks, skills, and equipment, and rebalances several of the base game's more notable {{Game Breaker}}s.



* CripplingOverspecialization: Technicals' abilities are mostly built to enhance their rocket and flamethrower and they don't offer much beyond that.



* MasterOfNone/CripplingOverspecialization: Technicals. A single (inaccurate) rocket, and a flamethrower that is 99% of the time too short-range and underpowered to be worth using. Their upgrades can ''slightly'' alleviate one of these two flaws, but beyond that, they're simply slightly-better rookies. There's very little they can do that other classes can't simply do better.

to:

* MasterOfNone/CripplingOverspecialization: MasterOfNone: Technicals. A single (inaccurate) rocket, and a flamethrower that is 99% of the time too short-range and underpowered to be worth using. Their upgrades can ''slightly'' alleviate one of these two flaws, but beyond that, they're simply slightly-better rookies. There's very little they can do that other classes can't simply do better.

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* DecompositeCharacter: Vanilla's Ranger class is split into two; the Assault gets the shotgun moves while the Shinobi gets the melee and stealth skills. The Grenadier is also split into the Gunner, who gets the cannon, and the Grenadier, who gets the GrenadeLauncher.

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* DecompositeCharacter: Vanilla's Ranger class is split into two; the Assault gets the shotgun moves while the Shinobi gets the melee and stealth skills. Technically three if you count the new InNameOnly Ranger. The Grenadier is also split into the Gunner, who gets the cannon, and the Grenadier, who gets the GrenadeLauncher.


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* MixAndMatchWeapon: The signature weapon of the Technical class is an ArmCannon that combines rocket launcher and flamethrower.
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** Played straight to a degree; while every mission has benefits to being taken, doing EVERY mission that comes your way will anger ADVENT quickly, and especially early before you've gotten the option to spread out your operations, will start to spike their activity in the problem areas. This can lead to significantly-harder missions before you're prepared. While you still need to be taking missions frequently to keep your momentum going, it's smart to pick and choose a few here and there to let go. Thankfully, tying this in to the infiltration system makes things easier, since there will usually be missions that simply don't have the time to be undertaken effectively; a significant part of learning the game is learning what you can (and can't) afford to let go.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheAIIsACheatingBastard: The entire point of "Yellow Alert": if, while stealthed, you do things that attract attention, ADVENT may go into an alerted state without explicitly being aware of you; if they DO detect you while in this state (made worse because they move faster and get boosted sight ranges) some of the units in that group will get free turns to overwatch or take potshots. It can lead to such things as a group of enemies stumbling into your flank and getting free shots at your exposed troops without you ever getting the chance to prepare.
** Veterans are well aware of "Yellow Alerts" however, and it's become a fairly key strategy to use stealthed Shinobi to scout for these groups and allow the squad to prepare and avoid being caught off guard.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CantCatchUp: Happens to ''XCOM.'' In addition to getting better unit types as the game progresses, in Long War 2, ADVENT will also get permanent combat upgrades and perks via Dark Events that not only never expire, but can stack indefinitely. While they CAN be countered like any Dark Event, they're intentionally made much harder to do so, and even the best players will see them start to pile up as the game progresses. No matter how much momentum you can build, if you don't take every advantage to progress towards finishing the game, the aliens will eventually outpace you and combat will reach a point where easy fights become slogs, and slogs become nearly unwinnable.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MasterOfNone/CripplingOverspecialization: Technicals. A single (inaccurate) rocket, and a flamethrower that is 99% of the time too short-range and underpowered to be worth using. Their upgrades can ''slightly'' alleviate one of these two flaws, but beyond that, they're simply slightly-better rookies. There's very little they can do that other classes can't simply do better.


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* OptionalStealth: NOPE. Go into missions with a heavy squad guns-blazing, and prepare to be annihilated by literal armies of enemy troops. While missions CAN be won with low infiltration, since most of the time you don't get any extra rewards for killing so many enemies, it's a ton of extra risk for very little reward.
** Potentially played straight with the missions themselves. Since ADVENT's behavior while undetected has changed, and since there are new perks to make stealth more viable, it's possible (if very difficult) to complete missions with only one or two units, without ever seeing or engaging an enemy.


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* SchmuckBait: Averted with Supply Raids and Troop Ambushes. The game beats you over the head with "High infiltration good, low infiltration bad!" but these missions can almost never be done with reasonable infiltration, and will ALWAYS have ratings of Swarming (or, if you're lucky, Very Heavy.) Inexperienced players might be intimidated and skip them. However, while they're certainly very tough, the lack of good infiltration means you can take a full-strength fully-equipped squad with little concern, and winning the mission will both award you tons of resources/research AND reduce ADVENT's strength at the same time. Veterans soon learn to see these missions as absolute MoneySpiders.
Is there an issue? Send a MessageReason:
None

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* DoWellButNotPerfect: Even if you can liberate every region, it's better not to liberate the very last one. Doing so triggers Advent invasions across all of them, which pretty much instantly rolls back all your precious progress.

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In addition to incorporating all the above mods, ''Long War 2'' makes some rather drastic changes to the strategy layer. Among others is the Infiltration mechanic, which allows you to send a squad ahead to prepare for missions. Higher Infiltration levels make the subsequent tactical mission easier, but require smaller and less well-equipped squads to be sent to attain.

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In addition to incorporating all the above mods, ''Long War 2'' makes some rather drastic changes to the strategy layer. Among others is the Infiltration mechanic, which allows you to send a squad ahead to prepare for missions. Higher Infiltration levels make the subsequent tactical mission easier, but require smaller and less well-equipped squads to be sent to attain.
attain. Another change is the ability to assign personnel to regions to carry out tasks.



* AdaptationExpansion: In vanilla, Faceless were just enemies in Retaliation missions. They could get annoying if you tried to save a civilian that reveals himself to be one, but otherwise weren't much problem. Here, their infiltration role is expanded to affect the strategy layer, doing detrimental things like siphoning Supplies until you flush them out.



* RealityEnsues: The ''Long War 2'' experience is a bit more like how a guerrilla movement would operate, prioritising speed and stealth, with trying to go in too heavy likely to get you crushed by Advent's superior resources.

to:

* RealityEnsues: RealityEnsues:
**
The ''Long War 2'' experience is a bit more like how a guerrilla movement would operate, prioritising speed and stealth, with trying to go in too heavy likely to get you crushed by Advent's superior resources.

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* BoringButPractical: Infantry, an offshoot of the Assault class. No special powers, fancy flanking maneuevres, or flashy explosives. Instead, they simply shoot twice a turn if they don't move. Combined with a good Aim and a strong weapon, they can deal much more damage than nearly any other class, and will be a mainstay in many players' squads.

to:

* BoringButPractical: Infantry, an offshoot of the Assault class. No special powers, fancy flanking maneuevres, or flashy explosives. Instead, they simply shoot twice a turn if they don't move. Combined with a good Aim stat and a strong weapon, they can deal much more damage than nearly any other class, and will be a mainstay in many players' squads.


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* DecompositeCharacter: Vanilla's Heavy is split into the Gunner, who gets the LMG, and the Rocketeer, who as the name suggests gets the Rocket Launcher.
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** The new Infiltration system ties this into the way extraction works; since you no longer deploy immediately, instead having squads prepare on-site for the mission over time, extraction takes several turns to arrive once called. This means you have to plan your extraction MUCH more carefully, since the dynamics of the battlefield can change a lot in 4-8 turns, and a spot that was safe at first may be much more dangerous after two or three turns of enemy activity and reinforcements.
Is there an issue? Send a MessageReason:
None

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* TimedMission: Largely averted compared to Vanilla, thanks to the new Infiltration mechanic. Rather than dropping squads off immediately and having to complete the mission under a strict time limit, you Infiltrate a squad, deploying soldiers but not starting the mission immediately. Instead, as time in the Geoscape passes, the Infiltration rating increases from 0% to 100%; the higher the rating when the mission is launched, the more favorable conditions (fewer, lighter enemies and detectors.) However, to balance this, all missions that can be Infiltrated have expiration periods, and Infiltration takes longer the more, heavier troops you send; sending a full squad with top-of-the-line equipment can result in only netting 20-30% infiltration before the point of no return hits, resulting in a much more difficult mission. It's usually a far better idea to send smaller, lighter squads to hit high Infiltration rates to make the missions much more manageable.
Is there an issue? Send a MessageReason:
None


* InNameOnly: The so-called Ranger in ''Long War 2'' has more in common with the original's Infantryman than the one from vanilla ''2''.

to:

* InNameOnly: The so-called Ranger in ''Long War 2'' has more in common with the original's Infantryman Infantry than the one from vanilla ''2''.

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* DecompositeCharacter: Vanilla's Ranger class is split into two; the Assault gets the shotgun moves while the Shinobi gets the melee and stealth skills.

to:

* DecompositeCharacter: Vanilla's Ranger class is split into two; the Assault gets the shotgun moves while the Shinobi gets the melee and stealth skills. The Grenadier is also split into the Gunner, who gets the cannon, and the Grenadier, who gets the GrenadeLauncher.



** One of the ways Long War 2 averts this is by requiring time for the called-in Skyranger to arrive. Naturally, this is bad news if you have a soldier who's bleeding out and needs medevac pronto...

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** One of the ways Long ''Long War 2 2'' averts this is by requiring time for the called-in Skyranger to arrive. Naturally, this is bad news if you have a soldier who's bleeding out and needs medevac pronto...



* InterfaceScrew: Long War 2 adds some variation on the loading screens that change while loading such as the humans of Advent's city centers in blindfolds and chains, a cut in with the Ethereals, and the true nature of Advent's soldiers. Oddly enough one such image changes Advent's symbol to that of EXALT.

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* InNameOnly: The so-called Ranger in ''Long War 2'' has more in common with the original's Infantryman than the one from vanilla ''2''.
* InterfaceScrew: Long ''Long War 2 2'' adds some variation on the loading screens that change while loading such as the humans of Advent's city centers in blindfolds and chains, a cut in with the Ethereals, and the true nature of Advent's soldiers. Oddly enough one such image changes Advent's symbol to that of EXALT.



* RealityEnsues: The Long War 2 experience is a bit more like how a guerrilla movement would operate, prioritising speed and stealth, with trying to go in too heavy likely to get you crushed by Advent's superior resources.

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* RealityEnsues: The Long ''Long War 2 2'' experience is a bit more like how a guerrilla movement would operate, prioritising speed and stealth, with trying to go in too heavy likely to get you crushed by Advent's superior resources.

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Changed: 29

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* DecompositeCharacter: Vanilla's Ranger class is split into two; the Assault gets the shotgun moves while the Shinobi gets the melee and stealth skills.



* InterfaceScrew: Long War 2 adds some variation on the loading screens that change while loading such as the humans of Advent's city centers in blindfolds and chains, a cut in with the Ethereals, and the true nature of Advent's soldiers. Oddly enough one such image changes Advent's symbol to that of [[XCOMEnemyWithin Exalt]]

to:

* InterfaceScrew: Long War 2 adds some variation on the loading screens that change while loading such as the humans of Advent's city centers in blindfolds and chains, a cut in with the Ethereals, and the true nature of Advent's soldiers. Oddly enough one such image changes Advent's symbol to that of [[XCOMEnemyWithin Exalt]]EXALT.

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In addition to incorporating all the above mods, ''Long War 2'' makes some rather drastic changes to the strategy layer.

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In addition to incorporating all the above mods, ''Long War 2'' makes some rather drastic changes to the strategy layer.
layer. Among others is the Infiltration mechanic, which allows you to send a squad ahead to prepare for missions. Higher Infiltration levels make the subsequent tactical mission easier, but require smaller and less well-equipped squads to be sent to attain.


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* RealityEnsues: The Long War 2 experience is a bit more like how a guerrilla movement would operate, prioritising speed and stealth, with trying to go in too heavy likely to get you crushed by Advent's superior resources.

Added: 309

Changed: 195

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* EasyLogistics: One of the ways Long War 2 averts this is by requiring time for the called-in Skyranger to arrive. Naturally, this is bad news if you have a soldier who's bleeding out and needs medevac pronto...

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* EasyLogistics: EasyLogistics:
**
One of the ways Long War 2 averts this is by requiring time for the called-in Skyranger to arrive. Naturally, this is bad news if you have a soldier who's bleeding out and needs medevac pronto...pronto...
** It also goes back to requiring individually-manufactured weapons and armour instead of squad-level upgrades.
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In addition to incorporating all the above mods, ''Long War 2'' makes some rather drastic changes to the strategy layer.



* EasyLogistics: One of the ways LW2 averts this is by requiring time for the called-in Skyranger to arrive. Naturally, this is bad news if you have a soldier who's bleeding out and needs medevac pronto...

to:

* EasyLogistics: One of the ways LW2 Long War 2 averts this is by requiring time for the called-in Skyranger to arrive. Naturally, this is bad news if you have a soldier who's bleeding out and needs medevac pronto...
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EasyLogistics: One of the ways LW2 averts this is by requiring time for the called-in Skyranger to arrive. Naturally, this is bad news if you have a soldier who's bleeding out and needs medevac pronto...


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* NecessaryDrawback: The Infiltration mechanic now encourages Commanders to vary their squad deployments. Unlike in vanilla where the metagame is to always deploy the largest possible squad with the heaviest, newest gear, doing so here will mean lower Infiltration percentage and thus more and tougher enemies. There are thus many times where deliberately sending an understrength squad with light gear in order to get weaker enemy forces is not only viable but preferable.
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New Trope for Long War 2

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* InterfaceScrew: Long War 2 adds some variation on the loading screens that change while loading such as the humans of Advent's city centers in blindfolds and chains, a cut in with the Ethereals, and the true nature of Advent's soldiers. Oddly enough one such image changes Advent's symbol to that of [[XCOMEnemyWithin Exalt]]

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