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jsilverst 23.01.20 02:59 pm

Long War 2 Will Explain The Penetration? (XCOM 2)

When you get the job, then fly immediately, but first doing the penetration. The essence of this action?
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L
Liberty Bird 23.01.20

jsilverst
Why am I yelling?

p
pacak s planety Zemlya 23.01.20

jsilverst
understood explain to others! I narkozu the game until I know of what that is.

j
jsilverst 23.01.20

patsaks from the planet Earth
Penetration is affected by what number squad you go on a mission and how many will be enemies.
When you take the job, you need to assemble a squad. The creation of the party with the right top
corner indicates the Availability of the task in days, of the Final penetration in days - how many soldiers
go on a mission. When you recruit soldiers, you need to days of the final penetration of not
exceeded available jobs.
For example, if you are given the Accessibility of the task to 5 days, the team can collect only 4 soldiers
and with a 100% penetration of the enemies will be 8-12. If you take more soldiers then you will not gain
100% and enemies will be more.
Also the percentage of penetration is affected, how many turns to wait for the arrival of the helicopter, the more
interest, the less turns to wait.
To understand all this, it is necessary to verify in practice.

p
pacak s planety Zemlya 23.01.20

jsilverst
thanks for the detailed response

V
VaMpiRe 23.01.20

I have 100% are generally not reached. and missions download the film unreal number of enemies

j
jsilverst 23.01.20

VаMpiRe
So you take the team completely. You see what is the available job. Dropping
team and one man type, looking to the final days of penetration does not exceed
days availability of jobs. If availability is job 1 or 2 days, then a better job not to take.
At first I was glad of a chance to take a team of 10 fighters and could not understand why the set of 10%-
20% are forcing me to start doing the job, well sootvestvenno and 30-40 enemies. Basically
the team can take from 4 - 6 fighters.

f
fitch24 23.01.20

jsilverst
This is only the beginning from 4-6. It is necessary not to delay the construction of the partisan school and swing tactics of penetration (reduce/remove the penalty for a large group). After the release of the second region, I had the simple task hack the repeater aliens, sent, as usual, a party of 5 experienced fighters. Managed to do the penetration to 176% and run the job. At first it was easy, got to the relay, had to mow the last pack of lunatics. And then the aliens went reinforcements, 3 turns in a row on my head spill out all the new aliens. In the end, a very long time to beat these 3 moves, scored on reinforcements, ahead made its way to the repeater and in parallel caused the evacuation(2 stroke). After 3 passages of continuous reinforcements, they stopped 2 moves, then again they called for reinforcement, but I was evacuated prior to its arrival at the final screen of the mission, it was stated that the map was 36 enemies (although, given the 176% before the job I was expecting no more than 18). Saved Slepova grenades and smoke, and most of the problems brought vipers, nearly every move made grips which had a lot of time to replay, to save everyone. The level of difficulty is the easiest.

S
Sargarus 23.01.20

VаMpiRe
I have the same problem that delete not clear.
You have a mission, 5 men, 5 days, waited up to 90%.
I go on top 3 easy opponent made, then normal 5 opponents, but then landed without further options.
9 enemies, 2 officers and what to do is not clear. Even if I take out this squad will continue to be more troops.
The campaign was parachemical with the balance of the authors of the long war 2.
I'm Google right now is how to reduce the number of opponents.
So far I found only this topic.

j
jsilverst 23.01.20

fitch24
Now I have on April 20, has established contacts with 6 shelters and completing tasks
with penetration of over 100% were no more than 8-15 aliens. That's the last job
with 3 fighters were 12 aliens.
And in a partisan school, to get the tactics of penetration, it is necessary to raise a Colonel.

pLast1c
Must a penetration of not less than 100% and over 100% is for how much
moves you wait for the helicopter.

S
Sargarus 23.01.20

jsilverst
That is always to take fighter 4 and wait for more 100%?
That's right now brought to 179% with 5 soldiers 9 days. Will check tomorrow if it helps.

j
jsilverst 23.01.20

pLast1c
When you get the job and in the recruitment of the squad see what is the available job, if
9 days, then when you write the command look to the final days of penetration was small for 9 days.
At 9 days the availability of a job, the command may be 8 people.
Look in the upper right corner, it says, for example:
Accessibility to jobs - 9 days
The final penetration - here you specify the number of days when you write the command there should be
not more than 9 days
I just had a mission with 4 soldiers who could no longer take it, at 113%, aliens was 12.

f
fitch24 23.01.20

jsilverst
Just again finished the same mission (hack the repeater alien), again led to the greater availability of jobs (about 6 days), thought I would have time to prepare and a lot of enemies will not, therefore, sent 5 not the most experienced and the most kitted out fighters for training. It had gained a 120% penetration. Start. Already on the second move met the first of the Archon (the first in the entire campaign), okay, knocked out of his missile and finished off at point-blank attack, then I came across Advanced advent soldier, who punished me incendiary grenade (also for the first time in the campaign), well, rebooted, and killed him to throw grenades (attacked instead of sitting in the shelter in observation mode), and now we're close to the repeater. But the enemy sent reinforcements. I decided to postpone the assault of the repeater and to meet the reinforcements. Met, but next turn is back reinforcement + ran protection Retranslator, which did not wait until I will come to you. A fierce battle ensued, not in my favor. To get to Retranslator was impossible, therefore, caused the evacuation(2 stroke) and retreated to the nearest building. Again backup. And here I was lucky: occupying an advantageous position at the window, my specialist could see the repeater, which was located in an adjacent building, and the job I performed, and the last 2 rounds have lived in slepovich grenades. On the final screen score 22/36, and the last course was still called in reinforcements. Of course, in General, if the penetration is greater than 100, so the enemies are not getting enough sleep, but I already two times got those unusual mission, apparently this is a feature and it seemed to me, over time, the complexity of tasks and the number of impressions increases significantly :-)
To grow the Colonel's generally not a problem: the smaller the unit, the more experience from my mission. There's also the XCOM archives all written that the experience for enemies killed is distributed evenly between the soldiers who participated in the mission, after the mission, but killing an enemy fighter gets only a small personal bonus experience. Much more difficult to accumulate 250 materials not merging on the market of the corpses and resources. I have 4 group and I even plasma grenades to equip all can not, not to mention weapons, armor and equipment)
pLast1c
Lowering the difficulty level to a minimum.
Send soldiers on a mission only if the time of penetration of less time availability of a job, or to accelerate the penetration of intelligence (i.e., below the penetration was more than 100%). In the beginning of the campaign not to take up the job, the availability of which is less than 2 days, you just can't gain penetration over 100%, even with acceleration. Such tasks can take, if they will not be a timer (e.g. for RAID content), but they have only experienced(the best that you have) and better fighters as much as possible, regardless of the time of penetration(enemies will be very much, but if you take a good position and to use the strengths of all classes, it is possible to fight back).
In the beginning of the campaign to hire a lot of newcomers(or for the job/to buy on the market) and break them into groups. Play 1 unit, as in vanilla the game is not out. It is also desirable to keep a few soldiers outside units just in case (to replace the wounded or undergoing training CPVT or for any emergency case).
Try to prevent injuries of soldiers on the job after finishing the one task they were ready for the next. In any case, to prevent the loss of soldiers in the field, especially experienced.
With a balance of almost everything in order. With a group of enemies doing good heavies (Wide suppression), bombers (hand grenades), destroyers (missile), in addition there is Slepova grenades and smoke, allowing you to stretch the crowd a few moves. The only thing I burn is from nerf grenades: mobility -1, for normal hands (not a bomber and not a destroyer) cause a minimum of damage in a very small radius and almost destroy the shelter. In the first LW could at least choose between damage and destruction of shelters (high-explosive or fragmentation), here neither one nor the other, fit only to pedranti, or to finish off, hiding behind cover, the enemy.

S
Sargarus 23.01.20

fitch24
And what about penalties? I have some mistakes.
But if to flank other units agrada you.

S
Sargarus 23.01.20

In General remove the game, a mission almost at the end of the 3rd reinforcements arrived.
Really low difficulty so unreal.
Turns out some random and not hardcore, lucky unlucky.

f
fitch24 23.01.20

pLast1c
The AI is always in the first place is a high hiding, logically and tactfully. To get head for such inexperienced opponents fighters hard. Here to think, not to drain the course of the slips.
A sniper can take advantage of Death from above(available already at the second increase, reduces or even removes the penalty for a common look and don't end turn after killing, if the sniper is above the enemy), the sniper rifle hung sight and the stock(gives you the ability to Stable position, which increases accuracy and the likelihood of Crete). So a sniper takes position on a hill from which to see my team when the battle has not yet got involved, finishing moves a Stable position. In the end, when faced with the enemy, the accuracy of a sniper(sight + height + stable position of the butt well compensate fines for shelter) allows you to myusenet one enemy, and again take a strong position(diary gives an extra action for the murder) so that next turn you can do the following disadvantage(although one Scratch can suddenly ruin the whole plan). The rest of the squad to play from behind: you can just stall for time until the next turn(for a sniper), and to sit in full cover, observing the balance between the Supervision and Deaf defense(depending on opponents), also help to protect Slepova and smoke grenades. But if you just spend all actions for penalties, then the enemy will just hit you from the flank. By the way, drones are always rushing to the rear, so it is necessary to neutralize them first, they don't take cover, and it's pretty simple.
The grenade from the beginning you can throw perk Sapper work(better grenades to destroy cover). Wall it almost didn't make it, but the chance to destroy other shelter becomes higher. the main thing to throw a grenade so that the shelter got as close to the epicenter of the explosion, then the enemy and the damage from grenades will get and will be open to the rest of the squad, especially for a sniper.
The destroyer to take advantage of the accuracy of the missiles(left branch do not remember as is called). The rocket is very suitable for the first attack(from camouflage), deals great damage in a good radius and destroys the next shelter, in the future(if you go to the missile branch) missiles to inflict critical damage + will not reduce the damage with distance from the epicenter of the explosion, then sometimes will turn out to mow the first pack of enemies(before the release from masking) with just one rocket and one fighter.
The Ranger immediately available Debut(shot first action does not end turn), i.e. from the beginning allows you to make in 1 turn from two shots. In the future, you can take the Sighting(+10 accuracy at target, which was already a shot fighter), then when shooting at the same enemy, the second shot will be 10% more accurate. Then take a tracks(under Observation will respond not only to the enemy) and each turn you can shoot first Debut, and then to become in Observation. Then take advantage of aloof(activates the Monitoring at end of turn, if a soldier did not make any actions other than movement) and we can send a Ranger over long distances, such as breakthrough to occupy a better position/cover and at the end of the turn is activated Observation. Then take a Good response(in Monitoring takes up to 3 return shots if the previous hit the target) and Ranger will shoot almost 3(most importantly along the way to take perks Absolute calm to increase the accuracy of return fire and open fire, because a miss with a 50% probability can be a Scratch and Scratch will not interrupt a series of Good response). On complex tasks(RAID for supplies, assault on staff) always take 2-4 Ranger, and after resetting the masking hammered them in some corner or take high and every move Debut-Observation(or rechargeObservation if running low on ammo), opponents are dropping like flies, but not finished killing a Sniper or a machine Gunner. Well these Rangers carry out tasks for the protection of asylum resistance, where enemies appear on the map from reinforcements, with a jerk throw them in the zone of reinforcement(even without the shelter, the main thing is as close as possible), they move to the observation and mow everything that appears from the portal(each Ranger shoots up to 3 times, the enemies appear without shelter, the Rangers are very close and get bonuses to hit for distance). Weapons such Rangers it's better to upgrade advanced shops, and on the last title is better not to take advantage of Zone because of its futility(costs 2 actions, General form, despite the description not available).
The first gunners better to develop on the right track(to suppress). Wide suppression can cover the most inconvenient opponents(which are hard to kill, or which are very accurate or have a nasty ability, like a Viper, or just in an emergency situation, if the enemy failed to kill due to misses/scratches and the left flank without cover), especially if they are close to each other. It has no cooldown, only ammunition(3 for activation and 1 for every return shot, so guns in the first place should hang advanced stores). One gunner can keep a few moves a flank, the massive suppression - reload - wide suppression, and two machine gunners can seriously stall the enemy. Perky open fire(scratch it is better to miss) and Trap(+15 accuracy return fire under suppression) very well increase the accuracy of return fire, can be surprised, when a heavy will mow down 2-3 of the enemy under suppression, who started the movement. It is a pity that you can't use the massive suppression of the mode of concealment. Also for more accuracy return fire, guns can be improved by Setting the shutter. Next will be no less useful perks for the almost assured destruction of shelters and expansion of area wide suppression. Further in the game you can train the heavy branch on the left(especially if he from the very beginning, good accuracy), which has the perk guaranteed hit on the target.
Ninja can be left as long as possible disguised, carefully to find packs with aliens and agrit their sniper with the overall appearance from afar. The main thing is to keep after Agra lunatics did not pass the ninja on the flank and did not find it.
Attack is great for killing strong enemies. In the beginning, you can cut weak enemies and give attack aircraft able to safely flank him.
So the balance here very well. After the fashion of the vanilla game is not at all interesting.

j
jsilverst 23.01.20

fitch24
Oh, I forgot one thing, the Influence of the size of squad -/+, minus is good, plus bad. If you have
availability of jobs 9 days and have the opportunity to recruit people 8, we see that the influence of the size
the squad went into a plus, with 3 days you provided 30-40 aliens even at 200% penetration.

pLast1c
If you play hard, you can edit the config ini files for the timer treatment,
health etc Developed specially given this opportunity, so you can adjust the game by himself.

f
fitch24 23.01.20

jsilverst
So -/+ infiltration from the size of the squad and influence tactics of penetration. First, if I'm not mistaken, removes the penalty for 7-8 fighters and the second for 9-10. Only they are very expensive, but if you buy both, then the plus it will not be.

S
Sargarus 23.01.20

jsilverst
They had right at the beginning of the missions to make the difficulty of the game instead of dancing with tambourines.
That would be easy can be download fighters and tactics work, and it's already hard to fight with such a Horde.
So it would be interesting.
Needed to do not the chance to hit and chance have going.

f
fitch24 23.01.20

pLast1c
It is quite normal that causes the interest, the complexity. Started on medium, but on the 3 setting changed easy to increase the timer in the missions. Maps with lots of enemies is really a lot of time, some moves have to repeatedly replay what to play is no less interesting. The configs back only the angles of sight(a small bonus to accuracy for Good corner at close range), which was Vanille. Needed some more apnut grenades, but have not found how to do it, and scored. Can't come off for 4 days)))

j
jsilverst 23.01.20

Bought in Guerrilla school: tactical penetration of 6-7 soldiers, infiltration of large groups of 8-10
soldiers and something good is there, it is still more than 5 soldiers can't take, why?