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Dranak

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Posts posted by Dranak

  1. Gut instinct? The new idea sounds slightly more fun and much easier to design (in terms of systems creation, obviously not art assets). I think you would make a great game from either idea, but travelling the galaxy leveling up mercenaries is probably an easier sell to buyers outside hardcore strategy gamers.

  2. I felt the same way about scouts for a long time, but now I've reached a point where I have so many scanners available that those and MECs take over the scouting role, plus B14 means they don't have concealment and holotargeting is less important because I can scope stack. Plus MECs are more tanky and harder to hit than in 15, which further reduces my need for scouts. In B15 though I totally get using scouts more, especially since chameleon suit actually works.

  3. I agree assaults are an easily replaced class, especially once you're past Exalt. I still use them occasionally, but mostly just Facetank for his Psi powers since he has 80 will. It's been months in game since I've used Scouts, although there is an argument for using them as Pathfinders.

    Engineers are just too versatile to consistently replace IMO, but that's because I build them as Psi/utility characters. My decent engineers bring chem/grenades/panic/mind fray/scanners with the last slot used for mimic beacons or arc throwers usually. My thoughts on what classes to replace are also probably skewed a bit by already having full plasma weapons for organics which encourages me to keep using them instead of starting over building up more MEC gear.

    I do find it interesting that there are such varied opinions of what classes are good out there.

  4. I do go pure explosives, aside from my choice of Collateral Damage over Packmaster/Ranger (tough tier to choose imo). Tandem Warheads doesn't exist in B14. I still like my Infantry, they generally get Plasma rifle/titan armor/servos/double scope. I am wondering if I might be better off with a 3rd MEC and one less fleshbag on the map. I definitely would on higher difficulty, but so far it hasn't been an issue (and I am so Elerium starved atm).

  5. I mostly find myself using Goliaths and Marauders, mostly because I had excess of those classes when I started making MECs (and I got my assaults maimed). I'm starting to use my Archer more, although I still sometimes find rocketeers useful so I'm not sure how many more I will make.I tend to use my MECs more as tanks/point men, which is probably a function of me playing B14 where that was still a strong strategy.

  6. Yeah, I've seen the lovely "It'll take more than that! I can't take much more of this!" combo. Sure, we can go with that. I think I actually chopped him because B14 Goliaths are OP and I had a ton of high rank gunners so he wasn't really getting much use. I didn't get to rescue him until around the same time as I was starting to field MECs, so it just seemed an easy fit for him.

    They also got some unused assets from Firaxis for his voice set, so 15e will have new, probably inappropriate things for him to say!

  7. I can't think of any particular videos offhand, but I can briefly summarize a couple of my favorite features.

    Long War has a ton of weapons at each tier, and most of them are useful. There are SMGs, carbines, rifles, heavy rifles, shotguns, pistols, machine pistols, SAWs, machine guns, and two sniper variants. SMGs for example have less ammo and firepower, but give greatly increased mobility which makes them useful for support troops that don't actually shoot often (like medics, engineers, psionic users, or even rocketeers). The general crux is choosing between mobility and firepower. Sniper rifles and machine guns both have a similar system where you have either a shorter range/slightly less damage option that can move and shoot on the same turn, or longer range/damage options that can not. Both types have varying degrees of usefullness which mostly depends on your tactics and the terrain you fight on (Long War also tells you the general class of map you'll be fighting on, which lets you lean your loadouts a bit in the direction of the expected terrain type).

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