Overview
In this guide I’ll be handing out a few tips and tricks for The Long War that I’ve come up with myself. Or have been the community’s recommendations.
Getting started.
So, we’re getting started huh?. Freshly installed the mod or are you planning to re-play it?. It doesn’t matter, in this guide I’ll overview a compilation of tips and tricks that’ll help you to get started the right way.
1.- Choosing your country.
In The Long War there are many countries to choose from. In fact, many countries have different options. Each one of these options is helpful in it’s own way. That’s why the first step to choosing your starting country is knowing yourself, how so? On a previous playthrough, at which field did you mess up the most? Did you always lose Aerial Interceptions? Did you always struggle to squeeze a few dollars from the council’s report? Or do your research’s always take so long. By the time they’re done the Aliens have Mechtoids?. Consider these questions when choosing your country – As by choosing one with the bonus in a field in which you suck can be extremely helpful. And it’ll save you some headaches
2.- Planning ahead (Base building)
The UFOapedia has a great summary of this. As I’ve never been all that much of a building strategist. I’ll just put it here.
“All difficulties have fixed Base power, and each campaign is hardcoded to have two Steam Vents (where they’ll be is still up to luck, however). These two vents are meant as bonuses, and they will not be enough to power a fully built base. And keep in mind the length of time it takes to build the generators and facilities, so plan ahead. At minimum you’ll eventually want three adjacent Elerium Generators somewhere– you should be planning your base layout early anyways.”
3.- Making Money
Well. Just to get this started right away. I’ll say it right now, spamming satellites in The Long War is neither the solution to all problems nor a good idea. Each Satellite Uplink building only gives coverage for one satellite (And 1 extra as adjacency bonus) Plus satellites are very. Very. Expensive. And you better protect them with interceptors, or it won’t take long before an UFO drops by and shoots it down. Even if you protect them though, aliens will eventually shoot it down one way or another. So as always, plan ahead – Don’t make a single move without having a backup plan.
Another point to have in mind is efficiency. Always place satellites in countries that’ll pay you more (Unless you’re using a satellite to avoid a country leaving the council). And of course. Keep your interceptors taking care of them with the latest in alien hunting.
The Long War will provide you with lots. Lots. LOTS of missions and such, which. Assuming you can win these, means much more elerium, alloys, weapon fragments, meld. And more. In fact early in the game you can get to a point where you’ll have more of these than what you require for. Well, anything. So never doubt about going there and selling a few alien artifacts to non-descript corporations when you’re in the need of it. But only do this when you need the money. As EXALT could hack away your funds.
Meld is somewhat “relative” in The Long War. Depending on how the aliens are doing, you’ll find more or less of it. For example, if you’re kicking alien ass. You’ll probably have your meld wallet completely meld empty, and should not sell the few leftovers that you have. On the other hand, if aliens are cheaters that make you lose. You should eventually get enough meld to assemble a super modified team to get you back in the game. Or, of course. Sell it.
In The Long War, you are able to give captured aliens to council nations. So even if you’ve already interrogated a specimen of that race, it’s never a bad idea to bring some more. The number of aliens you can capture is seemingly infinite, and usually countries will only ask for 1 example of each specimen. Plus – You can sell the weapons they drop in the grey market, as you won’t be using them until much later in the game. And you won’t ever get council requests for those. So if you’re willing to, it’s not that bad of an idea to sell alien weaponry.
Although I say later in this guide that you shouldn’t do so. If you’re low on money consider guarding the encoder and transmitter during EXALT extractions. As guarding both will give you a bonus in cash.
4.- Research
Yeah. aliens can now direct their own researches, so you should always be thinking about what research to go for. And don’t let a single day go to waste, otherwise you’ll find yourself fighting Cyberdiscs with rocks and sticks.
How fast the alien’s research advances is relative to how well the player is doing, and difficulty. Soldiers that are MIA (Left Behind) during missions will give the aliens a boost. So avoid doing so at all costs – Unless the other option is having multiple MIA.
Aliens will also get a boost in their research if:
-They win missions.
-UFO of any kind goes unharmed (Hurt UFO’s will gain research too, but considerably less)
-UFO landings are left unattended
-Panic Missions are won
-You raid a country in search of the EXALT base, when it’s not there.
-Basically everything else that you let them get away with.
But they will not gain research from:
-Killing soldiers
-Shooting down satellites
-Shooting down interceptors
This is something that I came up with, only through experience. When you’re researching tech to help you go and kick more alien ass – Make sure you balance it, what do I mean by that? Don’t specify on just one field. Otherwise other fields will quickly become impossible to defend.
For example, don’t just research weapon development, otherwise your interceptors will quickly become paper planes against the more advanced UFO’s. Becoming panic inducers. Always make sure that each field of combat is going alongside eachother, sure. It’ll be a bit rough, but it’s better to have it a bit rough and squeeze through hardships. Than having awesome weapons to shoot aliens on land but having paper planes going against alien battleships.
Also, make sure to always have armour for each of your troopers, as shots that don’t reduce his regular “non-armored” health, will not make him have to stay at the sick bay.
5.- Combat tricks, tips. Etc.
They’re the ones going down there, so you should always take atleast a glance to their stats and perks. Just to make sure that they have the right skills to get through the job. Remember to always keep an eye out for perk combinations that’ll give you an edge in battle and not just choosing randomly.
Just take a look at this. [link]
Or just take a quick glance at it, make sure you’re familiarized with the perks, stats, and tactics of each one – Or if you want to save yourself the homework, just play and you’ll eventually figure it out.
Sure, you probably already know about this. Most people do!, But I cannot stress it enough. Capturing is hundred of times more useful in The Long War than it was in Vanilla. As not only will it unlock useful gene mods, psionics, etc. You will be able to obtain research credit, while most missions in The Long War are split by one week from eachother, the sooner you complete your researches, the further ahead you’ll be from the alien’s technology. So as soon as you can. Start considering capturing aliens.
Medics in The Long War are infinitely more useful now. They can keep your soldiers in shape during missions, they carry a ♥♥♥♥♥♥♥ of medikits for when EXALT starts spamming rocket launchers. So make sure to have a healthy amount of medics, and send atleast 1 with each mission.
S.H.I.Vs are the units you can rely on when flesh won’t give you results. They can take more damage, It’s harder to hurt them, and alloy shivs provide mobile cover. They don’t level up, but they can be equipped with weapons of mass destruction that’ll make them the best unit in your squad just after popping him out of the factory. S.H.I.Vs dont fatigue or panic, so you can always rely on these little guys. Always have atleast 3 just in case.
*A useful use for shivs is mobile cover, as not only is it. Duh, mobile cover – But the enemy will always prefer to attack the S.H.I.V rather than the Xcom unit behind it, keep this in mind as it could help you flank that one jackass hiding in a corner or getting a safe approach to an alien you want to capture.
Capture it if it’s close and safe, if not. Then don’t. As simple as that, you’ll get meld from each alien killed anyways, so as long as you can win missions, you’ll keep a flux of meld.
If you place a soldier in front of a locked door, any alien that tries to go through it won’t be able to, as aliens cant open them. They can only charge through them. The same goes with stairs, laders and pipes. Just remember that not all aliens need ladders to go down or up.
DON’T YOU EVER NEVER NOT EVEN BY MISTAKE LEAVE YOUR TROOPS OUT OF COVER
Aliens don’t consider if soldiers are surrounding the place they’re going to cover in. Keep this in mind, as a succesful flush can lead to a wicked flank. Therefore a wicked kill.
In The Long War, while assembling your team. You’ll be given a description of the place the operation will be in most times, at the top left of your screen. Always consider the place you’ll be going to in relation to what classes you will send.
-For operatives, consider using Assault units. For a quick run and hack.
-Don’t be afraid to bring your A team. You only get 4 units, so don’t be shy.
-Just guard the transmitter.
-Blow up all cover near the transmitter or encoder, EXALT units will run straight at either of these, not minding if they’re left without cover.
Grenades and their uses
Each grenade, or atleast some of them – Have their own tricks and uses, in here I’ll go in depth about those uses.
Standard, starting grenade. Does 3 damage and as further the objective is from the center, the less damage it will make, and less armour will it penetrate – It’s useful when starting, and can be somewhat reliable if your troopers have the “Tandem Warhead” perk. But you should look for a better alternative, later on in the game these are only useful to blow up cover. It can be used by all soldiers.
Standard, also starter grenade. This one has a better damage range than the HE Grenade. And has the same blast range as the HE Grenade. Also sharing the same principle of “The further the target is from the center, the less damage it’ll cause”. The only difference between this grenade and the HE Grenade. Is that this one won’t destroy cover, and won’t harm any units that are in cover. (But it will destroy weapon fragments) It can be used by all soldiers.
Grenade that can be obtained either through alien capturing, or research and then foundry projects. Has the same blast radius as the HE and the AP grenade. And a better damage range than the HE and AP grenade. This is the ultimate combat oriented grenade. It can be used by all soldiers.
Disorients enemy units within the area of effect for 1 turn, does not affect allies, Sectoid Commanders, Ethereals or robotic units, you also can’t stack with Psi Grenades. It can be used by all soldiers.
This can be equipped multiple times by the same soldier, it creates a cloud of smoke inside a radius that will remain for 2 turns. Providing bonus defense and concealment to all units inside the cloud. Can be used by all soldiers.
This can be equipped multiple times by the same soldier, it spawns a scanner that reveals an area for 2 turns. Including stealth/Invisible units. It can be used by Engineers and Scouts.
This can be equipped multiple times by the same soldier, it spawns a chemical cloud that lasts for 2 turns. Applying acid to any unit in the cloud or that goes through it. It doesn’t affect either Thin Men nor Chryssalids. It can be equipped by any soldier, and you must research the
Thin Man Autopsy and New Combat Systems.
This can be equipped multiple times by the same soldier, it disorients enemy units within the radius for 1 urn. It doesn’t affect Allies, Sectoid Commanders, Ethereals or robot units. It can’t be stacked with Flashbang grenades. It can be equipped by Psionic soldiers
To obtain it you first must research “Psi Warfare Systems”
This can be equipped multiple times by the same soldier, it spawns a beacon during 2 turns. Aliens must succeed a will check or move towards the beacon, The will check’s difficulty depends on the throwing soldier’s will. It doesn’t affect allies, Exalt units, or robotic units. It can be equiped by Psionic units.
To obtain it you must first research “Alien Communications” And “Psi Warfare Systems”