Difference between revisions of "Difficulty (LWR)"

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(Big cleanup, many tables added. Nice and organized.)
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==Difficulty levels==
 
==Difficulty levels==
  
In general, higher difficulties cause you to have less resources at your disposal, while there are stronger Aliens present on tactical missions. Aliens also advance their research faster, granting them extra abilities, stats and stronger alien types earlier in the game.
+
In Long War Rebalance, difficulty levels scale the amount of resources gained from missions, as well as monthly funding, starting cash, starting HQ power, and initial country panic levels. Unlike Long War, UFO HP and alien stat bonuses from leader levels and research are scaled down on lower difficulties. Difficulty level also affects the effectiveness of the Outsiders' new Growth perk, and the chance for aliens to use Overwatch when dropping into missions or using Launch.  
  
=== Normal ===
+
{| class="wikitable" width="25%"
'''Tactical'''
+
|-
* First mission has 9 aliens
+
|+
* Aliens have:
+
|- align="center"
** -50% HP
+
! colspan="8" | '''First Mission Alien Count'''
** -20 defense
+
|- align="center"
** -1 damage
+
! Difficulty !! Sectoids !! Outsiders
** -20 aim
+
|- align="center"
** -50% leader and research stat bonuses
+
|Normal || 9 || 0
 +
|- align="center"
 +
|Classic || 11 || 0
 +
|- align="center"
 +
|Brutal || 12 || 1
 +
|- align="center"
 +
|Impossible || 13 || 2
 +
|- align="center"
 +
|}
  
* 25% Outsider Growth rate
+
{| class="wikitable" width="25%"
 +
|-
 +
|+
 +
|- align="center"
 +
! colspan="8" | '''Alien Stat Changes by Difficulty'''
 +
|- align="center"
 +
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Leader/Tech Bonuses
 +
|- align="center"
 +
|Normal || -1 || -50% || -20 || +0 || -50%
 +
|- align="center"
 +
|Classic || +0 || -25% || -10 || +0 || -33%
 +
|- align="center"
 +
|Brutal || +0 || -10% || +0 || +10 || -17%
 +
|- align="center"
 +
|Impossible || +1 || 0% || +10 || +20 || -0%
 +
|- align="center"
 +
|}
  
'''Strategic'''
+
{| class="wikitable" width="25%"
* Funding: 100%
+
|-
* HQ Power: 50
+
|+
* Starting Cash: 100%
+
|- align="center"
* Starting Panic: 200
+
! colspan="8" | '''Outsider Growth Rate by Difficulty'''
* Alloys/Elerium from UFOs: 100%
+
|- align="center"
* Weapon Fragments: 150%
+
! Difficulty !! Growth Rate
* Meld: 200%
+
|- align="center"
 +
|Normal || -75%
 +
|- align="center"
 +
|Classic || -50%
 +
|- align="center"
 +
|Brutal || -25%
 +
|- align="center"
 +
|Impossible || -0%
 +
|- align="center"
 +
|}
  
* UFOs have -50% HP
+
{| class="wikitable" width="25%"
 +
|-
 +
|+
 +
|- align="center"
 +
! colspan="8" | '''Drop-in/Launch Overwatch Chance'''
 +
|- align="center"
 +
! Difficulty !! Overwatch Chance
 +
|- align="center"
 +
|Normal || 0%
 +
|- align="center"
 +
|Classic || 0%
 +
|- align="center"
 +
|Brutal || 50%
 +
|- align="center"
 +
|Impossible || 100%
 +
|- align="center
  
=== Classic ===
+
{| class="wikitable" width="50%"
'''Tactical'''
+
|-
* First mission has 11 aliens
+
|+
* Aliens have:
+
|- align="center"
** -25% HP
+
! colspan="9" | '''Strategy Difficulty Changes'''
** -10 aim
+
|- align="center"
** -33% leader and research stat bonuses
+
! Difficulty !! {{Credits Icon}} XCOM Funding !! {{Credits Icon}} Starting Cash !! {{Power Icon}} HQ Power !! {{Panic Icon}} Initial Panic !! {{AA Icon}} UFO Alloy Yield !! {{Elerium Icon}} UFO Elerium Yield !! {{Weapon Fragments Icon}} Fragment Yields !! {{Meld Icon}} Meld Yields
 +
|- align="center"
 +
|Normal || 100% || 100% || 50 || 200 || 100% || 100% || 150% || 100%
 +
|- align="center"
 +
|Classic || 80% || 80% || 40 || 400 || 80% || 80% || 125% || 100%
 +
|- align="center"
 +
|Brutal || 60% || 60% || 35 || 600 || 60% || 60% || 115% || 100%
 +
|- align="center"
 +
|Impossible || 50% || 50% || 30 || 800 || 50% || 50% || 100% || 100%
 +
|- align="center"
 +
|}
  
* 50% Outsider Growth rate
+
{| class="wikitable" width="25%"
 
+
|-
'''Strategic'''
+
|+
* Funding: 80%
+
|- align="center"
* HQ Power: 40
+
! colspan="8" | '''UFO HP by Difficulty'''
* Starting Cash: 80%
+
|- align="center"
* Starting Panic: 400
+
! Difficulty !! {{Health (Long War)}} HP
* Alloys/Elerium from UFOs: 80%
+
|- align="center"
* Weapon Fragments: 125%
+
|Normal || -50%
* Meld: 166%
+
|- align="center"
 
+
|Classic || -40%
* UFOs have -40% HP
+
|- align="center"
 
+
|Brutal || -20%
=== Brutal ===
+
|- align="center"
'''Tactical'''
+
|Impossible || -0%
* First mission has 12 aliens, plus 1 additional Outsider.
+
|- align="center"
* Aliens have:
+
|}
** -10% HP
 
** +10 will
 
** -17% leader and research stat bonuses
 
** 50% chance to use Overwatch after drop-in, or after using Launch
 
 
 
* 75% Outsider Growth rate
 
 
 
'''Strategic'''
 
* Funding: 60%
 
* HQ Power: 35
 
* Starting Cash: 60%
 
* Starting Panic: 600
 
* Alloys/Elerium from UFOs: 60%
 
* Weapon Fragments: 115%
 
* Meld: 133%
 
 
 
* UFOs have -20% HP
 
 
 
=== Impossible ===
 
'''Tactical'''
 
* First mission has 13 aliens, plus 2 additional Outsiders.
 
* Aliens have:
 
** +1 damage
 
** +10 aim
 
** +20 will
 
** 100% chance to use Overwatch after drop-in, or after using Launch
 
 
 
* 100% Outsider Growth rate
 
 
 
'''Strategic'''
 
* Funding: 50%
 
* HQ Power: 30
 
* Starting Cash: 50%
 
* Starting Panic: 800
 
* Alloys/Elerium from UFOs: 50%
 
* Weapon Fragments: 100%
 
* Meld: 100%
 
  
 
== See also ==
 
== See also ==

Revision as of 01:44, 10 July 2020

Long War Rebalance is designed for players of all skill levels, offering a greater range of difficulties and even more Second Wave options to customize your experience.

In general, Normal difficulty is easier and Impossible is harder. Veteran Long War players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to. The difficulty curve is also adjusted so that the game starts off easier and gets more difficult as it progresses: expect to find the game easy in the beginning and significantly harder as the game progresses. Captures and interrogations are now required research and getting them early is important to avoid slowing down research. Destroyers are more difficult to shoot down and attempting to in the early-mid game is not advised. As well, large UFOs and swarming abductions are more challenging -- treat them with respect and do not rule out retreating. Expect to have satellites shot down, expect to not be able to stop a lot of UFOs, and expect to lose around 1 country per month to panic (give or take).

Regarding the first mission

The first mission is challenging. It is intended to act as a litmus test to guide you in selecting a difficulty. If you fail the first mission you may consider dropping the difficulty a notch. Injuries and even deaths on the first mission are not unreasonable as it is intended to mimic the difficulty you would experience in some of the tougher battles in the mid-late game.

Difficulty levels

In Long War Rebalance, difficulty levels scale the amount of resources gained from missions, as well as monthly funding, starting cash, starting HQ power, and initial country panic levels. Unlike Long War, UFO HP and alien stat bonuses from leader levels and research are scaled down on lower difficulties. Difficulty level also affects the effectiveness of the Outsiders' new Growth perk, and the chance for aliens to use Overwatch when dropping into missions or using Launch.

First Mission Alien Count
Difficulty Sectoids Outsiders
Normal 9 0
Classic 11 0
Brutal 12 1
Impossible 13 2
Alien Stat Changes by Difficulty
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Will
Will
Leader/Tech Bonuses
Normal -1 -50% -20 +0 -50%
Classic +0 -25% -10 +0 -33%
Brutal +0 -10% +0 +10 -17%
Impossible +1 0% +10 +20 -0%
Outsider Growth Rate by Difficulty
Difficulty Growth Rate
Normal -75%
Classic -50%
Brutal -25%
Impossible -0%
Drop-in/Launch Overwatch Chance
Difficulty Overwatch Chance
Normal 0%
Classic 0%
Brutal 50%
Impossible 100%
Strategy Difficulty Changes
Difficulty
Credits
XCOM Funding
Credits
Starting Cash
Power
HQ Power
PENALTY PANICKED.png Initial Panic
Alien Alloys
UFO Alloy Yield
Elerium
UFO Elerium Yield
Weapon Fragments
Fragment Yields
Meld
Meld Yields
Normal 100% 100% 50 200 100% 100% 150% 100%
Classic 80% 80% 40 400 80% 80% 125% 100%
Brutal 60% 60% 35 600 60% 60% 115% 100%
Impossible 50% 50% 30 800 50% 50% 100% 100%
UFO HP by Difficulty
Difficulty Health
HP
Normal -50%
Classic -40%
Brutal -20%
Impossible -0%

See also

Vigilo Confido shield.png Long War Rebalance: Overview
Overview

Mod Information Change Log New HotkeysDifficulty LevelsSecond WaveTroubleshooting GuideDev Console