Difference between revisions of "Difficulty (LWR)"

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'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.
 
'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.
  
'''LWR Impossible''' is really tough, unforgiving, and will sometimes feel literally '''Impossible'''.  
+
'''LWR Impossible''' is tough, unforgiving, and will sometimes feel '''Impossible'''.  
  
 
Playing '''Ironman''' is like jumping all the difficulties up another notch.
 
Playing '''Ironman''' is like jumping all the difficulties up another notch.
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Last, ''if you feel like being masochistic and decide to play on impossible'': please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.
 
Last, ''if you feel like being masochistic and decide to play on impossible'': please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.
  
== Regarding the First Mission ==  
+
==Difficulty Levels==
  
The first mission is very 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. If you pass the first mission with ease you may consider upping 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 toughest battles in the mid-late game.
+
In Long War Rebalance, difficulty levels scale many different aspects of the game. Difficulty level can also affects perks like the effectiveness of the Outsiders' Growth ability.  
  
==Difficulty Levels==
+
To select the Pain difficulty you must click down on Impossible difficulty and then press the space bar. It is intentionally somewhat hidden.
 
 
In Long War Rebalance, difficulty levels scale many different aspects of the game. Unlike Long War, UFO HP and alien stat bonuses from leader levels and research are scaled down on lower difficulties. Difficulty level also affects perks like the effectiveness of the Outsiders' Growth ability, as well as the chance for aliens to use Overwatch when dropping into missions or after using Launch.  
 
 
<br/><br/>
 
<br/><br/>
 
{| class="wikitable" style="max-width: 1800px;"
 
{| class="wikitable" style="max-width: 1800px;"
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|+
 
|+
 
|- align="center"
 
|- align="center"
! colspan="14" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Vigilo_Confido_shield.png|24px]]</div>&nbsp;'''Strategic Changes'''
+
! colspan="15" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Vigilo_Confido_shield.png|24px]]</div>&nbsp;'''Strategic Changes'''
 
|- align="center"
 
|- align="center"
 
! Difficulty  
 
! Difficulty  
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | <div align=center style="display:table-cell; background:#333333; height:32px; width:32px; vertical-align:middle">[[File:Event Research.png|28px|link=Research (LWR)|Research required]]</div>'''XCOM Research Speed'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | <div align=center style="display:table-cell; background:#333333; height:32px; width:32px; vertical-align:middle">[[File:Event Research2.jpg|link=Research (LWR)|32px|Research required]]</div>'''XCOM Research Speed'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br>'''Alien Research Speed'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br>'''Alien Level Up Speed'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Initial Panic'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Initial Panic'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Monthly Panic per Defector'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Panic Reduction per Defector'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}<br>'''Starting Power'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}'''Starting Power'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{AA Icon}}<br>'''UFO Alloy Yield'''  
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Credits Long War.png|33px]]<br>'''Home Country Daily Credits'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Elerium Icon}}<br>'''UFO Elerium Yield'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{AA Icon}}'''UFO Alloy Yield'''  
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Weapon Fragments Icon}}<br>'''Fragment Yields'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Elerium Icon}}'''UFO Elerium Yield'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}<br>'''Meld Yields'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Weapon Fragments Icon}}'''Fragment Yields'''
 +
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}'''Meld Yields'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br>'''UFO HP'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br>'''UFO HP'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Injury and Fatigue Times'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Injury and Fatigue Times'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]<br>'''Monthly Bonus Soldiers'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]<br>'''Monthly Soldiers'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Fire_In_The_Hole.png|31px]]<br>'''Number of Starting SHIVs'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Fire_In_The_Hole.png|31px]]<br>'''Starting SHIVs'''
 
|- align="center"
 
|- align="center"
 
| style="width: 6%;" | Easy
 
| style="width: 6%;" | Easy
| style="width: 6%;" | 150%  
+
| style="width: 7%;" | 150%  
| style="width: 6%;" | 85%
+
| style="width: 6%;" | 80%
 
| style="width: 6%;" | 500  
 
| style="width: 6%;" | 500  
| style="width: 6%;" | -6
+
| style="width: 7%;" | 6
 
| style="width: 6%;" | 45
 
| style="width: 6%;" | 45
 +
| style="width: 6%;" | 60
 
| style="width: 6%;" | 100%  
 
| style="width: 6%;" | 100%  
 
| style="width: 6%;" | 100%  
 
| style="width: 6%;" | 100%  
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| style="width: 6%;" | 4
 
| style="width: 6%;" | 4
 
|- align="center"
 
|- align="center"
|Classic || 133% || 90% || 600 || -5 || 40 || 80% || 80% || 83% || 83% || 60% || 90% || 2 || 3
+
|Classic || 133% || 90% || 600 || 5 || 40 || 55 || 80% || 80% || 83% || 83% || 60% || 90% || 2 || 3
 
|- align="center"
 
|- align="center"
|Brutal || 117% || 95% || 700 || -4 || 35 || 60% || 60% || 67% || 67% || 80% || 100% || 1 || 2
+
|Brutal || 117% || 100% || 700 || 4 || 35 || 50|| 60% || 60% || 67% || 67% || 80% || 100% || 1 || 2
 
|- align="center"
 
|- align="center"
|Impossible || 100% || 100% || 800 || -3 || 30 || 50% || 50% || 50% || 50% || 100% || 110% || 0 || 1
+
|Impossible || 100% || 110% || 800 || 3 || 30 || 45 || 50% || 50% || 50% || 50% || 100% || 110% || 0 || 1
 +
|- align="center"
 +
|Pain || 83% || 120% || 900|| 2 || 25 || 40 || 40% || 40% || 33% || 33% || 120% || 120% || 0 || 0
 
|}
 
|}
  
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! Difficulty  
 
! Difficulty  
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Base Damage'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Base Damage'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br/>'''HP'''  
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br/>'''Base HP'''  
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:HEAVY WILLTOSURVIVE.png|32px]]<br/>'''Base DR'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:HEAVY WILLTOSURVIVE.png|32px]]<br/>'''Base DR'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Aim_Long_War.png|31px]]<br/>'''Aim'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Aim_Long_War.png|31px]]<br/>'''Aim'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Will_Long_War.png|31px]]<br/>'''Will'''  
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Will_Long_War.png|31px]]<br/>'''Will'''  
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Mobility Long War.png|31px]]<br/>'''Mobility'''  
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Mobility Long War.png|31px]]<br/>'''Mobility'''  
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Defense_Long_War.png|31px]]<br/>'''Defense*'''  
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Defense_Long_War.png|31px]]<br/>'''Base Defense'''  
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Level Up Attribute Gains'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Alien Level<br>Attribute Gains'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Defenders Medal 2 (EU2012).png|32px]]<br/>'''Outsider Growth Chance'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ALIEN_LAUNCH.png|32px]]<br/>'''OW Chance<br>(Drop-in/Launch)'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:SUPPORT_COVERINGFIRE.png|32px]]<br/>'''Deflection Shield Chance'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ALIEN_LAUNCH.png|32px]]<br/>'''OW Chance (Drop-in/Launch)'''
 
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br/>'''Prepared Chance (0/1/2 Active)'''
 
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br/>'''Prepared Chance (0/1/2 Active)'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY_GHOST.png|32px]]<br/>'''Sneak Mode'''
+
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY_GHOST.png|32px]]<br/>'''Sneak Mode / CR when no LoS'''
 +
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]<br>'''Temple Squad Size'''
 
|- align="center"
 
|- align="center"
 
| style="width: 7%;" | Easy
 
| style="width: 7%;" | Easy
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| style="width: 7%;" | -1.3
 
| style="width: 7%;" | -1.3
 
| style="width: 7%;" | 50%  
 
| style="width: 7%;" | 50%  
| style="width: 7%;" | 50%
+
| style="width: 7%;" | 25%  
| style="width: 7%;" | 13%  
 
 
| style="width: 7%;" | 25%
 
| style="width: 7%;" | 25%
| style="width: 8%;" | 25%
 
 
| style="width: 8%;" | 0/0/0%
 
| style="width: 8%;" | 0/0/0%
| style="width: 7%;" | 0%
+
| style="width: 7%;" | No
 +
| style="width: 7%;" | 11
 +
|- align="center"
 +
|Classic || -1 || 75% || 75% || -10 || -10 || -0.6 || 75% || 50% || 50% || 10/0/0% || No || 10
 
|- align="center"
 
|- align="center"
|Classic || -1 || 75% || 75% || -10 || -10 || -0.6 || 75% || 67% || 25% || 50% || 50% || 10/0/0% || 10%
+
|Brutal || 0 || 100% || 100% || 0 || 0 || 0 || 100% || 75% || 75% || 35/10/0% || No || 9
 
|- align="center"
 
|- align="center"
|Brutal || +1 || 90% || 100% || 0 || 0 || 0 || 100% || 83% || 38% || 75% || 75% || 35/10/0% || 35%
+
|Impossible* || +1 || 125% || 125% || +10 || +10 || +0.6 || 125% || 100% || 100% || 100/35/10% || Yes || 8
 
|- align="center"
 
|- align="center"
|Impossible || +2 || 100% +3 ||  100% || +10 || +10 || +0.6 || 100% || 100% || 50% || 100% || 100% || 100/35/10% || 100%
+
|Pain* || +2 || 150% ||  150% || +20 || +20 || +1.3 || 150% || 125% || 100% || 100% || Yes || 7
 
|}
 
|}
 
*Defense is modified on base defense and the perks: Transform (Cyberdisc) and Fleet (Chryssalid)
 
  
 
{| class="wikitable" style="width: 400px"
 
{| class="wikitable" style="width: 400px"
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|- align="center"
 
|- align="center"
 
|Impossible || 7 || 1
 
|Impossible || 7 || 1
 +
|- align="center"
 +
|Pain || 8 || 2
 
|}
 
|}
  

Latest revision as of 15:46, 16 February 2024

Back To Main Page

Expectations

LWR Easy is easier than Long War 1.0 Normal.

LWR Classic is similar to Long War 1.0 Classic.

LWR Brutal is around as hard as Long War 1.0 Impossible.

LWR Impossible is tough, unforgiving, and will sometimes feel Impossible.

Playing Ironman is like jumping all the difficulties up another notch.

It's probably best to start out a little easier if you've never played LWR before.

Larger UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating.

Expect to have satellites shot down, to not be able to stop a lot of UFOs, to lose soldiers, to lose missions, and to lose around 1 country per month (give or take).

If you are wondering how your campaign is faring (especially after a few squad wipes), use the grade the council gives you at the end of the month as a good indicator. This grade reflects how well you are doing in your campaign and how likely you are to pass it. C or higher is a good grade.

Last, if you feel like being masochistic and decide to play on impossible: please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.

Difficulty Levels

In Long War Rebalance, difficulty levels scale many different aspects of the game. Difficulty level can also affects perks like the effectiveness of the Outsiders' Growth ability.

To select the Pain difficulty you must click down on Impossible difficulty and then press the space bar. It is intentionally somewhat hidden.

Vigilo Confido shield.png
 Strategic Changes
Difficulty
Research required
XCOM Research Speed
ABILITY LEAD BY EXAMPLE (EU2012).png
Alien Level Up Speed
PENALTY PANICKED.png
Initial Panic
PENALTY PANICKED.png
Panic Reduction per Defector
Meld
Starting Power
Credits Long War.png
Home Country Daily Credits
Alien Alloys
UFO Alloy Yield
Elerium
UFO Elerium Yield
Weapon Fragments
Fragment Yields
Meld
Meld Yields
Health Long War.png
UFO HP
Damage Long War.png
Injury and Fatigue Times
RANK SQUADDIE.png
Monthly Soldiers
Fire In The Hole.png
Starting SHIVs
Easy 150% 80% 500 6 45 60 100% 100% 100% 100% 50% 80% 3 4
Classic 133% 90% 600 5 40 55 80% 80% 83% 83% 60% 90% 2 3
Brutal 117% 100% 700 4 35 50 60% 60% 67% 67% 80% 100% 1 2
Impossible 100% 110% 800 3 30 45 50% 50% 50% 50% 100% 110% 0 1
Pain 83% 120% 900 2 25 40 40% 40% 33% 33% 120% 120% 0 0
Head red 2.png
  Alien Changes
Difficulty Damage Long War.png
Base Damage
Health Long War.png
Base HP
HEAVY WILLTOSURVIVE.png
Base DR
Aim Long War.png
Aim
Will Long War.png
Will
Mobility Long War.png
Mobility
Defense Long War.png
Base Defense
ABILITY LEAD BY EXAMPLE (EU2012).png
Alien Level
Attribute Gains
ALIEN LAUNCH.png
OW Chance
(Drop-in/Launch)
MEC AUTOMATED THREAT ASSESSMENT.png
Prepared Chance (0/1/2 Active)
ABILITY GHOST.png
Sneak Mode / CR when no LoS
RANK SQUADDIE.png
Temple Squad Size
Easy -2 50% 50% -20 -20 -1.3 50% 25% 25% 0/0/0% No 11
Classic -1 75% 75% -10 -10 -0.6 75% 50% 50% 10/0/0% No 10
Brutal 0 100% 100% 0 0 0 100% 75% 75% 35/10/0% No 9
Impossible* +1 125% 125% +10 +10 +0.6 125% 100% 100% 100/35/10% Yes 8
Pain* +2 150% 150% +20 +20 +1.3 150% 125% 100% 100% Yes 7
First Mission Alien Count
Difficulty Sectoids/Drones Outsiders
Easy 5 -
Classic 6 -
Brutal 6 1
Impossible 7 1
Pain 8 2

Difficulty Curve

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, Easy difficulty is easier and Impossible is harder (vs Long War 1.0). 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 significantly harder as the game progresses. The exception to this is impossible level difficulty that starts off extremely difficult and continues at that level throughout the entire campaign.