Difference between revisions of "Difficulty (LWR)"

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'''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 not slow 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).
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[[Long_War_Rebalance|Back To Main Page]]
  
== Regarding the first mission ==  
+
== Expectations ==
  
The first mission is <u>challenging</u>. 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.
+
'''LWR Easy''' is easier than '''Long War 1.0 Normal'''.
  
==Difficulty levels==
+
'''LWR Classic''' is similar to '''Long War 1.0 Classic'''.
  
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.
+
'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.
  
=== Normal ===
+
'''LWR Impossible''' is tough, unforgiving, and will sometimes feel '''Impossible'''.
'''Tactical'''
 
* First mission has 9 aliens
 
* Aliens have:
 
** -50% HP
 
** -20 defense
 
** -1 damage
 
** -20 aim
 
** -50% leader and research stat bonuses
 
  
* 25% Outsider Growth rate
+
Playing '''Ironman''' is like jumping all the difficulties up another notch.
  
'''Strategic'''
+
It's probably best to start out a little easier if you've never played LWR before.
* Funding: 100%
 
* HQ Power: 50
 
* Starting Cash: 100%
 
* Starting Panic: 200
 
* Alloys/Elerium from UFOs: 100%
 
* Weapon Fragments: 150%
 
* Meld: 200%
 
  
* UFOs have -50% HP
+
Larger UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating.
  
=== Classic ===
+
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).
'''Tactical'''
 
* First mission has 11 aliens
 
* Aliens have:
 
** -25% HP
 
** -10 aim
 
** -33% leader and research stat bonuses
 
  
* 50% Outsider Growth rate
+
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.
  
'''Strategic'''
+
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.
* Funding: 80%
 
* HQ Power: 40
 
* Starting Cash: 80%
 
* Starting Panic: 400
 
* Alloys/Elerium from UFOs: 80%
 
* Weapon Fragments: 125%
 
* Meld: 166%
 
  
* UFOs have -40% HP
+
==Difficulty Levels==
  
=== Brutal ===
+
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.
'''Tactical'''
 
* First mission has 12 aliens
 
* Aliens have:
 
** -10% HP
 
** +10 will
 
** -17% leader and research stat bonuses
 
** 50% chance to Overwatch when revealed or after using Launch
 
  
* 75% Outsider Growth rate
+
To select the Pain difficulty you must click down on Impossible difficulty and then press the space bar. It is intentionally somewhat hidden.
 +
<br/><br/>
 +
{| class="wikitable" style="max-width: 1800px;"
 +
|-
 +
|+
 +
|- align="center"
 +
! 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"
 +
! 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 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 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>'''Panic Reduction per Defector'''
 +
| 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;" | [[File:Credits Long War.png|33px]]<br>'''Home Country Daily Credits'''
 +
| 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;" | {{Elerium Icon}}'''UFO Elerium Yield'''
 +
| 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: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 Soldiers'''
 +
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Fire_In_The_Hole.png|31px]]<br>'''Starting SHIVs'''
 +
|- align="center"
 +
| style="width: 6%;" | Easy
 +
| style="width: 7%;" | 150%
 +
| style="width: 6%;" | 80%
 +
| style="width: 6%;" | 500
 +
| style="width: 7%;" | 6
 +
| style="width: 6%;" | 45
 +
| style="width: 6%;" | 60
 +
| style="width: 6%;" | 100%
 +
| style="width: 6%;" | 100%
 +
| style="width: 6%;" | 100%
 +
| style="width: 6%;" | 100%
 +
| style="width: 6%;" | 50%
 +
| style="width: 6%;" | 80%
 +
| style="width: 6%;" | 3
 +
| style="width: 6%;" | 4
 +
|- align="center"
 +
|Classic || 133% || 90% || 600 || 5 || 40 || 55 || 80% || 80% || 83% || 83% || 60% || 90% || 2 || 3
 +
|- align="center"
 +
|Brutal || 117% || 100% || 700 || 4 || 35 || 50|| 60% || 60% || 67% || 67% || 80% || 100% || 1 || 2
 +
|- align="center"
 +
|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
 +
|}
  
'''Strategic'''
+
{| class="wikitable" style="max-width: 1800px;"
* Funding: 60%
+
|-
* HQ Power: 35
+
|+
* Starting Cash: 60%
+
|- align="center"
* Starting Panic: 600
+
! colspan="14" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Head red 2.png|20px]]</div>&nbsp;&nbsp;'''Alien Changes'''
* Alloys/Elerium from UFOs: 60%
+
|- align="center"
* Weapon Fragments: 115%
+
! Difficulty
* Meld: 133%
+
| 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/>'''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: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: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/>'''Base Defense'''
 +
| 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:ALIEN_LAUNCH.png|32px]]<br/>'''OW Chance<br>(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: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"
 +
| style="width: 7%;" | Easy
 +
| style="width: 7%;" | -2
 +
| style="width: 7%;" | 50%
 +
| style="width: 7%;" | 50%
 +
| style="width: 7%;" | -20
 +
| style="width: 7%;" | -20
 +
| style="width: 7%;" | -1.3
 +
| style="width: 7%;" | 50%
 +
| style="width: 7%;" | 25%  
 +
| style="width: 7%;" | 25%
 +
| style="width: 8%;" | 0/0/0%
 +
| 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"
 +
|Brutal || 0 || 100% || 100% || 0 || 0 || 0 || 100% || 75% || 75% || 35/10/0% || No || 9
 +
|- align="center"
 +
|Impossible* || +1 || 125% ||  125% || +10 || +10 || +0.6 || 125% || 100% || 100% || 100/35/10% || Yes || 8
 +
|- align="center"
 +
|Pain* || +2 || 150% ||  150% || +20 || +20 || +1.3 || 150% || 125% || 100% || 100% || Yes || 7
 +
|}
  
* UFOs have -20% HP
+
{| class="wikitable" style="width: 400px"
 +
|-  
 +
|+
 +
|- align="center"
 +
! colspan="8" style="padding: 6px;" | '''First Mission Alien Count'''
 +
|- align="center"
 +
! style="padding: 4px;" | Difficulty !! style="padding: 4px;" | Sectoids/Drones !! style="padding: 4px;" | Outsiders
 +
|- align="center"
 +
|Easy|| 5 || -
 +
|- align="center"
 +
|Classic || 6 || -
 +
|- align="center"
 +
|Brutal || 6 || 1
 +
|- align="center"
 +
|Impossible || 7 || 1
 +
|- align="center"
 +
|Pain || 8 || 2
 +
|}
  
=== Impossible ===
+
== Difficulty Curve ==  
'''Tactical'''
 
* First mission has 13 aliens
 
* Aliens have:
 
** +1 damage
 
** +10 aim
 
** +20 will
 
** 100% chance to Overwatch when revealed or after using Launch
 
  
* 100% Outsider Growth rate
+
'''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.
  
'''Strategic'''
+
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.
* Funding: 50%
 
* HQ Power: 30
 
* Starting Cash: 50%
 
* Starting Panic: 800
 
* Alloys/Elerium from UFOs: 50%
 
* Weapon Fragments: 100%
 
* Meld: 100%
 
  
== See also ==
+
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.
{{ Overview (LWR) Navbar }}
 
[[Category: Long War Rebalance]]
 
[[Category: Overview (LWR)]]
 

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.