Difference between revisions of "Missions (Long War)"

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====XCOM Base Defence====
 
====XCOM Base Defence====
This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO, which you can see coming (typically a NOE altitude [[UFOs (Long War)#Assault Carrier|Assault Carrier]] in your home country making a bee-line for your base) and can shoot down, but it's extremely difficult.
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This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO-- typically a NOE altitude [[UFOs (Long War)#Assault Carrier|Assault Carrier]], but it may have 'backup' from other craft-- which you can see coming and can shoot down, but it's extremely difficult: when the UFO alert/interception prompt appears, it will say "Warning! Warning! UFO vectoring to XCOM HQ!" on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.
  
Unlike vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 12 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You'll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, flashbangs, medikits, etc. Unlike vanilla, the reinforcements you get do not vary with Blueshirt casualties, only XCOM soldiers.
+
Unlike vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 12 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You'll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, flashbangs, medikits, etc. Unlike vanilla, the reinforcements you get do not vary with Blueshirt casualties, only XCOM soldiers. Of the Blueshirts, there are [[Foundry_(Long_War)|Foundry]] projects that make them slightly better: one that allows them to equip spare Laser Rifles (so, regular EXALT Elite stuns to fill your armory will help) and spare Phalanx Armors. The Lasers and their +7 aim and slightly better damage, and the small health boost from the armors will make them a little more useful in these fights.
  
The format of the mission is similar to [[XCOM Base Defense (EU2012)|the vanilla version]], the aliens will drop in to the command center, followed by flyers in the back and drops in to the mech bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG.
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The format of the mission is similar to [[XCOM Base Defense (EU2012)|the vanilla version]]: the aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. Don't forget to count the enemies and your kills, so you don't move ahead to defend the access tunnels, just to get hit from behind by something.
  
 
Failing this mission does not mean the end of XCOM, however it is extremely damaging. The aliens will ransack your base, killing engineers and scientists and destroying cash, meld and other currency before regular military arrive and bail you out. This mission can happen multiple times in a game. If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defence.
 
Failing this mission does not mean the end of XCOM, however it is extremely damaging. The aliens will ransack your base, killing engineers and scientists and destroying cash, meld and other currency before regular military arrive and bail you out. This mission can happen multiple times in a game. If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defence.

Revision as of 04:16, 31 December 2014

When a mission appears in the situation room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions. These durations are as followed. Abduction: 15hrs, UFO Crash: 36hrs, UFO Landed: 15hrs and Terror: 24hrs. For standard missions with a landing zone, many additional landing zones have been added.

Standard Missions

Alien Missions

Alien Abductions

Alien Abductions are generated by landing UFOs - the UFO will disappear and be replaced by an abduction site that you can respond to, even if you don't have that country covered and didn't detect the incoming UFO. Shooting down the UFO before it lands will, naturally, prevent the abduction being generated. Due to the different format, abductions will only affect one country at a time and you no longer have to choose. The reward for abductions is always credits. Skipping or failing an abduction mission will result in increased panic in the affected country (+25) and continent (+20 in all difficulties but normal). Thwarting an abduction will decrease panic by 2 in the country saved.

UFO Crash Site

When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO--- however, a crashed UFO is now even more likely to have destroyed artifacts. In fact, after the first round, you will more often than not hear the UFO's Elerium Generators exploding. Be forewarned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them. UFO crash sites are determined by a few factors, if a UFO is shot down at a high altitude, the chance for a UFO being destroyed outright is higher. The lower the altitude, the higher the chance of a crash site. In the off chance that a UFO is shot down from high orbit, there is a higher chance for valuable equipment to be destroyed when your troops arrive.

UFO Landing Site

Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO's altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to let low-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact computers and generators. On the other hand, the landing UFO might generate an abduction instead, in which case you lose the salvage you'd get from a crash site. Successfully assaulting a landed UFO will also stop the alien mission from being completed. Be warned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them.

Note that in either Crashes or Landings, the CO pod of aliens will now rarely, if ever, be on the bridge (and for the Small Scout, it might be 'slightly outside'). This is so you won't know exactly where this pod is, and thus won't be able to prepare a blitzkreig to take it out.

Terror Site

Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Unlike vanilla, every civilian lost will increase panic in the country (+2) and continent (+1). Terror missions are generated by UFOs, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site. Failing or ignoring a terror mission will cause the targeted country to leave the project immediately, and will increase panic in the surrounding continent by 20.

XCOM Base Defence

This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO-- typically a NOE altitude Assault Carrier, but it may have 'backup' from other craft-- which you can see coming and can shoot down, but it's extremely difficult: when the UFO alert/interception prompt appears, it will say "Warning! Warning! UFO vectoring to XCOM HQ!" on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.

Unlike vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 12 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You'll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, flashbangs, medikits, etc. Unlike vanilla, the reinforcements you get do not vary with Blueshirt casualties, only XCOM soldiers. Of the Blueshirts, there are Foundry projects that make them slightly better: one that allows them to equip spare Laser Rifles (so, regular EXALT Elite stuns to fill your armory will help) and spare Phalanx Armors. The Lasers and their +7 aim and slightly better damage, and the small health boost from the armors will make them a little more useful in these fights.

The format of the mission is similar to the vanilla version: the aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. Don't forget to count the enemies and your kills, so you don't move ahead to defend the access tunnels, just to get hit from behind by something.

Failing this mission does not mean the end of XCOM, however it is extremely damaging. The aliens will ransack your base, killing engineers and scientists and destroying cash, meld and other currency before regular military arrive and bail you out. This mission can happen multiple times in a game. If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defence.

XCOM Interceptor Defence

In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only Interceptor bay. This mission must be completed to avoid severe damage or destruction of your interceptors.

Council Missions

Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. For example, the Site Recon mission has number of free-roaming Chryssalids. Keep an eye on your ammo. Airdrop spawns may be random, and include enemies other than Thin Men.

Mission objectives have not changed from vanilla XCOM Enemy Unknown/Within. Rescuing Peter Van Doorn will add him to your roster as a gunner. Just remember that it's not fair if he has all the fun.

EXALT

Covert Data Recovery

These missions are similar to their vanilla equivalent. You field a full squad and defend an encoder and transmitter. Comm arrays are available for your covert operative to hack. This mission will give a cash reward, and a bonus if the encoder is protected as well.

Covert Extraction

In this mission type you are limited to only 4 soldiers and your covert operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your covert operative to the arrays, hack them and get out fast. Cash reward on completion.

Exalt Base Assault

This mission is considerably tougher than it is in vanilla. The EXALT base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.

Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to avoid the final "discover" step on the EXALT base until you're ready to assault it to avoid this behaviour triggering constantly even though you don't want it.

Raiding the EXALT base will grant substantial resource rewards and several unique items. It will also decrease panic around the continent by 5.

Essential Missions

Alien Base Assault

Like in vanilla, story progression is nearly the same. But in the Long War, you will immediately lose 1 country on the first month, as the base is auto-generated at this time. Progress as normal to be able to develop the Skeleton Key, and then place a satellite over that country (or any others you lose along the way: they will also spawn bases) to locate it. Expect 4-5 large-numbered pods to appear in the first room alone. With that in mind, you may want to either take your first Assault as soon as possible, as to face weaker aliens, and/or after buying both Squad upgrades and the Super Skyranger Foundry project for the added soldiers and firepower. That way, even if you do lose more countries, but don't want to risk soldiers attacking another Base, at least you can still progress with the storyline.

Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn't necessarily the best place to capture one like it is in vanilla.

Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to delay putting a satellite over an alien country until you're ready to assault it to avoid this behaviour triggering constantly even though you don't want it.

Raiding the alien base reduce panic in the country by 20, revert it to the Council, and drop panic around the continent by 5.

Overseer Crash Site

Also like vanilla, mostly the same, but also with the same difference: you may encounter mutliple Overseer UFOs throughout a campaign. Possibly the only UFO where the CO pod is in the usual spot.

Temple Ship Assault

It's been a lengthy journey, but the end of the Long War is in sight!

The Temple Ship is near-identical to in vanilla: same enemy composition and positions as Enemy Within/Unknown, albeit with vastly increased health, stats, and gene mods (and size, for that extra player intimidation factor). If you've survived EXALT and an Alien Base or two, you should be fine. At the end of the brutal road, in the Ethereal Cathedral awaits the Uber Ethereal, Lord of the alien collective. On the easiest difficulty alone, he has 80 HP, and about 300 Will.

Good luck, Commander.