
I played this game a ton of time and I never knew that sounds alien make during their turns are determined by their type - only after watching some let's plays I got that. Absolutely critical second wave option makes sawed-off shotguns unnecessary as far as I can tell. I think second wave options I play with promote aggressive play, since flank=crit=kill, but then argument could be just as easily made that they should discourage it. That was fine in vanilla, and is fine against sectoids here, but thin men will squad wipe me if I keep doing that. I play this game ridiculously aggressively, just like all other games. Reusing maps in different contexts is fun. I've been watching people streaming it a lot, so I decided to give Long War a quick test run - normal, not so long war, training roulette, aiming angles, absolutely critical - just a few missions. Post 2 - Originally published on Google+ on 19:53:07 UTC
I already disliked mandatory damage roulette on explosives and rockets not hitting where you tell them to hit - all this randomness reduces strategic depth by a lot. I really wanted to play Long War mod next after my EU4 campaign ended, but this made me think that Long War adds way too much randomness to the game which is already suffering from too much randomness. Post 1 - Originally published on Google+ on 23:29:58 UTC