LW Rebalance - Blogging a Brutal Run Part I
Going to just write down everything I do on this run, and see what I can learn.
I really like the 1.36 version of LWR, but several changes have ramped up the difficulty. Interrogations take much longer, which delays weapon technology quite a bit. This makes labs and research bonuses more meaningful, but it also makes the game much harder. Another issue with 1.36 is the decrease in experience from missions. Prior to the 1.36.08 patch, it felt like my troops were perpetually under powered. I was struggling with Impossible difficulty before these changes were made, and now Impossible is just too much for me.
And so I have dropped down to Brutal difficulty. Its delightful by comparison. My next few posts are going to be a journal for this Brutal run with some analysis along the way.
In Praise of 1.36
There is a lot to love about the recent changes. I love the adjustments to the air game - fewer destroyers and steadier alien retaliation against satellite expansion. I love the new concussive blast mechanic for explosives, which makes them a reasonable alternative to concussion grenades in the early/mid game. Disoriented melee enemies do half damage, which gives the player a way to survive when triggering multiple pods of chryssalids. The stat boosts granted to officers are really nice as well. Officers feel much more balanced with psi/genemod, and are far less vulnerable. The Rocketeer tree is so much better with Shock and Awe at TSGT. There are also some very nice UI enhancements that improve quality of life, and a bunch more tweaks for balance, and so on. It all feels like multiple steps in the right direction.
Game Options and Starting Bonus
I started this campaign on version 1.36.07, but intend to update when possible. I am playing with Not So Long War, Predictable Potential, Commander’s Choice and both Progeny and Slingshot expansion packs turned on. I like Predictable Potential which takes the variance out of level ups. Commander’s Choice is perhaps too big an advantage for the player, but it removes the frustration of poor class assignments, which is more common in version 1.36 because you have fewer total soldiers, and a much higher cost to purchase new soldiers. So I am just going to play with Commander’s Choice for now.
Not So Long War is great. It shortens the campaign considerably, which is nice for veterans who have already played a ton of XCOM. I am convinced that NSLW should be the default length for LWR campaigns. It does have some issues. With fewer missions the variance in rewards/loot can be problematic. I came up short on engineers and elerium in this campaign, whereas I’ve never had an issue with those resources when playing at normal campaign speed. Also because fatigue is increased, your barracks is more vulnerable, and can easily be exhausted by a flurry of missions.
My starting bonus is Sukhoi Company which gifts you 3 foundry projects: Improved Avionics, Penetrator Weapons, and Elerium Afterburners. Sukhoi is my favorite. Your interceptors will have a fighting chance against destroyers early in the campaign, and you will get a significant boost to both your finances and resources. Below is the total savings from Sukhoi Company:
Money: $680
Alloy: 710
Elerium: 60
Fragments: 340
UFO PSs: 8
UFO FCs: 20
Cyberdisc: 8
The 710 alloys is crazy good. You can save even more resources by skipping Phoenix Coilguns entirely. This is maybe the best resource boosting starting bonus in the game, and it also jump starts your hangar.
Class Builds
If you are curious about how I build my soldiers: Class Builds up to SGT Rank
March
Tech: Xenobiology, Alien Weaponry, Alien Materials, Improved Body Armor, Sectoid Autopsy, Interrogate Sectoid.
Xenobiology is the top priority. I want to capture aliens asap. Alien Weaponry for a couple scopes and marksman scope - not a top priority but it gives my engineers something to build which frees them up later. Alien Materials for Phoenix Cannons. I forego Beam Lasers until after Thin Man Interrogation (probably a mistake). Improved Body Armor can be squeezed in here and gives me something cheap to build in early April. Sectoid Autopsy/Interrogation enable Tactical Rigging, and speeds up research on psi tech.
Engineering: Because I am playing on Brutal rather than Impossible, I don’t need to build a 2nd SHIV. With Sukhoi Company, I don’t need to build a 5th interceptor either. Instead, I buy a rookie recruit, which should help if I have a flurry of missions.
March 1: Motion Tracker, 1 rookie recruit, Access Lift March 5: Stun Rifle, Alien Containment March 11: Marksman Scope March 17: Phoenix Cannon x 2 March 19: Scope x 2 March 27: Foundry, Repair Bay (timed completion April 1) March 28: Fission Generator
Base Buildout on March 31:
Tactical Notes: In March, the aliens are not very threatening. The goal is to activate them quickly, perhaps even recklessly, knowing that my SHIV can tank shots.
Campaign Notes: Only 2 wounds during the whole month. But no quick finish bonuses. Oh Well. Van Doorn is the Council Mission.
April
Tech: Xenoneurology, Xenopsionics, Alien Operations, Xenogenetics, Chryssalid Autopsy
Xenoneurology/Xenopsionics for the Psi Lab. Chryssalid Autopsy for Carapace Armor.
Engineering: After the 1st of the month spending spree, I still have $1300 left over. It seems like a lot, but this is going to be needed for the OTS, labs, a workshop, and sat uplink. I will blow through all that cash by the middle of the month.
April 1: Interceptor #5, Phalanx Armor x 5, Reinforced Armor x 2, Fission Generator, 1 rookie recruit, Access Lift. April 5: Officer Training School April 12: Lieutenants April 13: SHIV Advancements I, Shredder Ammo April 14: Satellite Uplink (Quickly), Fission Generator April 15: XTP I April 16: Laboratory April 17: Phoenix Cannon x 2 April 20: Psionics Lab April 23: Access Lift (timed completion May 1) April 27: Tactical Rigging, UFO Scanners
Base Buildout on April 30:
Tactical Notes: Bomb Disposal in April has 10 thin men on the map, despite being AL 1. Very tough.
Learning that explosives can function much like concussion grenades, always clearing overwatches and often disorienting enemies. Rockets are much stronger now.
Campaign Notes: I bought Lieutenants way too soon. Did not have eligible candidates (CPL) that were not fatigued until May. I was still on 1.36.07 which was before the experience requirements for CPL rank were lowered to 1000 (from 1200).
Was low on elerium and couldn’t get Tactical Rigging until end of April.
Got a flurry of missions which exhausted the barracks even with only 1 soldier injured.
I was slow to build 3rd fission generator which I needed for psionics lab.
Only launched one Satellite, saving the other for the ABA. Not sure if this is the right call. (EDIT: It was the right call)
The aliens are not spreading much panic, and no countries leave XCOM in April.
26 engineer at end of April.
May
Tech: Advanced Body Armor, Thin Man Autopsy, Alien Computers, Alien Biocybernetics, Interrogate Thin Man
I go with body armor first. After the thin man autopsy, I discover that the interrogation will take 20 days! I redirect toward MECs with Alien Computers and Biocybernetics. Beam lasers will be really late this campaign.
Engineering:
May 1: Genetics Lab, Skeleton Key May 4: Phoenix Cannon x 2, Reinforced Armor x 2 May 12: Carapace Armor x 7 May 17: Thermo Generator May 19: Captains May 22: Laboratory #2 May 23: MEC-1 suit, Kinetic Strike Module, Augmentation May 28: Kestrel Armor x 2 May 30: Improved Medikit
Base Buildout on May 30:
Tactical Notes: The big issue in May is that Incursion goes up, and so there are more enemies on the map.
Campaign Notes: Could have started the skeleton key earlier but it works out ok.
Managed to get 4 Psi Soldiers in early May, but officer medics are not leveled high enough. The feel weak.
After the first exalt hack no cell was revealed and I had to spend $200 to scan. Maybe a bug? (EDIT: not a bug, you have to scan for 1st exalt cell)
I ordered an Interceptor on the 1st of May, then canceled it on the 19th. I need the money for Lab/Captains. Sukhoi Company makes this work.
Again no countries leave XCOM. Only one country is in the red, but it is only at 81 panic.
Portent on May 23.
31 engineers at end of May.
June
Tech: Beam Lasers, Drone Autopsy, Muton Autopsy, Floater Autopsy, Advanced Beam Lasers, Seeker Autopsy, Experimental Warfare, Alien Communications, Interrogate Muton
Well I am finally building some laser guns. I think it was a mistake to wait until after the Thin Man Interrogation to do this research. Should have done it in March. While my engineers are busy with the first batch of laser guns, we perform a few autopsies to unlock foundry projects (alien grenades, shaped armor). Then Adv. Beam Lasers, and build more laser guns. Seeker Autopsy for UFO Countermeasures. Experimental Warfare for a bunch of stuff. Alien Communications is quick.
Engineering: Racing to build up my air force before destroyers/raiders start to pop up.
June 1: Interceptor x 3 (8 total), 1 rookie recruit June 5: SHIV #3, Phoenix Cannon x 2 June 13: Laser Rifle x 3, Laser Carbine x 2, Laser Scattershot x 2 June 16: Alien Grenades June 21: Laser Strike Rifle x 2, Shaped Armor June 24: XTP II June 25: New Combat Systems June 26: Proximity Sensor (may not bring SHIV on some missions) June 30: Adaptive Tracking Pod, XCOM Security: Guns & Armor
Base Buildout on Jun 30: No new buildings started in June.
Tactical Notes: Double Rocketeer works great on Zhang mission - probably great on most early game missions.
On ABA, against the sectoid commander, used psi inspiration to diminish chance of mind control. He went after the MEC and failed so everything went well. (EDIT: It is a good idea to try to capture the Sectoid Commander on the first ABA, especially with Not So Long War)
My Marauder has not been able to use the Kinetic Strike Module against anything other than Chryssalids. (EDIT: This is going to change when the aliens have more HP.)
Newfoundland mission in June with 130% Incursion is rougher than usual. I activated 3 pods of chryssalids but managed to survive by using concussion grenades which now reduce melee damage, and then using my Marauder to tank. Injuries to 3 soldiers, one severe.
Campaign Notes: Updated to 1.36.08 in early June. Huge boost to soldier rank. I think 15 soldiers ranked up.
Launched satellite for ABA on June 9th with AL 2-88%. Ran the Alien Base Assault on June 12 at AL 2-94%. Worked well.
Should I sell the Fusion Core? Decided to sell it. Its a lot of cash, and I will get cores from gangplank.
The Aliens reached AL 3 around 18th of June.
It was a good idea to run the ABA early in the month and take a risk with the satellite. I had only 1 interceptor guarding it for a few days. Battleship on June 22 hunts for my satellite in Japan but fails to shoot it down.
Landed Large on June 23. It is LVL 5 with 27 aliens. Skipped it.
Zhang on June 8.
ABA June 12.
United States (100 panic) leaves XCOM. Egypt (91 panic) stays. I was kinda hoping Egypt would leave as well to depress Incursion even further.
37 engineers at end of June.
Some Thoughts
Off to a great start. The aliens only have one country at the start of July, and I was successful in delaying Laser Tech, though I now believe that was a big mistake. In the future I will research Beam Lasers in March, probably right after Improved Body Armor. Advanced Beam Lasers can maybe wait till June.
I still don’t know which MECs I prefer. I have a Marauder and a Goliath and expect to chop another Goliath very soon. (EDIT: I prefer Marauders)
AL 1 was a little too easy for me but still fun. AL 2 was a little on the easy side, but felt about right because poor play was punished - I lost one soldier in April due to a stupid double activation. Exalt missions feel precarious but I haven’t lost any soldiers on those missions yet. I expect AL 3/4 to be more challenging.
Some Earnest Questions
EDIT: added some answers to the questions below.
When is the earliest that Destroyers/Raiders will appear? The wiki says March for Destroyers and April for Raiders but that can’t be right. Answer: Bombing run destroyers can appear earlier, but hunting destroyers won’t show up till Juneish.
Will I get a battleship after every Alien Base Assault? or just the first? Answer: I did not see a Battleship after the second ABA.
Should I do a 2nd ABA? And if so, when? Answer: Doing the second ABA asap, worked well for me.
Should I sell my Fusion Cores? Answer: Fusion Cores are necessary for MEC-3 suits, which I want to build eventually. I sold the first fusion core, which was fine. I got another one from the second ABA and two more from gangplank.
Once an Exalt Cell notification appears, how long till the cell hacks me? What about for Not So Long War? Answer: I’ve been waiting 5 days after an exalt cell notification to do the scan (this is with the NSLW option on) I haven’t been hacked yet.
Should I skip Interrogate Muton? It offers Shielding Pod, Gauss Research boost and a set of genemods. Answer: Do not skip.
When is the XCOM Base Defense? Answer: December?
Related Posts:
LW Rebalance - Blogging a Brutal Run Part I
LW Rebalance - Blogging a Brutal Run Part II
LW Rebalance - Blogging a Brutal Run Part III
LW Rebalance - Blogging a Brutal Run Part IV
LW Rebalance - Blogging a Brutal Run Part V