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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=58062</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=58062"/>
		<updated>2014-07-17T21:56:21Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: /* General Advice &amp;amp; Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=General Advice &amp;amp; Tips=&lt;br /&gt;
&lt;br /&gt;
This section covers anecdotal or general concepts and tips that might not fit into any of the above, usually just player specific styles or advice that might help you set up the perfect team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medics&#039;&#039;&#039;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. Why is this a good idea? Because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. They also add the benefit of making me feel less sad when checking out the memorial wall, which by the end of the game is quite big.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanners. Seriously.&#039;&#039;&#039;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mister grenade is not your friend.&#039;&#039;&#039;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw with a grenade, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to content with more enemies and you are caught in a very bad position. As such, always throw the Grenade as the first thing, not the last.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meld doesn&#039;t matter&#039;&#039;&#039;&lt;br /&gt;
While not true, it is not worth potentially losing valuable soldiers to recover it. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.22.&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=58061</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=58061"/>
		<updated>2014-07-17T21:55:56Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: /* General Advice &amp;amp; Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=General Advice &amp;amp; Tips=&lt;br /&gt;
&lt;br /&gt;
This section covers anecdotal or general concepts and tips that might not fit into any of the above, usually just player specific styles or advice that might help you set up the perfect team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medics&#039;&#039;&#039;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. Why is this a good idea? Because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. They also add the benefit of making me feel less sad when checking out the memorial wall, which by the end of the game is quite big.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanners. Seriously.&#039;&#039;&#039;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mister grenade is not your friend.&#039;&#039;&#039;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw with a grenade, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to content with more enemies and you are caught in a very bad position. As such, always throw the Grenade as the first thing, not the last.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meld doesn&#039;t matter&#039;&#039;&#039;&lt;br /&gt;
While not true, it is not worth potentially losing valuable soldiers to recover it. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.22.&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=58049</id>
		<title>Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=58049"/>
		<updated>2014-07-16T18:49:55Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: /* UFO Landing Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Standard Missions==&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
====Alien Abductions====&lt;br /&gt;
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&#039;t have that country covered and didn&#039;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 and continent.&lt;br /&gt;
&lt;br /&gt;
====UFO Crash Site====&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
====UFO Landing Site====&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;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 &#039;&#039;let&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;slightly outside&#039;). This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkreig to take it out.&lt;br /&gt;
&lt;br /&gt;
====Terror Site====&lt;br /&gt;
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Long War is very unforgiving of allowing civilians to die, and you will need to save almost all of the civilians to avoid panic rising in that country and continent. 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. Like vanilla, failing or ignoring a terror mission will cause the targeted country to leave the project immediately.&lt;br /&gt;
&lt;br /&gt;
====XCOM Base Defence====&lt;br /&gt;
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&#039;s extremely difficult. Like vanilla, you&#039;ll get the top 6 soldiers on your roster in this mission. Fatigued soldiers will still be fielded, but any wounded, psi testing, etc. soldiers will not. Try to spot the assault coming and quickly equip those soldiers.&lt;br /&gt;
&lt;br /&gt;
The format of the mission is similar to vanilla, 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 exact forces deployed are subject to RNG, so it may be nice to you).&lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is extremely damaging. Besides losing your top soldiers in combat, 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 as Privates (they may even have gained enough experience to become Specialists).&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
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. However, the mission objectives have not changed from vanilla XCOM Enemy Unknown/Within.&lt;br /&gt;
&lt;br /&gt;
===EXALT===&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Exalt Base Assault====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;discover&amp;quot; step on the EXALT base until you&#039;re ready to assault it to avoid this behaviour triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
==Essential Missions==&lt;br /&gt;
====Alien Base Assault====&lt;br /&gt;
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. Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn&#039;t necessarily the best place to capture one like it is in vanilla.&lt;br /&gt;
&lt;br /&gt;
====Overseer Crash Site====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Temple Ship Assault====&lt;br /&gt;
It&#039;s been a lengthy journey, but the end of the Long War is in sight!&lt;br /&gt;
&lt;br /&gt;
The Temple Ship is near-identical to in vanilla: same enemy composition and positions as Enemy Within/Unknown, albeit with &#039;&#039;vastly&#039;&#039; increased health, stats, and gene mods (aand size, for that extra player intimidation factor). If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=58048</id>
		<title>Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=58048"/>
		<updated>2014-07-16T18:48:43Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: /* UFO Crash Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Standard Missions==&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
====Alien Abductions====&lt;br /&gt;
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&#039;t have that country covered and didn&#039;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 and continent.&lt;br /&gt;
&lt;br /&gt;
====UFO Crash Site====&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
====UFO Landing Site====&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;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 &#039;&#039;let&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Note that in either Crashes or Landings, the CO pod of aliens will now rarely, if ever, be on the bridge (andt for the Small Scout, it might be &#039;slightly outside&#039;). This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkreig to take it out.&lt;br /&gt;
&lt;br /&gt;
====Terror Site====&lt;br /&gt;
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Long War is very unforgiving of allowing civilians to die, and you will need to save almost all of the civilians to avoid panic rising in that country and continent. 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. Like vanilla, failing or ignoring a terror mission will cause the targeted country to leave the project immediately.&lt;br /&gt;
&lt;br /&gt;
====XCOM Base Defence====&lt;br /&gt;
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&#039;s extremely difficult. Like vanilla, you&#039;ll get the top 6 soldiers on your roster in this mission. Fatigued soldiers will still be fielded, but any wounded, psi testing, etc. soldiers will not. Try to spot the assault coming and quickly equip those soldiers.&lt;br /&gt;
&lt;br /&gt;
The format of the mission is similar to vanilla, 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 exact forces deployed are subject to RNG, so it may be nice to you).&lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is extremely damaging. Besides losing your top soldiers in combat, 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 as Privates (they may even have gained enough experience to become Specialists).&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
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. However, the mission objectives have not changed from vanilla XCOM Enemy Unknown/Within.&lt;br /&gt;
&lt;br /&gt;
===EXALT===&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Exalt Base Assault====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;discover&amp;quot; step on the EXALT base until you&#039;re ready to assault it to avoid this behaviour triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
==Essential Missions==&lt;br /&gt;
====Alien Base Assault====&lt;br /&gt;
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. Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn&#039;t necessarily the best place to capture one like it is in vanilla.&lt;br /&gt;
&lt;br /&gt;
====Overseer Crash Site====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Temple Ship Assault====&lt;br /&gt;
It&#039;s been a lengthy journey, but the end of the Long War is in sight!&lt;br /&gt;
&lt;br /&gt;
The Temple Ship is near-identical to in vanilla: same enemy composition and positions as Enemy Within/Unknown, albeit with &#039;&#039;vastly&#039;&#039; increased health, stats, and gene mods (aand size, for that extra player intimidation factor). If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57857</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57857"/>
		<updated>2014-07-09T17:23:03Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Marksman Rifles, Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Sidearm&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=|LCorporal1=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim +2&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No additional bonuses&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim +2&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+3 mobility.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Low cover counts as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also &lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:&lt;br /&gt;
* Point-man&lt;br /&gt;
A major role of the Scout class is leading the charge, drawing out overwatch fire with their &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, and &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Resilience is particularly important, since some aliens have Opportunist, and even with Lightning Reflexes eventually your scout will be hit by overwatch fire. They will typically be armed with SMGs for mobility, though any weapon can work.&lt;br /&gt;
* Close range combatant&lt;br /&gt;
Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run &amp;amp; Gun. A key perk to getting the most out of Scouts in this role is &#039;&#039;&#039;In The Zone&#039;&#039;&#039;, allowing a Scout to move up to an enemy, kill them (or even several of them) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role, since failing to fully kill an enemy will cause In The Zone not to proc and leave the Scout in a very vulnerable position.&lt;br /&gt;
* Mid-to-long range flanker&lt;br /&gt;
This is a role somewhat unique to the Scout, though particularly mobile Snipers can also do it. A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; is available to allow the Scout to use the full range of marksman rifles to make this easier.&lt;br /&gt;
&lt;br /&gt;
Any of these roles can also benefit from the Scout&#039;s support perks such as &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; and &#039;&#039;&#039;Flush&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57824</id>
		<title>Cover (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57824"/>
		<updated>2014-07-08T17:02:24Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War, cover works much the same as it usually does, but cover also gives you [[Damage (Long War)#Damage_Reduction|Damage Reduction]]. Low cover gives 30 Defense (changed from vanilla), as well as .66 damage reduction. Hard or High cover gives 45 Defense (also changed from vanilla) as well as 1 damage reduction. Hunkering down doubles Defense and damage reduction.&lt;br /&gt;
&lt;br /&gt;
Cover is generally a little tougher to destroy than it is in vanilla. Explosives do less damage the further an object is from the center of the explosion, so you&#039;ll find explosives no longer reliably blow up everything highlighted in red like they tend to do in vanilla. Cover near the center of the explosion usually is destroyed however. Engineers with the Sapper perk have a bonus to destroying cover, meaning their grenades will blow up more of the cover in the area of effect than other soldiers&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57727</id>
		<title>Cover (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57727"/>
		<updated>2014-07-01T17:05:06Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War, cover works much the same as it usually does, but cover also gives you [[Damage (Long War)#Damage_Reduction|Damage Reduction]]. Low cover gives 30 Defense (changed from vanilla), as well as .66 damage reduction. Hard or High cover gives 40 Defense as well as 1 damage reduction. Hunkering down doubles Defense and damage reduction.&lt;br /&gt;
&lt;br /&gt;
Cover is generally a little tougher to destroy than it is in vanilla. Explosives do less damage the further an object is from the center of the explosion, so you&#039;ll find explosives no longer reliably blow up everything highlighted in red like they tend to do in vanilla. Cover near the center of the explosion usually is destroyed however. Engineers with the Sapper perk have a bonus to destroying cover, meaning their grenades will blow up more of the cover in the area of effect than other soldiers&#039;.&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57552</id>
		<title>Cover (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57552"/>
		<updated>2014-06-25T01:26:34Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: /* Cover in Long War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Cover in Long War ==&lt;br /&gt;
&lt;br /&gt;
In Long War, cover works much the same as it usually does, but cover also gives you [[Damage_Reduction_(Long_War)|Damage Reduction]]. Low cover gives 20 Defense, as well as .66 damage reduction. Hard or High cover gives 40 Defense as well as 1 damage reduction. Hunkering down doubles Defense and damage reduction.&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_Reduction_(Long_War)&amp;diff=57550</id>
		<title>Damage Reduction (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_Reduction_(Long_War)&amp;diff=57550"/>
		<updated>2014-06-25T01:24:33Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: Created page with &amp;quot;== Damage Reduction Mechanics ==  Damage Reduction reduces one point of damage dealt per point of reduction. If the damage reduction a unit has is not a whole number, the dama...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Damage Reduction Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Damage Reduction reduces one point of damage dealt per point of reduction. If the damage reduction a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, with probability based on the fraction. For example, a unit with 1.66 damage reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57548</id>
		<title>Cover (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57548"/>
		<updated>2014-06-25T01:22:35Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: /* Cover in Long War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Cover in Long War ==&lt;br /&gt;
&lt;br /&gt;
In Long War, cover works much the same as it usually does, but cover also gives you [[Damage_Reduction_(Long_War)]]. Low cover gives 20 Defense, as well as .66 damage reduction. Hard or High cover gives 40 Defense as well as 1 damage reduction. Hunkering down doubles Defense and damage reduction.&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57546</id>
		<title>Cover (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(Long_War)&amp;diff=57546"/>
		<updated>2014-06-25T01:19:29Z</updated>

		<summary type="html">&lt;p&gt;Firedude1218: Created page with &amp;quot;== Cover in Long War ==  In Long War, cover works much the same as it usually does, but cover also gives you Damage Reduction. Low cover gives 20 Defense, as well as .66 damag...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cover in Long War ==&lt;br /&gt;
&lt;br /&gt;
In Long War, cover works much the same as it usually does, but cover also gives you Damage Reduction. Low cover gives 20 Defense, as well as .66 damage reduction. Hard or High cover gives 40 Defense as well as 1 damage reduction. Hunkering down doubles Defense and damage reduction.&lt;/div&gt;</summary>
		<author><name>Firedude1218</name></author>
	</entry>
</feed>