Difference between revisions of "Attributes (LWR)"

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When being augmented their stats are reset to 10hp, 65 aim, 8.1 mobility and 80% of their previous will. This means soldiers with poor hp, aim, or mobility make ideal candidates for augmentation. They also have a 50% chance each to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will for each rank above LCPL they had attained before being augmented. Whether or not these bonus stats are worth augmenting higher ranked soldiers will depend on the situation during each campaign.
 
When being augmented their stats are reset to 10hp, 65 aim, 8.1 mobility and 80% of their previous will. This means soldiers with poor hp, aim, or mobility make ideal candidates for augmentation. They also have a 50% chance each to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will for each rank above LCPL they had attained before being augmented. Whether or not these bonus stats are worth augmenting higher ranked soldiers will depend on the situation during each campaign.
  
Another important factors when augmenting soldiers is that augmentation will remove all fatigue and injures, making it ideal to augment soldiers that are injured for longer periods of time.
+
Another important factor to consider when augmenting soldiers is that augmentation will remove all fatigue and injures. This makes it ideal to augment soldiers who have high amounts of fatigue or injury.
  
 
Augmenting takes 10 days and the cost is: 30 credits and 90 meld
 
Augmenting takes 10 days and the cost is: 30 credits and 90 meld

Revision as of 15:59, 28 September 2020

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Soldier Attributes

XCOM-EU Soldiers.jpg

Soldiers have fully randomized starting attributes. However, the starting 15 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. Balanced Soldiers (#31) will re-enable the point system for randomly-generated soldiers, and Fresh Recruits (#33) will replaces the starting 15 soldiers with randomly-generated ones.

Health
range
Aim
range
Will
range
Mobility
range
Base Attributes 4 to 8 53 to 77 5 to 55 7.5 to 8.7

Soldiers all have a Defense attribute of 0.

Attribute progression for soldier ranks has been altered to provide approximately half of the attributes at the rank of Specialist, and the remaining attributes are distributed over the remaining ranks. This makes it less punishing to lose high-ranking soldiers, and contributes to normalizing the mod's difficulty curve. Each rank increase, a soldier will gain 50 to 150% of the attributes for that rank (this range can be reduced to only 100% if the second wave option Predictable Potential (#6) is enabled).

Class Health
bonus
Aim
bonus
Will
bonus
Mobility
bonus
Sniper - 20 5 -
Scout - 10 15 1.2
Infantry 3 20 20 0.6
Assault 2 5 10 -
Gunner 3 10 10 -
Rocketeer 3 5 15 -
Medic - 10 10 -
Engineer 1 10 10 -

MEC Attributes

Unlike soldiers, MECs gain no will from level ups. Augmenting (chopping) requires a soldier to be at least the rank of LCPL. It then resets their experience to 0 and their rank to SPEC.

When being augmented their stats are reset to 10hp, 65 aim, 8.1 mobility and 80% of their previous will. This means soldiers with poor hp, aim, or mobility make ideal candidates for augmentation. They also have a 50% chance each to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will for each rank above LCPL they had attained before being augmented. Whether or not these bonus stats are worth augmenting higher ranked soldiers will depend on the situation during each campaign.

Another important factor to consider when augmenting soldiers is that augmentation will remove all fatigue and injures. This makes it ideal to augment soldiers who have high amounts of fatigue or injury.

Augmenting takes 10 days and the cost is: 30 credits and 90 meld

Class Health
total
Aim
total
Mobility
bonus
Jaeger - 20 -
Marauder 4 10 -
Goliath 6 5 -
Shogun 4 15 0.6

MSGT Attribute Boosts

Soldiers and MECs at MSGT rank have a chance to gain +1 in each attribute after each mission: 5% chance for mobility, 10% chance for HP, 20% chance for aim, and 40% chance for will.

These chances are increased or reduced by 1% for each point (mobility by 0.625 instead of a full point) lower or higher the soldier's attributes are compared to the maximum natural attributes. The final chances are then modified by Campaign Length.

Thus, the higher a MSGT's attribute is, the less chance they will gain a point in that attribute after each mission. Conversely, the lower a MSGT's attribute is, the more chance they will gain a point in that attribute after each mission.

Maximum Natural Attributes: 8.7 Mobility, 8 HP, 77 Aim, 55 Will
Maximum Boosted Attributes: 11.8 Mobility, 18 HP, 97 Aim, 95 Will

Effects of Attributes

Certain other abilities are affected by how a soldier's attributes differ from the average values. The averages are:

  • 6 HP for soldiers
  • 10 HP for MECs
  • 30 will for both

Base HP modifies throw range, rocket scatter, and injury times:

  • For each HP above/below average, throw range is increased/reduced by 4%
  • For each HP above/below average, scatter is reduced/increased by 4%
  • For each HP above/below average, injury time is reduced/increased by 4%

Base will modifies fatigue times and bleed out chance:

  • For each will above/below average, fatigue times are reduced/increased by 1%
  • The chance a soldier will bleed out instead of die when their HP is reduced below 1 is equal to their will (capped at 90%)