Difference between revisions of "Soldiers (LW2)"
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− | == | + | == Squad == |
− | + | Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens your squad will be reinforced by the Advisor assigned to them and in some occasions a few rebels. | |
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− | :[[ | + | However taking as many soldiers as possible on every mission is not advisable due to the new [[Infiltration_(LW2)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. To compensate, there is no fatigue mechanic, allowing soldiers that just completed a mission without suffering wounds to go on another one. |
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+ | == Classes == | ||
+ | Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random: | ||
+ | |||
+ | {| class="wikitable" style="margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 75%;" | ||
+ | | style="width:1%; border-width:0;" |[[Image:LW2 class assault.png|48px|link=Assault (LW2)]] [[Assault (LW2)|<br>Assault]] | ||
+ | | style="width:1%; border-width:0;" |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LW2)]] [[Grenadier (LW2)|<br>Grenadier]] | ||
+ | | style="width:1%; border-width:0;" |[[Image:LW2 class Gunner.png|48px|link=Gunner (LW2)]] [[Gunner (LW2)|<br>Gunner]] | ||
+ | | style="width:1%; border-width:0;" |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LW2)]] [[Ranger (LW2)|<br>Ranger]] | ||
+ | | style="width:1%; border-width:0;" |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LW2)]] [[Sharpshooter (LW2)|<br>Sharpshooter]] | ||
+ | | style="width:1%; border-width:0;" |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LW2)]] [[Shinobi (LW2)|<br>Shinobi]] | ||
+ | | style="width:1%; border-width:0;" |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LW2)]] [[Specialist (LW2)|<br>Specialist]] | ||
+ | | style="width:1%; border-width:0;" |[[Image:LW2 class Technical.png|48px|link=Technical (LW2)]] [[Technical (LW2)|<br>Technical]] | ||
+ | |} | ||
+ | |||
+ | As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LW2)|Guerrilla Tactics School]], where they'll also be able to promote to [[Officers_(LW2)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LW2)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LW2)|Psionic Labs]] facility. If that's still not enough, for owners of the [[Shen's_Last_Gift_DLC_(XCOM2)|Shen's Last Gift DLC]] completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LW2)|SPARKs]]. | ||
+ | |||
+ | == Recruiting == | ||
+ | |||
+ | == Experience == | ||
In Long War 2, experience for soldiers is primarily earned by mission completion rather than getting kills. The XP awarded at the end of a mission is based on the number of aliens on the mission. Mission XP is divided equally among soldiers returning to base, with a cap of 33% of the total experience awarded to each soldier. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people. Note that the 33% limit only applies to squads with one or two soldiers, effectively treating such squads as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted. | In Long War 2, experience for soldiers is primarily earned by mission completion rather than getting kills. The XP awarded at the end of a mission is based on the number of aliens on the mission. Mission XP is divided equally among soldiers returning to base, with a cap of 33% of the total experience awarded to each soldier. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people. Note that the 33% limit only applies to squads with one or two soldiers, effectively treating such squads as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted. | ||
== Rookie Stats == | == Rookie Stats == | ||
+ | |||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
! rowspan="2" style="font-weight: bold;" | Stat | ! rowspan="2" style="font-weight: bold;" | Stat |
Revision as of 21:47, 22 August 2020
Squad
Unlike in Long War or vanilla XCOM 2, the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens your squad will be reinforced by the Advisor assigned to them and in some occasions a few rebels.
However taking as many soldiers as possible on every mission is not advisable due to the new Infiltration mechanics, which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. To compensate, there is no fatigue mechanic, allowing soldiers that just completed a mission without suffering wounds to go on another one.
Classes
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:
Assault |
Grenadier |
Gunner |
Ranger |
Sharpshooter |
Shinobi |
Specialist |
Technical |
As the campaign goes on, soldiers will be able to be trained into specific classes in the Guerrilla Tactics School, where they'll also be able to promote to officers and learn new abilities. Rookies can also be trained as Psi Operatives, a class unlocked through the Psionic Labs facility. If that's still not enough, for owners of the Shen's Last Gift DLC completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: SPARKs.
Recruiting
Experience
In Long War 2, experience for soldiers is primarily earned by mission completion rather than getting kills. The XP awarded at the end of a mission is based on the number of aliens on the mission. Mission XP is divided equally among soldiers returning to base, with a cap of 33% of the total experience awarded to each soldier. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people. Note that the 33% limit only applies to squads with one or two soldiers, effectively treating such squads as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted.
Rookie Stats
Stat | Difficulty | Created Equally | Not Created Equally | SPARK | ||
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Rookie | Veteran + | Min | Max | |||
Aim | +5 | - | 65 | 55 | 75 | 65 |
Defense | +0 | - | 0 | -10 | 10 | 30 |
Dodge | +0 | - | 5 | -10 | 20 | 5 |
Will | +5 | - | 25 | 10 | 40 | 40 |
Hacking | +0 | - | 5 | 1 | 20 | 5 |
Health | +1 | - | 4 | 3 | 7 | 12 |
Mobility | +0 | - | 15 | 13 | 18 | 12 |
Psi Offense | +0 | - | 20 | 2 | 38 | - |
Armor | 1 |
Defense and Dodge influence your chance to be hit. Having negatives in this area will result in the soldier being an easier target.
The Mobility stat represents how far you can move with ONE action, and the labeled score represents meters traveled, not tiles, with 1 meter is equal to .67 tiles. As a result, you will need 2 mobility to be guaranteed a extra tile per action for movement. Remember that soldiers have 3 utility slots and each equipped item reduces mobility by 1, so the SPARK is as fast as a fully equipped default soldier.
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high aim might have low defense or health as a result. For the purpose of those modifications some stats are worth more "points" than others. Dodge, Will, Hacking and Psi Offense are all worth 1 point; Defense is worth 1.5 points; Offense is worth 3 points; Health and Mobility are worth 12 points. The total of "points" a soldier has on all of his stats is 478. This information can be used to determine the psi offense of rookies prior to building the Psi Lab in order to save high psi offense troopers as future psi operatives.
Stats by Class
* The guaranteed will is gained half at Squaddie and half at LCpl, and then every rank it raises a random amount between 4 and 12. Will is also capped at 100.
⁺ Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.
See Also
XCOM Units in Long War 2 | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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