Difference between revisions of "Soldiers (LW2)"

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:[[Psi_Operative_(LW2)|Psi Operative]]
 
:[[Psi_Operative_(LW2)|Psi Operative]]
  
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 and is divided up among soldiers returning to base with a cap of 33% of the total experience awarded to a single soldier. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads. An operation run by 3 operatives will result in a large XP reward for those operatives but less than 3 operatives will result in "wasting" some 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 ==
 
== Rookie Stats ==
{| class="wikitable"
+
{| class="wikitable" style="text-align:center;"
! rowspan="2" style="font-weight: bold;" | Rookie Base Stats
+
! rowspan="2" style="font-weight: bold;" | Stat
 
! colspan="2" style="font-weight: bold;" | Difficulty
 
! colspan="2" style="font-weight: bold;" | Difficulty
 +
! rowspan="2" style="font-weight: bold;" | Created Equally
 
! colspan="2" style="font-weight: bold;" | Not Created Equally
 
! colspan="2" style="font-weight: bold;" | Not Created Equally
! style="font-weight: bold;" | SPARK
+
! rowspan="2" style="font-weight: bold;" | SPARK
 
|-
 
|-
 
| Rookie
 
| Rookie
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| Min
 
| Min
 
| Max
 
| Max
|
 
 
|-
 
|-
| Aim
+
! Aim  
| 70
+
| +5 || - || 65 || 55 || 75 || 65
| 65
 
| 55 (60)
 
| 75 (80)
 
| 65
 
 
|-
 
|-
| Defense
+
! Defense  
| 0
+
| +0 || - || 0 || -10|| 10 || 30
| 0
 
| -10
 
| 10
 
| 30
 
 
|-
 
|-
| Dodge
+
! Dodge
| 5
+
| +0 || - || 5 || -10 || 15 || 5
| 5
 
| -10
 
| 15
 
| 5
 
 
|-
 
|-
| Will
+
! Will
| 30
+
| +5 || - || 25 || 10 || 40 || 40
| 25
 
| 10 (15)
 
| 40 (45)
 
| 40
 
 
|-
 
|-
| Hacking
+
! Hacking
| 5
+
| +0 || - || 5 || 1 || 20 || 5
| 5
 
| 1
 
| 20
 
| 5
 
 
|-
 
|-
| Health
+
! Health
| 5
+
| +1 || - || 4 || 3 || 7 || 12
| 4
 
| 3 (4)
 
| 7 (8)
 
| 12
 
 
|-
 
|-
| Mobility
+
! Mobility
| 15
+
| +0 || - || 15 || 13 || 18 || 12
| 15
 
| 13
 
| 18
 
| 12
 
 
|-
 
|-
| Psi Offense
+
! Psi Offense
| 20
+
| +0 || -|| 20 || 2 || 38 || -
| 20
 
| 2
 
| 38
 
| -
 
 
|-
 
|-
| Armor
+
! Armor
| -
+
| ||  ||  ||  || || 1
| -
 
| -
 
| -
 
| 1
 
 
|}
 
|}
Notes.
 
  
Defense and Dodge influence your chance to be hit. Having negatives in this area will result in the soldier being an easier target
+
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.
+
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. Specifically 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.
+
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.
  
 
==See Also==
 
==See Also==

Revision as of 23:28, 10 February 2017

Like the base game, soldiers are divided into classes.

Assault
Grenadier
Gunner
Ranger
Sharpshooter
Shinobi
Specialist
Technical
Psi Operative

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
Rookie Veteran + Min Max
Aim +5 - 65 55 75 65
Defense +0 - 0 -10 10 30
Dodge +0 - 5 -10 15 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.

See Also

XCOM Units in Long War 2
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers