Difference between revisions of "Soldiers (LWR)"
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[[Long_War_Rebalance|Back To Main Page]] |
[[Long_War_Rebalance|Back To Main Page]] |
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− | == Squad Sizes == |
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− | [[File: Soldiers_M-F.png|left|256px|]] |
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+ | == In General == |
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− | '''Squad sizes''' in Long War Rebalance vary depending on the mission type. They can not be increased through Officer Training School upgrades. |
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+ | XCOM soldiers are those who risks their lives going on [[Missions_(LWR)|missions]]. On mission squad setup screen, an arbitrary mix of soldier classes (and [[S.H.I.V._(LWR)|SHIVs]]) can be chosen for the task at hand. Soldier slots can be scrolled with arrows when squad sizes above 6 are available, e.g., on all UFO missions. |
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− | {| class="wikitable" style="text-align:center;" |
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+ | |||
− | |+ |
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+ | XCOM starts with 15 unique soldiers and 2 random soldiers from their starting country. They also start with 1-4 SHIVs (depending upon difficulty). This means a starting barracks size of 18-21. |
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− | |- |
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+ | |||
− | ! style="padding: 5px;" | Mission Type |
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+ | Of the initial 15 soldiers: 5 will start at LCPLs, 5 at SPECs, and 5 as PFCs (rookies). |
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− | ! style="padding: 5px;" | Squad Size |
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− | |- |
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− | | style="padding: 0 15px;" | UFO raids, DLC Missions, and Base Assaults |
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− | || 8 |
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− | |- |
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− | | style="padding: 0 15px;" | Abduction, Council, Terror, and Covert Op Data Recovery missions |
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− | || 6* |
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− | |- |
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− | | style="padding: 0 15px;" | Covert Op Extractions |
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− | || 2* |
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− | |- |
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− | | style="padding: 0 15px;" | Temple Assault |
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− | || 7-10⁺ |
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− | |} |
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− | <br/> |
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− | <nowiki>*</nowiki> ''The '''We are Legion (#25)''' Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.'' |
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+ | Each XCOM soldier costs credits to recruit which vary based on how the campaign is progressing: [[Barracks_(LWR)#Recruit_Soldiers|Recruiting Soldiers]]. |
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− | ⁺ ''1 additional soldier can be brought for every 5 council nations still supporting XCOM.'' |
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− | <br/> |
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== Classes == |
== Classes == |
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! rowspan="1" style="padding: 5px 20px;" | Specialism || style="padding: 5px 15px;" | Soldier Classes || style="padding: 5px 15px;" | MEC Class |
! rowspan="1" style="padding: 5px 20px;" | Specialism || style="padding: 5px 15px;" | Soldier Classes || style="padding: 5px 15px;" | MEC Class |
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|- |
|- |
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− | | rowspan="2" style="text-align:center;" | ''' |
+ | | rowspan="2" style="text-align:center;" | '''Marksman''' |
| style="padding: 3px 15px;" | [[File:CLASS_SNIPER.png|26px]] ''Sniper'' |
| style="padding: 3px 15px;" | [[File:CLASS_SNIPER.png|26px]] ''Sniper'' |
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| rowspan="2" style="padding-left: 15px;" | [[File:Class Jaeger (Long War).png|26px]] ''Jaeger'' |
| rowspan="2" style="padding-left: 15px;" | [[File:Class Jaeger (Long War).png|26px]] ''Jaeger'' |
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| style="padding-left: 15px;" | [[File:Class Engineer (Long War).png|26px]] ''Engineer'' |
| style="padding-left: 15px;" | [[File:Class Engineer (Long War).png|26px]] ''Engineer'' |
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+ | |||
+ | ==Tactical Advice== |
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The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards. |
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards. |
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+ | The roles your soldiers are designed to fulfill, i.e., your build composition, are far more important than the individual strength of a soldier and their abilities. If your Engineers, Rocketeers, Infantry, and Goliath MECs are all built to use explosives for the role of cover destruction and AOE damage, you may have to build your Shogun MECs in a comparatively 'boring' way which focuses on Anti-mechanical utility. |
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− | == Soldier Stats == |
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− | Soldiers have fully randomized starting stats. However, the starting 15 soldiers will have preset, non-random stats. 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. |
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− | Soldiers all have a Defense stat of 0. |
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− | |||
− | Stat progression for soldier ranks has been altered to provide approximately half of the stats at SPEC rank, and the remaining stats 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. |
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− | |||
− | {| class="wikitable" style="max-width: 400px; text-align:center;" |
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− | |+ |
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− | ! style="width: 32%;" | Class |
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− | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} total |
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− | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} total |
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− | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} total |
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− | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} bonus |
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− | |- |
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− | | style="padding: 5px;" | '''Sniper''' || - || 20 || 5 || - |
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− | |- |
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− | | style="padding: 5px;" | '''Scout''' || - || 10 || 15 || 0.6 |
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− | |- |
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− | | style="padding: 5px;" | '''Infantry''' || 2 || 15 || 20 || - |
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− | |- |
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− | | style="padding: 5px;" | '''Assault''' || 2 || 5 || 10 || 0.6 |
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− | |- |
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− | | style="padding: 5px;" | '''Gunner''' || 2 || 5 || 10 || - |
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− | |- |
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− | | style="padding: 5px;" | '''Rocketeer''' || 3 || 5 || 10 || - |
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− | |- |
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− | | style="padding: 5px;" | '''Medic''' || - || 10 || 10 || - |
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− | |- |
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− | | style="padding: 5px;" | '''Engineer''' || 1 || 10 || 20 || - |
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− | |} |
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− | Soldiers at MSGT rank have a chance to gain +1 in each stat 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 lower or higher the soldier's stats are compared to the natural maximum base stats, respectively. |
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− | ==== Attributes Affected by Stats ==== |
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− | Certain other attributes are affected by how a soldier's stats differ from the average values. The averages are: |
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− | * 6 HP for soldiers |
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− | * 10 HP for MECs |
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− | * 30 will for both |
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− | '''Base HP''' modifies ''throw range'', ''rocket scatter'', and ''injury times'': |
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− | *For each HP above/below average, throw range is increased/reduced by 4% |
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− | *For each HP above/below average, injury time is reduced/increased by 4% |
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− | *For each HP above/below average, scatter is reduced/increased by 4% |
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− | '''Base will''' modifies ''fatigue times'': |
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− | *For each will above/below average, fatigue times are reduced/increased by 1% |
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==See also== |
==See also== |
Revision as of 12:57, 22 April 2022
In General
XCOM soldiers are those who risks their lives going on missions. On mission squad setup screen, an arbitrary mix of soldier classes (and SHIVs) can be chosen for the task at hand. Soldier slots can be scrolled with arrows when squad sizes above 6 are available, e.g., on all UFO missions.
XCOM starts with 15 unique soldiers and 2 random soldiers from their starting country. They also start with 1-4 SHIVs (depending upon difficulty). This means a starting barracks size of 18-21.
Of the initial 15 soldiers: 5 will start at LCPLs, 5 at SPECs, and 5 as PFCs (rookies).
Each XCOM soldier costs credits to recruit which vary based on how the campaign is progressing: Recruiting Soldiers.
Classes
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.
Specialism | Soldier Classes | MEC Class |
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Marksman | Sniper | Jaeger |
Scout | ||
Tactical | Infantry | Marauder |
Assault | ||
Weapons | Gunner | Goliath |
Rocketeer | ||
Support | Medic | Shogun |
Engineer |
Tactical Advice
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.
The roles your soldiers are designed to fulfill, i.e., your build composition, are far more important than the individual strength of a soldier and their abilities. If your Engineers, Rocketeers, Infantry, and Goliath MECs are all built to use explosives for the role of cover destruction and AOE damage, you may have to build your Shogun MECs in a comparatively 'boring' way which focuses on Anti-mechanical utility.