Difference between revisions of "Soldiers (LWR)"

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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.
 
== Fatigue ==
 
Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission.
 
 
The Second Wave option '''Consistent Fatigue (#35)''' disables fatigue increasing with the number of turns passed and reverts to base fatigue value of 5 days, like in Long War.
 
 
While fatigued soldiers may still be deployed on missions, their fatigue will increase and they may suffer a loss of APs (Action Points) at the beginning of each their turns:
 
 
{| class="wikitable" cellpadding="15" style="text-align:center;"
 
|+
 
|-
 
! style="padding: 5px;" | Status
 
! Effect
 
! Chance
 
! Notes
 
|-
 
|| Fatigued
 
| style="padding: 0 10px;" | 1 AP loss
 
| style="padding: 0 10px;" | 3% per day of fatigue
 
||
 
|-
 
| style="padding: 0 15px;" | Exhausted
 
|| 2 AP loss
 
|| 1% per day of fatigue
 
| style="padding: 0 10px;" | Will not occur if an enemy is in sight
 
|}
 
 
 
=== Accumulating Fatigue ===
 
 
==== Base Fatigue====
 
{| class="wikitable" style="text-align:center;"
 
|+
 
|-
 
! style="padding: 5px;" | Event
 
! style="padding: 5px 15px;" | Fatigue Time
 
|-
 
|| Any Mission
 
|| +1 day*
 
|-
 
| style="padding: 0 15px;" | Every Turn on a Mission
 
|| +0.25 days⁺
 
|}
 
 
<nowiki>*</nowiki> ''Any previously fatigued soldier that goes on a mission will have all their fatigue they had before going on the mission increased by 50% and added to their new fatigue''
 
 
⁺ ''Does not apply to SHIVs''
 
 
==== Base Fatigue Modifiers ====
 
{| class="wikitable" style="text-align:center;"
 
|+
 
|-
 
! style="padding: 5px;" | Ability
 
! style="padding: 5px 20px;" | Base Fatigue Time
 
|-
 
|| '''Stay Frosty'''
 
|| -10%
 
|-
 
| style="padding: 0 20px;" | '''Special Warfare School'''
 
|| -15%
 
|-
 
|| '''Extra Conditioning'''
 
|| -40%
 
|-
 
|| '''Commanding Officer'''
 
|| -20%
 
|-
 
|| '''Vortex Armor'''
 
|| -50%
 
|-
 
|| '''Base Will''' higher than 30
 
|| -1% per Base Will
 
|-
 
|| '''Base Will''' lower than 30
 
|| +1% per Base Will
 
|}
 
 
=== Dealing with Fatigue ===
 
 
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go.
 
 
Once you have researched '''Meld''' you can give your soldiers a '''Meld Injection''' which will reduce any soldier's fatigue/injury time by 50% for the cost of 50 meld.
 
 
SHIVs are excellent at minimizing fatigue as not only do they help bolster your roster but they also receive no extra fatigue for turns spent on a mission.
 
 
<div style="max-width: 900px;">
 
Fatigue times and AP loss chances are affected by Game Length.
 
Base fatigue times are increased by 0/10/20/30% on the difficulties of Normal/Classic/Brutal/Impossible.
 
</div>
 
 
== Injury ==
 
 
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury. Injuries will prevent a soldier from deploying in future battle until the injury is recovered from.
 
 
=== Accumulating Injuries ===
 
 
==== Base Injury ====
 
<div style="max-width: 400px;">
 
'''Base Injury time''': 60 days x Base HP% Lost
 
</div>
 
 
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 60 days * 20%, or 12 days.
 
 
==== Base Injury Modifiers====
 
{| class="wikitable" style="text-align:center;"
 
|+
 
|-
 
! style="padding: 5px;" | Ability
 
! style="padding: 5px;" | Base Injury Time
 
|-
 
|| '''SHIVs'''
 
|| -50%
 
|-
 
|| '''Advanced Repair'''
 
|| -25% (MECs and SHIVs only)
 
|-
 
|| '''Advanced Surgery'''
 
| style="padding: 0 15px;" | -15% (MECs and soldiers only)
 
|-
 
|| '''Advanced Bone Marrow'''
 
|| -30%
 
|-
 
|| '''Will to Survive'''
 
|| -30%
 
|-
 
| style="padding: 0 20px;" | '''Base HP''' higher than 6/10 (soldier/MEC)
 
|| -4% per Base HP
 
|-
 
|| '''Base HP''' lower than 6/10 (soldier/MEC)
 
|| +4% per Base HP
 
|-
 
|| '''Wolverine Blood''' (Second Wave option)
 
|| -50%
 
|}
 
 
==== Injuries and Fatigue ====
 
<div style="max-width: 900px;">
 
All fatigue time is automatically removed and converted to injury time when a soldier becomes injured.
 
</div>
 
 
=== Healing Injuries ===
 
 
The first way is simply by letting time pass. Each in-game hour in the strategy game reduces injury time by an hour.
 
 
The second way is once you have researched '''Meld''' you can give your soldiers a '''Meld Injection''' which will reduce any soldier's fatigue/injury time by 50% for the cost of 50 meld.
 
 
=== Dealing with Injuries ===
 
 
Like dealing with fatigue, you should have several teams of soldiers ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy soldiers with '''Will to Survive''', SHIVs, and MECs can all take more shots than most other soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.
 
 
The '''Field Medic''' and '''First Aid''' perks both reduce the lowest amount of HP all MECs and Soldiers in the squad achieved by 1 HP. Multiple instances of these perks can stack. This means with 2 of these, any soldier that took 2 HP of damage into their base HP would still count as uninjured after the battle.
 
 
<div style="max-width: 900px;">
 
Injury times are affected by Game Length.
 
Base injury times are increased by 0/10/20/30% on the difficulties of Normal/Classic/Brutal/Impossible.
 
</div>
 
  
 
== Soldier Stats ==
 
== Soldier Stats ==

Revision as of 12:53, 28 July 2020

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Squad Sizes

Soldiers M-F.png

Squad sizes in Long War Rebalance vary depending on the mission type. They can not be increased through Officer Training School upgrades.

Mission Type Squad Size
UFO raids, DLC Missions, and Base Assaults 8
Abduction, Council, Terror, and Covert Op Data Recovery missions 6*
Covert Op Extractions 2*
Temple Assault 7-10⁺


* The We are Legion (#25) Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.

1 additional soldier can be brought for every 5 council nations still supporting XCOM.

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
Sniper-Scout CLASS SNIPER.png  Sniper Class Jaeger (Long War).png  Jaeger
Class Scout (Long War).png  Scout
Tactical Class Infantry (Long War).png  Infantry Class Marauder (Long War).png  Marauder
CLASS ASSAULT.png  Assault
Weapons CLASS HEAVY.png  Gunner Class Goliath (Long War).png  Goliath
Class Rocketeer (Long War).png  Rocketeer
Support CLASS SUPPORT.png  Medic Class Shogun (Long War).png  Shogun
Class Engineer (Long War).png  Engineer

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.

Soldier Stats

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.

Soldiers all have a Defense stat of 0.

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.

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

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.

Attributes Affected by Stats

Certain other attributes are affected by how a soldier's stats 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, injury time is reduced/increased by 4%
  • For each HP above/below average, scatter is reduced/increased by 4%

Base will modifies fatigue times:

  • For each will above/below average, fatigue times are reduced/increased by 1%

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s