3/2/2023 0 Comments Xcom 2 choose class modHowever, this is scaled based on the campaign time elapsed, and this scaling formula can be tweaked using the two values packed into RAND_DAYS_INJURED. So the default value of 1320 hours = 55 days represents the maximum possible injury portion of a timeout. This is basically a factor in vanilla's inverse difficulty curve, which the scaling max timeout is intended to correct.īasically the BASE_DAYS_INJURED is the max injury timeout that can ever happen, and only happens after much time has elapsed. The reason for this is that:ġ) If max timeout is long, then the first months are too brutal, since it's difficult to get soldiers leveledĢ) If the max timeout is short, then the later months are too easy, because with foundry/genemod reductions and armor soldiers are wounded for too little The "max timeout" (injury time) scales based on the amount time elapsed in the campaign. However they do not gain any experience, which could be potentially given to soldiers. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.įatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren't damaged during a mission). "Do I really want to assault it?" Check your roster and see how many soldiers are fatigued and for how long. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. Note that OTS upgrades are no longer tied to your highest soldier's rank.īy mid-game you might seriously start to consider if some missions are worth it. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if the Slingshot and Progeny DLC are activated. Ideally, you should have several teams of soldiers ready at any given point. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue. You can deploy a fatigued soldier if you must, but then they'll receive a fatigue injury, and need a longer rest session that can't be skipped. After finishing a mission they must rest for several days. In Long War soldiers suffer from Fatigue. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault's destination doesn't have extra enemies hiding nearby. 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. The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. If you don't want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.
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