![]() ![]() The XP assigned to the unfilled spots is wasted. Note that the 33% limit only applies to squads with one or two soldiers, effectively treating such squads as though they had 3 soldiers. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people. Mission XP is divided equally among soldiers returning to base, with a cap of 33% of the total experience awarded to each soldier. The XP awarded at the end of a mission is based on the number of aliens on the mission. In Long War 2, experience for soldiers is primarily earned by mission completion rather than getting kills. New soldiers can also be obtained from the Black Market or from mission rewards. More soldiers become available for recruit by putting rebels on Recruit jobs, which has a chance of providing soldiers to the recruit list. ![]() But the availability of new recruits is much lower than vanilla, with 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and 2 in Legend. The cost of recruiting new Rookies is the same across all difficulties: 10 supplies each. 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. Rookies can also be trained as Psi Operatives, a class unlocked through the Psionic Labs facility. Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:Īs 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. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once Officers are available they're a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership. If all squads are busy on missions, a "temporary" squad will be created to be sent. Changing the composition for that particular mission doesn't change the composition of the squad. Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. To compensate, there is no fatigue mechanic, allowing soldiers that just completed a mission without suffering wounds to go on another one. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. ![]() 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. On missions involving Havens your squad will be reinforced by the Advisor assigned to them and in some occasions a few rebels. Network Tower Assaults have a maximum of 5 soldiers. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Unlike in Long War or vanilla XCOM 2, the maximum squad size remains fixed for the entire campaign. ![]()
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