![]() Dodge is so vital to them because of this, otherwise they just turn into swiss cheese, and even with dodge you're still taking damage and need healing. Taking that basically screws your character over more than it benefits you, granted that you're screwed anyway because you're being shot at. There's also the fact that lightning reflexes is one of their XCOM pool skills, which is something you don't want since you actually want people to shoot at you. ![]() ![]() Even a specialist with combat protocol does more damage than that without needing the extra help. Why would you want a skirmisher with whiplash to take on a sectopod when you could just use a 6 ammo Reaper with bluescreen banish? Whiplash doesn't ignore armor, and their bullpup does so little damage per shot that armor is basically your main enemy, they require a grenade or a heavy to shred the armor first. 3 of their abilities require them to be shot at, something you never want to happen anyway, and a lot of the others require aid from another unit before they're any good. There is a lot more to their kit than that, the problem is that it takes a lot of risk and babysitting to make it work like I said. I believe there is some internal table for exactly how much will loss happens on a successful roll, but it's been intentionally buried to make it something that can't be so easily metagamed. I generally buff will on medics so I can rely on them being around, for example, and expect a squad sent on a retaliation mission to be out of action a while. Increase the will of any soldiers you heavily rely on or want to use a lot so they don't get as worn out. Fatigue isn't supposed to be physical fatigue, but mental fatigue, hence low Will giving PTSD and other mental issues.īasically every soldier is gonna get mentally worn down so you wanna have a couple rotations of squads ready. You might have a soldier who didn't do anything all mission but saw some serious shit and they're going to be really mentally jacked up after it. Basically fatigue, rather than being based on ones actions is based on what one witnesses and is done to them. these are all worse if said ally is their bondmate, as well. Taking will damage/will attacks greatly increases fatigue, and past that there's a bunch of rolls made to see if it will damage will, such as: seeing an enemy, seeing an ally die, seeing an ally get captured, civilian dies, is wounded, panicked, ally panicked, is unconscious, ally is unconcious. After the mission no soldier was tired and their "Will" had decreased a little (between 5 and 16 points of Will). The third pod round 4 and I think the Chosen Sniper got killed round 6 with a repeater. The two first pods was destroyed round 2 and 3. I just sent in fully rested soldier into a lucky quick pick-up-supply-mission (out in the wilds, not in a city). I think a Chosen with the ability "Brutal" decreases Will more (because it says something like that in the description) so this probably makes soldiers need longer rest afterwards. Something else or a combination of above? more numbers of enemies or tougher enemies drain more will)?Ĥ) affected by the Soldier's Will and/or how rested the soldier was before the mission (like fully rested versus not tired but lacking some Will)? What affects how tired a soldier is after a mission?ġ) based on how many turns the mission took?Ģ) affected by how many special abilities a soldier uses?ģ) based on what types of enemies you meet (e.g.
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