XCOM 2
Do you like the fatigue mechanic in WOTC?
I hate this. I understand they want us to use more than one squad, but the problem with this mechanic is: I used to play very carefully to avoid any kind of damage, but now I sometimes just rush my soldiers into enemies, and when they get injured, I simply fell meh, because I won't use them in the next mission no matter they are injured or not. Ridiculous.

Also, change soldiers every mission with the current UI is a pain. Allow us to assign soldiers into squad A, B, C and rotate squads rather than soldiers would be much better with this mechanic.

IMHO soldiers should not lose their will power when they get a S class victory. This could solve this problem and it also makes sense, keep winning so keep high morale. What is your opinions?
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Showing 31-45 of 85 comments
Wintermute Aug 30, 2017 @ 10:01am 
Originally posted by The Grand Marmot:
I think its cool. Way more interesting than the silly "shaken" mechanic from the base game. Also I like anything that encourages me to cycle people in and out. But, I haven't actually seen any of the new "disorders" trigger yet, so maybe I'll change my opinion then... ;-)
Just build hospital in advance. I've had it with this ♥♥♥♥ back in Darkest Dungeon, so now I send people to get rid of those quirks before i ever get a chance to experience them in the field.
Tenshin51 Aug 30, 2017 @ 10:20am 
It could have better mechanic, totally hate the idea dashing soldier will make them tired more lol. I am fine if a grenadier and sharpshooter get tired when dashing due they are carrying heavy weapon but w/ ranger that needed mobility nope.

Seriously Xcom Operatives are the worst recruit ever. They have the worst aim and low stamina. It will be cool there is a gene splicing mechanic like in Xcom Enemy Within that I could improved their aim and stamina but there is a side effect if get captured they have a chance to work w/ Chosen due they have alien genes.


Question what's the effect of the trait called gifted, genius and etc? Is it normal most of my soldier have different will stats? (My game is modded.)
Tiasmoon Aug 30, 2017 @ 10:22am 
It increases AP gains.
Caliell Aug 31, 2017 @ 2:44am 
Originally posted by Tenshin51:
It could have better mechanic, totally hate the idea dashing soldier will make them tired more lol. I am fine if a grenadier and sharpshooter get tired when dashing due they are carrying heavy weapon but w/ ranger that needed mobility nope.

Seriously Xcom Operatives are the worst recruit ever. They have the worst aim and low stamina. It will be cool there is a gene splicing mechanic like in Xcom Enemy Within that I could improved their aim and stamina but there is a side effect if get captured they have a chance to work w/ Chosen due they have alien genes.


Question what's the effect of the trait called gifted, genius and etc? Is it normal most of my soldier have different will stats? (My game is modded.)


The way I see it, not only you have to be Air Dropped into combat with about 120 lbs of gear. Then you have to be shot at, having massive adrenaline dump, not to mention have to sprint from cover to cover. Running for your livelyhood is very tiring and the longer you do it, obviously the more tired you are going to get. Don't believe me? Try to put several cold weather jackets on, a pair of work boots, about 4 cold weather beanies, then about 60lb weighted backpack, grab a hefty log of about 10 lbs, then go out in 70 degree weather then sprint from cover to cover in the parking lot. You will get tired pretty quickly regardless of your fitness level and that is without someone shooting at you.

On the contrary as well X com operatives seem to be shooting decently and well fit in comparsion to aliens who supposedly have much better equipment. Keep in mind there is reason why X com doesn't just take anyone. It just happens that the best at the moment humanity have to officer is simply not good enough yet.

As for gene splicing, I think the reason why Firaxis did not introduce that is due to how overpowered and imbalanced the whole thing was. Without Mind Over Matter activated, fully Gene Spliced Psionic X com operative was basically God. There was basically no need for MEC troopers since Gene Spliced Psionics could do everything and do better than anyone.

Get 5 of them - fully spliced with Mimetic and Muscle fiber density, X com operatives was literally unstoppable. It basically turned the game into reverse X com, where aliens basically became scared every time humans showed up, to the alien rape party.
Last edited by Caliell; Aug 31, 2017 @ 2:50am
bificommander Sep 3, 2017 @ 7:53am 
I like the concept, but not the execution. From what I've seen, it seems too tedious and punishing right now. With a staffed infirmary, my soldiers recover from Gravely Wounded faster than from being tired.
And sure, for common missions it's fine to rotate between squads. But when I'm just waiting 1 more day for a Chosen Lair mission, only to be hit with a guerillia op against Sectopods and Andromedas that requires the attention of my A team (also, because of course half the B team is still recovering from being Tired of the mission before it), what then? I'm not going to send my B team without the Templar he's weak against, and I'm not going to send a panic-prone A team. So I just twiddle my thumbs in the Avenger for 9 days.
It would be fine if you could send a tired soldier in and have him function fine during the mission, only to get a big delay penalty afterwards. Or if you could make specific soldiers recover faster (I don't count burning Cores on once-per-campaign powerups).

Edit: Oh yeah, and if they want to encourage rotating soldiers in and out of your mission roster, how about making it a bit easier to swap soldier gear? Like an option to swap all equipment between two soldiers of the same class. Now I have to make all utility items, weapons and gear available, then assign each item to the new squad by hand.
Last edited by bificommander; Sep 3, 2017 @ 7:58am
VsTheWall Sep 3, 2017 @ 8:24am 
For the moment, I really enjoy it. I have an entire roster of powerful troops by now, and I end up being a bit more choosy about who I take into combat and when. I'm not reliant on the very powerful "hero" classes they added in, as I'd rather have them prepped and ready for a mission I know will be difficult. The negative quirks you gain from sending in fatigued soldiers haven't been too hampering, but it does lead to some great "oh sh*t" moments, like the time I was in a lost city with my only grenadier that had a fear of Mechs. Last pod I engaged had the first upgraded mech of the playthough. Said soldier sh*t himself, and I did as well :steamfacepalm:

More than that, the way fatigue and soldier bonds all mesh together means that I'm not looking at an A, B or even C teams anymore. I tend to try and send my bonded soldiers in together, so I tend to have "micro teams" of two that get thrown in with other bonded teamates. Since they go in together, they get tired around the same time and I swap in another bonded pair or some random soldiers. Heck, the way this system works I've put some very unconventional teams together and had some surprising success because of it.

As another aside, the first game could have even benefited from this system. Units like the SHIV were designed to fill gaps if you lost soldiers or they were wounded, and I would argue the SPARK was designed in a similar fashion. I always had my "alpha" team that rarely ever had major losses or wounds, and my backup teams were always ready on standby. Therefore, I never used SHIVS, and SPARK units were used in only dire circumstanses. Now I keep 2 SPARKS in reserve, and though they are nowhere near the power of my other troops they are becoming quite capable.

I agree that the inventory management could have been done better. I just had a whole new rotation of units that I spent about 10 minuets on just going through all their gear and sorting out who needed what. I guess the other obvious answer to this issue is you just need to make more gear for multiple units. In the beggining when supplys are an issue, it's a pain. But over time it isn't too bad as you get more supply and corpses start piling up.
Last edited by VsTheWall; Sep 3, 2017 @ 8:27am
Tiasmoon Sep 3, 2017 @ 8:29am 
Originally posted by bificommander:
It would be fine if you could send a tired soldier in and have him function fine during the mission, only to get a big delay penalty afterwards. Or if you could make specific soldiers recover faster (I don't count burning Cores on once-per-campaign powerups).

Edit: Oh yeah, and if they want to encourage rotating soldiers in and out of your mission roster, how about making it a bit easier to swap soldier gear? Like an option to swap all equipment between two soldiers of the same class. Now I have to make all utility items, weapons and gear available, then assign each item to the new squad by hand.

You can send tired soldiers on missions.

Agree on the gear swapping bit tho. It becomes a headache pretty fast.
Darkeus Sep 3, 2017 @ 8:31am 
Fatigue is alright. What it really does is force you to use soldiers you never really used unless you got an unlucky team wipe or huge injuries the mission before.
c.a.smith_100 Sep 3, 2017 @ 8:36am 
Considering I've played 1000's of hours of Football Manager over the years which has fitness, match fitness, injuries, morale, expectation of getting game time, falling out with team mates, form, sometimes 3 games in 7 days, etc having a soldier sit out a mission if it's their 3rd in a row isn't really a problem...
EpicCoinFlip Sep 3, 2017 @ 8:48am 
How many soldiers are you guys running with? I dont seem to suffer from the same frustration as some of you seem to. I have about 6 of each class. I use the covert missions to level up those that fall behind. The gear swapping I can understand though, its kinda tedious keeping track of your weapons and stuff.
Last edited by EpicCoinFlip; Sep 3, 2017 @ 8:48am
Tiasmoon Sep 3, 2017 @ 8:59am 
6 of each class? Damn. I thought I had a lot with 18-24 soldiers.
Hex: Onii-Chan Sep 3, 2017 @ 10:02am 
Originally posted by Tiasmoon:
Originally posted by bificommander:
It would be fine if you could send a tired soldier in and have him function fine during the mission, only to get a big delay penalty afterwards. Or if you could make specific soldiers recover faster (I don't count burning Cores on once-per-campaign powerups).

Edit: Oh yeah, and if they want to encourage rotating soldiers in and out of your mission roster, how about making it a bit easier to swap soldier gear? Like an option to swap all equipment between two soldiers of the same class. Now I have to make all utility items, weapons and gear available, then assign each item to the new squad by hand.

You can send tired soldiers on missions.

Agree on the gear swapping bit tho. It becomes a headache pretty fast.

You spelled "You can permanently ♥♥♥♥ up your best soldiers" wrong.

The way the missions proc, you sometimes have 2-4 missions in one week.

The infirmary should have an upgrade to revitalize people. Otherwise you just end up with 30 sergeants fighting Archons.
happy Sep 3, 2017 @ 10:12am 
i love the fatigue mechanic which is one of the reason I've decided to purchase the dlc.
Hoot Sep 3, 2017 @ 10:36am 
I like it. It means you can't just be ultra dependent on one A-Team. Not that anyone in their right mind would run only a single team again and again, well, not anyone playing Ironman.

In "save/reload" mode, then yeah I can see how it would be annoying given that if you lose any guys you'll probably just reload anyway so you always wanna be playing with your top squad. But...playing on non-Ironman kills the game for me, literally no excitement, no risk.

It's like if you could reload on Darkest Dungeon...it would be a significantly less fun game.

But that's just my opinion of course.
Last edited by Hoot; Sep 3, 2017 @ 10:37am
Caliell Sep 3, 2017 @ 10:53am 
I am top heavy (full ranked and equipped) on psionic operatives and I play on fully throttled difficulty. I did the same play through on vanilla (with other non wotc dlcs) and running full squad of psi operatives, even in Long War 2 is relatively easy. There is just so much control of the battle flow, that sometimes there is question that why would you even need other classes? Thus fatigue checks like that are fair and nessesary (should of made it that psi operatives are also prone to gaining negative traits and will power loss more than others, due to their nature of work).
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Date Posted: Aug 30, 2017 @ 1:39am
Posts: 85