Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
http://steamcommunity.com/app/268500/discussions/0/1496741765139935429/#c1496741765142793726
There is a mod out there that lets you see a notification above each of your soldiers everytime they lose will during a mission. The will loss is usually set in increments of -1 to -4 depending on the severity of the situation- pod reveals will inflict 1-2 will damage, taking damage will do 3+ will damage, etc. However it rarely ever goes above 5 will damage at a time as far as I remember. Because of this, a set bar, that is only mildly unique to each trooper, is a reasonable balance.
It would become pretty easy if your veterans just beefed up their will and tanked stress like it was just another day in the office. If you want to look at it from a somewhat realistic aspect, your gameplay is a matter of life and death for these soldiers after all- they are going to be at their most stressed and most alert state of mind until they return to the skyranger.
On that note, the only troopers who have been receiving will buffs as far as I have noticed are the psi-operatives whose will determines the power of their attacks as well as their mental stability.
I am running a game in which I currently have 3 psi operatives at the adept rank (sergeant equivalent) and 6 soldiers at the rank of sergeant. The average will stats for each group were 55.66... and 47.16... respectively.
Sure a little math may be off due to the sergeants being twice in quantity than the psi-operatives i have, but it is still relatively telling of the game's design.
My personal advice on the matter, should you need it, is to pay immense attention to your soldiers' will stat before sending them out. Soldiers at 100% tend to perform the best when fighting psionic enemies early on in the mission. (Mind control attempts work only about 50% against my troops from what I remember... maybe a smidge higher but who's counting really). Of course, mind shields are also especially useful for the troops who are in the forefront of combat more often (rangers and templars, for example).
On a final note, think of a long, hard, driven, degrading, crappy day at work or school or whatever. At the end of the day a break is what you're going to want for a number of reasons: it'll help you relax, it'll alleviate the stress, and damnit, you deserve a break after a day like that, no?
Now throw in some aliens trying to kill you horribly in that mix. A few days off to recuperate is a pretty substantial way to recover wouldn't you agree? I would certainly think so.
These operatives live in the suck for a living- to free humanity from a malignant growth that plots to consum them all! They eat life and death situations for breakfast, luch, and supper!
Some leave is in order for them I think!
Hopefully this helped you narrow down your questions about the stress mechanics in the game. Happy hunting!
Oh and as for the mind control check, I've seen it succeed and fail multiple times. I don't normally let those enemies survive long enough to get that kind of attack in, but the few cases I've seen don't seem to be much different from sectoid MC chance in vanilla.
Before the dlc the only way to drop will was to let countless soldiers be wounded or die. Players don't allow soldiers to die because we don't have infinite recruits and so forth Will never drops.
You can end up with 35 will on every soldier in vanilla but no one plays this reckless because it's impossible to win if you lose or wound soldiers, xcom:ew allowed you to win as long you could repay the cost for every fallen soldier. It's only a matter of design, will intended to drop with time because only the strongest would survive and every mission had a ratio of at least one soldier died on every mission. The final bosses couldn't use their abilities because every soldier by the end were almost immune to psionic mindcontrol.
It was an oversight by the devs to make psionic abilities by the elders so weak not a single target had a fair chance to be mindcontrolled and their willstats so low you end up taking control over the bosses in xcom:ew. The final bosses in xcom2 are no longer allowed to be mindcontrolled and are now able to use their mindcontrol abilities.
It is intended design. Altho Will measures up more favorable against Psi effects as it did before in my experience. 50 Will for example seems to give a pretty good chance to resist them.
Also Mind Shields are stupidly easy/fast to obtain in the game, making psi effects a none-issue if you care about them.
They were always immune to mind control and their own mindcontrol unresistable by Will alone.
Fatique tied to will?
Will no longer naturally grows up to 100 like in vanilla?
Soldiers cant go 2 missions in a row?
Chosen cen permanently nerf it even further?
Seriously, it sounds less and less fun the more i read on these forums.
Just a big pile of inconveniences.
Will doesn't determine psi-ops power in Xcom 2. It's determined by the Psi-Power stat, which has nothing to do with will. Giving extra will to a Psi- Op is mostly pointless. Mental stability also isn't needed due to one of their skills giving them complete immunity to mind control and panic
Will checks work differently. Altho I havent made a 1:1 comparison, imagine that 50 Will is more like 80 Will before.
Soldiers can usually go 2 missions in a row before they have to be swapped out. I agree that its a bit of an annoying feature at first, but you get used to it.
I remember reading you say how Brutal was quite bugged, but I assumed you played WotC back then. Since I guess you havent yet, youve missed more then a few things related to this or Will.
Chosen can only reduce the stats with a single Strength(out of a list of maybe 15 orso total). They start out with 2 random ones, and gain more through the course of the game, upwards of 5-6. In any single game you might encounter one that has Brutal..maybe.
It only gives very slight penalties to Will, however; and you won't encounter each individual Chosen more then half a dozen orso times in the course of a campaign.
I really like how all hell can break loose when a teammate gets killed and morale crumbles.
I think a straight up recovery function ala infirmary would be far too strong tho; it would trivialise Will losses.
Oh, did not realize that. Guess I was remembering old rules or something from vanilla or EW or some mod or something. Or maybe I was always wrong about psi-troopers' power gain. haha whoops, thanks for the correction.