XCOM 2
our soldiers' will average only 60 is normal?
even they advanced to colonel, their will power never reach 70+....but i played X-COM:Enemy Unknown and Enemy Within, soldiers' will power easy to reach 90+ when they reach high rank.

is that normal? or X-COM2 developers just made the game harder by lower player's soldier's ability?

i trained a psi soldier and try to use his power to control aliens, then i found that a berserker alien has 85 will power....WTF, my psi soldier only has 70 psi power...
< >
Showing 1-15 of 15 comments
IvantheFormidable Aug 13, 2019 @ 7:40pm 
Getting new psi amps will greatly improve your psi soldier's abilities. I believe the final upgrade provides a whopping +40 to the total.

Edit: Just checked, and one of my best psi soldiers has a will of 40 (57 with the PCS), but has a psi rating of 133 (93 base plus 40 for the amp). Spending more time training them in the psi lab helps raise that, I believe.
Last edited by IvantheFormidable; Aug 13, 2019 @ 7:50pm
red255 Aug 13, 2019 @ 7:53pm 
PSI runs between 80 and 100 as I recall +40 with the psi amp, so your PSI (assuming Magus) is rather low.

never really looked at the non-MAG PSI scores.

Will isn't that important of a stat in war of the chosen its just fatigue. pretty much all your soldiers will get fatigued after 2 missions regardless of will. but its not PSI which is a different stat.
but my soldiers keeps to be dominated by alien psi ability....it obviously proved 55 will is too weak for resistant their domination PSI ability. so i found my soldiers must equipped PSI shields to block their PSI domination.

in X-COM 1 my soldiers can trained to 90+ will power to resist these damn PSI domination attack(they were rare to be dominated).
IvantheFormidable Aug 14, 2019 @ 11:38am 
Then bring flashbangs to break the mind control, or use your psi soldier to put their mind controlled teammate in stasis, or simply kill the unit mind controlling your unit.

The will stat works differently, having will in the 40s or low 50s is normal in XCOM 2.
Last edited by IvantheFormidable; Aug 14, 2019 @ 11:53am
red255 Aug 14, 2019 @ 6:56pm 
for whatever reason advent priests are really powerful mind control chance.

like it has 100% chance to control things.

mind control is broken by several options.

1.) killing the controlling alien.
2.) casting stasis on either the controlling alien or the controlled human unit.
3.) using disorient on the controlling alien (flashbank or capacitor discharge)
4.) using solace on the controlled unit
5.) using mind shields.
6.) using soldier bonds.

Mind controlling a unit you control is in my book a waste of an action. since its usually quite easy to break and deals no damage.

the only instance where its not a waste is the Warlock, who you have to significantly damage to force him to cast stasis on himself early on.

when facing the warlock early on I would recommend simply letting him drain a soldier for intel by not curing it of stun.
KRON Aug 14, 2019 @ 9:43pm 
Originally posted by red255:
PSI runs between 80 and 100 as I recall +40 with the psi amp, so your PSI (assuming Magus) is rather low.

never really looked at the non-MAG PSI scores.

Will isn't that important of a stat in war of the chosen its just fatigue. pretty much all your soldiers will get fatigued after 2 missions regardless of will. but its not PSI which is a different stat.
In my last playthrough I made only two psi-ops and one had 105 psi-power, the other had 106. With alien psi-amp that was 146 and 145 psi-power total. I don't know how that happened, because I didn't use any mods and psi-power is supposed to be capped at 100(140 with alien psi-amp).
Originally posted by red255:
for whatever reason advent priests are really powerful mind control chance.

like it has 100% chance to control things.
I read somewhere that the devs were supposed to rework psi-power of aliens after they reworked XCOM soldiers' will, but kinda forgot.
Last edited by KRON; Aug 14, 2019 @ 9:47pm
Rockfire ✘ Aug 14, 2019 @ 10:46pm 
Default will defined by XComGameData_CharacterStats

RandomizedBaseStats=(StatType=eStat_Will, StatAmount=35, RandStatAmount=16)

With an additional 5 will when they reach squaddie rank, you can find that in XComClassData

oh....so that's true soldiers will power average is 40~60....sadly.

so i must equipped mind shields on my every human soldier to do almost every missions because i don't know it has mind controller there or not. suck design.

thanks for answer my question. ^_^
KRON Aug 15, 2019 @ 5:07am 
You could just give mindshield to a guy who can break mind control and/or the guy who you think is the most dangerous soldier in your squad. You don't actually need mindshield on every soldier.
IvantheFormidable Aug 15, 2019 @ 9:26am 
Originally posted by Moving_Target:
so i must equipped mind shields on my every human soldier to do almost every missions because i don't know it has mind controller there or not. suck design.
That would be an inefficient use of inventory space, imo. There's plenty of counters to mind control, but by far the easiest one is to simply kill the unit that mind controlled your unit. It's not a design issue if you're unable to think of a different way to counter them than equipping everyone with a mind shield.
Originally posted by IvantheFormidable:
Originally posted by Moving_Target:
so i must equipped mind shields on my every human soldier to do almost every missions because i don't know it has mind controller there or not. suck design.
That would be an inefficient use of inventory space, imo. There's plenty of counters to mind control, but by far the easiest one is to simply kill the unit that mind controlled your unit. It's not a design issue if you're unable to think of a different way to counter them than equipping everyone with a mind shield.

no.
this is easiest way to counter these mind controllers on the battlefield.

i did this so i can beat them even they have 3+ mind controllers before me. at least i don't worry how to save my soldiers who taken controlled.

i know i can kill a controller if my 1 soldier dominated, but if 2 or 3? you really understand will power only 50 is too weak to resist? even a berserker has 75 will power but our human soldiers only have average 50? fXck you developers and return the normal will power to my soldiers!!(look at X-COM1 Enemy Unknown)
IvantheFormidable Aug 16, 2019 @ 7:50pm 
Originally posted by Moving_Target:
no.
this is easiest way to counter these mind controllers on the battlefield.

i did this so i can beat them even they have 3+ mind controllers before me. at least i don't worry how to save my soldiers who taken controlled.

i know i can kill a controller if my 1 soldier dominated, but if 2 or 3? you really understand will power only 50 is too weak to resist? even a berserker has 75 will power but our human soldiers only have average 50? fXck you developers and return the normal will power to my soldiers!!(look at X-COM1 Enemy Unknown)
I don't know what else to tell you other than having a will in the 40s or 50s is standard for XCOM 2. And that my soldiers, in my current run, have resisted probably 70% of the mind control attempts that come their way. So it's far from a certain outcome.

And I've personally never seen a situation where more than one of my soldiers was mind controlled at a time. Sounds like poor luck or poor planning (as tripping multiple pods is the only way, as far as I know, that you'll be fighting multiple psi units capable of each mind controlling a soldier).
Edit: Forgot about those pods with multiple sectoids in them, my bad. Still, imo sacrificing a utility slot on each soldier for a mindshield is a waste. Maybe keeping it on one or two soldiers I can see, but not the whole group.
Last edited by IvantheFormidable; Aug 17, 2019 @ 9:42am
Originally posted by IvantheFormidable:
Originally posted by Moving_Target:
no.
this is easiest way to counter these mind controllers on the battlefield.

i did this so i can beat them even they have 3+ mind controllers before me. at least i don't worry how to save my soldiers who taken controlled.

i know i can kill a controller if my 1 soldier dominated, but if 2 or 3? you really understand will power only 50 is too weak to resist? even a berserker has 75 will power but our human soldiers only have average 50? fXck you developers and return the normal will power to my soldiers!!(look at X-COM1 Enemy Unknown)
I don't know what else to tell you other than having a will in the 40s or 50s is standard for XCOM 2. And that my soldiers, in my current run, have resisted probably 70% of the mind control attempts that come their way. So it's far from a certain outcome.

And I've personally never seen a situation where more than one of my soldiers was mind controlled at a time. Sounds like poor luck or poor planning (as tripping multiple pods is the only way, as far as I know, that you'll be fighting multiple psi units capable of each mind controlling a soldier).
Mind Spin, which is the Sectoid's offensive Psi power, has a chance to Mind Control, much like the Psi Trooper's Insanity ability, whereas ADVENT Priests, Avatars and the Chosen Warlock have dedicated Mind Control powers. Remember to take this into account. Soldiers next to their Bondmates (level 2 or higher) or within the boundaries of the Solace ability always resist negative mental effects. Mindshields also make them immune negative mental effects, even if they fail stress checks (Squadmate wounded, bondmate died, etc.).

With the way Will works, the longer you spend in the field, the lower your Will gets, so a fresh soldier has a better chance of resisting Psi attacks than a tired one. Will PCS will also increase the time it takes for a soldier to get tired.

Another thing of note, Psi and Will are seperate stats, Will is your defensive stat when it comes to Psi attacks, whereas Psi is your offensive power.

One recommendation I have, if you're dealing with Psi problems is to always have your Rangers/Melee Templars with Mindshields, as Psi enemies like to control them and are very vulnerable to them otherwise (Sectoids take increased melee damage and Bladestorm can deal with a sustained Priest). A Ranger/Templar can basically solo the Warlock, since he'll waste all his turns using Psi attacks. The only time Mind Control becomes an actual threat is if you get the Warlock as your first enemy Chosen before you build a Mindshield, since he is immune to Disorientation (which is what you need at the start of the game).
Last edited by The Bored Chairman; Aug 17, 2019 @ 9:17am
thanks for your explain.

mind shield solved the problem.

i played X-COM:enemy unknown and enemy within and X-COM2:War of the Chosen. my experience told me X-COM2 is harder than X-COM1, and will power is one of causes.

unless you wanna tell me X-COM2 is easier than X-COM1? or will power 50 in X-COM2 is stronger than will power 80 in X-COM1?
so you also reminded me they add "tire" situation in X-COM2, you must admit that they surely increase the difficulty in every ways.
Originally posted by Moving_Target:
thanks for your explain.

mind shield solved the problem.

i played X-COM:enemy unknown and enemy within and X-COM2:War of the Chosen. my experience told me X-COM2 is harder than X-COM1, and will power is one of causes.

unless you wanna tell me X-COM2 is easier than X-COM1? or will power 50 in X-COM2 is stronger than will power 80 in X-COM1?
so you also reminded me they add "tire" situation in X-COM2, you must admit that they surely increase the difficulty in every ways.
X-Com 2 is considered more difficult, as many of the mechanics that the first game had were refined, as is usually the case for sequels.

In fact, prior to WotC, fatigue was not a mechanic, so the strategy of training 6 colonels and steamrolling was still very much viable. WotC changed a number of things that were exploited in the vanilla game, fatigue being one of them, to force players to use more soldiers.

Xcom 1 would also only treat soldiers as wounded if their health values fell below their armor values, and medkits used in the field could remove a wounded state if they healed above their health values. So yes, there was a lot of things in Xcom 1 that made the game easier on the player.

The only real annoying mechanic from Xcom 1 that helped the enemies was how elevation gave units higher defence, so enemies like Floaters and Seekers could be very annoying to hit, despite having no cover, so I'm glad they got rid of that.
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Aug 13, 2019 @ 7:09pm
Posts: 15