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Yea but that is not mission effects.
All those things affect missions with maybe the exception of double research and alien force level since it kinda balances out
Where Legendary beefs it up is the missions themselves.
First, yes, more enemies. On lower difficulty levels, the mission difficulties scale the enemies as 6/8/9/11. On Legendary, these scale as 8/9/11/13/. There's a decent reddit post on it here:
https://www.reddit.com/r/Xcom/comments/4bi0hz/is_there_a_way_to_know_how_many_pods_are_on_a/
On Commander or lower, if you miss a shot, the game gives you hidden bonuses until you hit. On Legendary, this bonus goes away.
Biggest thing is, on Commander or lower, if you engage two pods, the game tries to steer the other pods away from you (or they just sit tight where they are). On Legendary, not so. They will actively work toward your position.
So... bottom line: more enemies, more hit points, and they more-or-less aggressively seek you out on the map. It all adds up to a much tougher experience.
Personally, I can't do it on Ironman. I had to get my Legendary badge using the regular save system, and reloading some missions where things went really, really bad.
The first two missions determine how well you can probably get through the next 3rd of the game. Then, when Sectoids show up and you're under-gunned, there's another spike in difficulty.
But late game though, with all the gear, it levels out a bit. The final missions didn't feel much harder than Commander (though that last one was tough, and was the first time I ever lost a soldier on the final mission).
It definitely matters though. There's a big difference in having having, say, two slots for resistance orders and 2 extra engineers as opposed to 1 slot 1 engineer after something like 2 months.
After all, 2 engineers might mean you have an early proving grounds pumping special ammo or anything really. Might mean you cleared a room and now have alloys to buy tier 2 weapons instead of having to wait another two or three missions.
Also, getting your best soldiers wounded for 40 days is a lot different than 20.
Everything thing you do in this game is supposed to be make life easier for your soldiers, baring some story missions, therefore everything is mission related.
Legendary is also where you have to keep playing without any major mistakes for longer. It's easy to get 5 consecutive missions without casualties/wounded, harder to get 10.
By the way, since no one mentioned it, the easiest way to save mox is to check the patrol routes, maybe with a reaper, get a specialist to unlock the door without triggering the alarm and move to evac without engaging anyone. When you pick up mox you will alert the base, but if nobody has eyes on you when you do it, they will react when you're already on your way out.
Last time I did it I messed up and tried to grenade the wall. It didn't break but the fire ended up taking care of it in the following turn. Got lucky so it's not very advisable.
I meant Sectopods, but mistyped.
This is correct. They show up earlier.
Which changes the difficulty curve a bit.
In a normal game, Commander or lower, basically the difficulty curve is a reverse curve over time. The game gets easier and easier the more tools you have, the better gear you get, even though the game is throwing harder enemies at you.
With Legendary, because the harder enemies come out sooner, the curve is kind of spiky. It bounces. You get through the first couple missions and think, "Okay, I got this," and then the next batch of enemies roll out and you're under-equipped and out-gunned and it's really difficult again.
And it goes on and on like that pretty much until you get all geared-out with Colonels. Then it finally feels normal.
But by then, it's the end, and it's over.
The enemies feel like they start to show up sooner than on other difficulties, because your progression is slower, too.
I mean, XComGameData.ini doesn't lie