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
There is also the case where the soldier who you started with later ranks up in the early levels faster because they are outmatched by the enemies they are facing while the older soldier gets lower returns because they are on even ground with their competition early on.
I don't know for sure but these are two possibilities I came up with on my own.
For specialists, 3 squad kills = 1 kill
Rangers and Rookie are 4
Sharpshooter and Grenadier are 5
EDIT: apparently Sharp's xp gain got nerfed, since it's now 5 not 4
I believe they also require different numbers of kills for level-up as well though I've never seen any specific numbers mentioned.
So someone who has less missions and less kills might level up faster depending on the class and on the number of assists they are credited with.
Its cumbersome to test because the vanilla game does not keep visible track of assists (as far as I am aware) and we don't know the baseline number of kills needed for each rank and each class. Also, what counts as an assist? Does collateral damage count as an assist? If you blow up a car that damages an enemy does that count? Probably not. There are some mods that keep track of assists.
From DefaultGameData_XpData we can find that they have disabled the full xp system they had planned at one point (where loads of things gave exp) and instead went on a kill count basis:
That's interesting and if those numbers are in effect then it at least also proves that assists give some XP because none of my colonels are at 175 kills (and yes they were rookies from the start of the campaign)
I did, but it wouldn't have affected those two in that way. The ranger (who leveled first) never went on a mission without the sniper. Only the sniper had a few extra missions under her belt (while the ranger was injured).
The sniper caught up 2 missions later *shrug*
My grenadiers are taking forever. They have the bad position of almost always taking the early shot to peel off armor or taken down cover so they rarely get the clean up kill shots.
I'm almost to end game and its looking like it will be faster to buy a grenadier colonel than to level up my originals, the rest of my squad is hitting colonel and finished out equipment.
We'll see, I'm just waiting on psi-ops to finish maxing out before I move towards winning.
Right, I know you said it; I was just saying that this confirms it as well
There's trust and than there's verification. It's nice to have both.
I do use them for grenades, it's just that generally if I'm grenading something it's to take away their cover and/or armor.
Grenadiers tend to be my front line. They have the best armor and they clear the path for everyone else to take better shots.
Snipers are followup, they get the bulk of my kills and in my other play throughs are almost always first to level up because they go on every mission and rarely get hurt.
Rangers are either scouting (and keep their concealment) which lets the snipers get squadsight shots on aliens that can't even attack us or they break concealment to charge in and finish something off if it just needs to die and no one else managed to do it. Rangers for me tend to level up second, they do a lot of cleanup work. (what lead to this thread was a ranger that just happened to level faster this time, I think it's because she ended up with serial really early AWC and I've managed to use her for more kills than I normally would)
Specialists are well... special. Generally I leave them to move, shoot or do something utility after everyone else is done, or put them on overwatch because the board is clear. Specialists for me tend to level up 3rd, they get more overwatch kills than the grenadiers get kills in total.
I get a lot of flawless or near flawless missions this way.
The alternatives that I've tried where rangers go in first and leaving the grenadiers on clean up leads to a lot more missed shots due to cover and a lot more armor absorbing damage from my attacks. Which leaves a lot more aliens to return fire. I generally prefer to kill a pod or two in 1 or 2 turns; not 3.
Using now triple pod size mods, I generally clear an entire pod in a round...just saying. Everyone does have their own way, for me my rangers tend to do most of the heavy lifting and grenadiers second. They are like my one two primary punch combo really. I break my specialists apart in to two basically seperate classes, one medic one hacker...myhacker specialists do pretty decent kill ratio, my medic specialists I tend to hold back in case of emergency break glass kinda thing. My sharpshooters I use as my 'target the scariest thing in the room' guy, so they dont get super high kills but they get the highest quality kills generally.
Funny thing, first play through, my Psi operatives kicked major ass, but in later games now I end up with them in more supportive roles as I got more comfortable using the grenadiers and rangers.
Also, if you havent already, I highly suggest grabbing the LWS mods...the new class and perk tweeks are a hell of a lot of fun and open up all sorts of new strategeries to play with.