XCOM 2
Psi Operative: Sabotaging exp gain for other soldiers?
Hello everyone,

the way I see the progression system work on Psi Operatives (Psi Ops) is, that every kill on a Psi Op steals XP, which another soldier could have had instead.
Every time I bring a Psi Op into a mission I have got the feeling I need to try to avoid giving them kills, since they don't get any long term benefit from it.

There are three solutions I can think of, that someone whos skilled in modding could implement:
  • Squad XP: all Kill XP gets evenly split between all classes that can gain XP (all except Psi Ops)
  • Psi Op XP supporter: all kill XP, which a Psi Op usually would get, instead gets split up between all other squad members.
  • Psi Op training acceleration by kills: Every time a Psi Op kills an enemy, his current training gets shortened.

What do you guys think?
  • Do you have preferences between the three options?
  • Do you think the way Psi Ops currently work is OK?
  • Do you have any other ideas?
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Showing 1-6 of 6 comments
Konchuharts Feb 9, 2016 @ 5:30am 
Well by the time i made the lab to get a Psi-op out most of my squad were Majors+ so i dont see it as taking Xp. unless you decide to rush it you most likely will have a decently leveled squad with the Psi op being the short end of the stick (well unless you shrink the training time)
Last edited by Konchuharts; Feb 9, 2016 @ 5:31am
abacusdog Feb 9, 2016 @ 5:32am 
I get that the psi skills are selected randomly as you rank, but you could maybe focus on using them for support and only using offensive in emergencies? But yea, I get it. I do believe that you get exp for completing a mission. I "think" it's linked to your mission rank as well (so flawless would get more exp than poor). Honestly, on my 8th Ironman campaign and still haven't created a psy-op because I'm not gud.
Flodge Feb 9, 2016 @ 5:34am 
I'm usually using Psi's for support (stasis/inspire) or as an early damage dealer rather than the one finishing a kill off - not difficult to factor into your play, but a good point to raise.
Panda Feb 9, 2016 @ 5:38am 
That'll make the game too easy. Psi units are really powerful as it is.

My solution is simple: in the order of units to use to kill stuff, the Psi is the last. If there are no other people available to take an enemy out, I'll go ahead and kill it with a Psi. I prefer the "stolen" XP over possibly getting my troops injured or killed.

Think of it as bringing a SHIV. They're extremely useful and flexible in how it helps the squad, but they don't gain XP.
FlySC Feb 9, 2016 @ 5:58am 
I mean Psi´s are really powerfull already its only fair they have some downside to taking them on a mission instead of a normal squad.
kNIGHT Feb 9, 2016 @ 6:00am 
I used my first PSI in the 2nd last and last missions only because I built it so late and wanted him to have almost every skill.... :D So I already had like 10 colonels.

Next time around I'm gonna go for a PSI only game (once I have like 8 psi)
Last edited by kNIGHT; Feb 9, 2016 @ 6:01am
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Showing 1-6 of 6 comments
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Date Posted: Feb 9, 2016 @ 5:27am
Posts: 6