XCOM 2
Leveling up Soldiers without Battles - Barracks Training
Will this be a feature? I really hate having to constantly rotate soldiers to get them leveled.
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Showing 1-15 of 19 comments
HoroSaga Jan 28, 2016 @ 6:30am 
You will be able to train a rookie up to Squaddie rank and select their class for them, using the Guerilla Ops School, but any training beyond that point will require battles.

Training soldiers through battles is a large part of the game. You are not intended to simply rely on a single squad of favored soldiers, and rotating soldiers in and out on a regular basis is heavily encouraged.

The "A Team" and "B Team" sort of mentality is something that the Firaxis devs seem to be actively trying to break in XCOM 2, given some of the new balane tweaks and mechanics that they have introduced.
Last edited by HoroSaga; Jan 28, 2016 @ 6:31am
Its also heavily inconvenient. I hope there will be a mod asap.
Kitkat Chunky Jan 28, 2016 @ 6:35am 
I think the idea is to make the effort appear more guerilla. No guerilla war is won by the actions of a few, but the small efforts of the many
Baddamobs Jan 28, 2016 @ 6:40am 
Originally posted by Çag Alconqui (PrinceOfJudah):
Its also heavily inconvenient. I hope there will be a mod asap.

I don't think guerilla warfare is supposed to be "convenient," mate.
binscattic Jan 28, 2016 @ 6:46am 
where is the fun in that? is more funny lvling on battles, because you can see how that rokie went from 0 to 10 dodging bullets and surviving. That makes you think of that soldier as someone who has achieved his or her rank, surviving and being usefull in the battlefield, but the way you want things, there won't be nothing of that, wich could make the game less entertaining for me and a lot of people i am sure.
Last edited by binscattic; Jan 28, 2016 @ 6:48am
Im still going to enjoy the game guys. I am just hoping for a mod which at least allows me to offset the need.
DeathYoda Jan 28, 2016 @ 7:37am 
There is no need to use the Guerilla Ops School, it is an optional thing in the game and is meant to replace the new guy perk from the officer training school from XCOM:EU, or at least that is how I see it.
gimmethegepgun Jan 28, 2016 @ 7:39am 
Originally posted by DeathYoda:
There is no need to use the Guerilla Ops School, it is an optional thing in the game and is meant to replace the new guy perk from the officer training school from XCOM:EU, or at least that is how I see it.
There's really no reason not to use it to promote your rookies though. It's one less promotion they need to earn, and they'll be less terrible in their first fight.
DeathYoda Jan 28, 2016 @ 7:41am 
Originally posted by gimmethegepgun:
Originally posted by DeathYoda:
There is no need to use the Guerilla Ops School, it is an optional thing in the game and is meant to replace the new guy perk from the officer training school from XCOM:EU, or at least that is how I see it.
There's really no reason not to use it to promote your rookies though. It's one less promotion they need to earn, and they'll be less terrible in their first fight.
I have to agree with that point, and with the fact that you can choose what they are promoted to can be a huge help, but still if someone else wants to not use it thats up to them.
HoroSaga Jan 28, 2016 @ 7:44am 
Originally posted by DeathYoda:
I have to agree with that point, and with the fact that you can choose what they are promoted to can be a huge help, but still if someone else wants to not use it thats up to them.

The OP isn't saying that he doesn't want to use it. He's saying the exact opposite. He wants to be able to further train soldiers to even higher ranks while keeping them on the Avenger, without using them in battles.
DeathYoda Jan 28, 2016 @ 7:46am 
Originally posted by HoroSaga:
Originally posted by DeathYoda:
I have to agree with that point, and with the fact that you can choose what they are promoted to can be a huge help, but still if someone else wants to not use it thats up to them.

The OP isn't saying that he doesn't want to use it. He's saying the exact opposite. He wants to be able to further train soldiers to even higher ranks while keeping them on the Avenger, without using them in battles.
Oh sorry didn't realise, I though he was saying he didn't want to have to keep them on the avenger to level instead of just fighting with them, oh well guess both points are still valid though.
SamBC Jan 28, 2016 @ 7:47am 
I think the expectation is that you will find different class/skill combinations optimal on different mission types. Rotation will thus take care of itself, somewhat.
Konchuharts Jan 28, 2016 @ 7:48am 
Maybe have a level cap on that so that way you dont get 5 top tier soldiers who didn't do anything.
DeathYoda Jan 28, 2016 @ 7:51am 
Originally posted by Phantomharts:
Maybe have a level cap on that so that way you dont get 5 top tier soldiers who didn't do anything.
The Guerilla Ops School only works to get units to squaddie
veneficus Jan 28, 2016 @ 8:50am 
The idea of the "A" team "B" team keeps recurring today.

I am not sure how it is possible to get around this in xcom?

You are always going to have a "core" group that you rotate into after your first few missions, or even a "go to" squad for certain types of missions. Wounds/shaken, may add complications to this, but if there was a serious attempt to avoid these teams, then I suspect that a fatigue model similar to LW would have been implemented. In LW, I find myself needing at least an A, B, and C team, and the A and B teams are very much a like.

Having played with training roulette since it came out, and having heard that the advanced warefare school will permit cross class skill training, I could really see squad synergies being a significant (if unreliable) event. Especially if you manage something like a run and gun ranger with chain shot from the grenadier tree, or a sniper with saturation fire.

What I was expecting from my own strategy is to basically have squads good at certain mission types. For example, for sneaking around on a timer compared to kill all enemies would benefit from different squad makeup and skill cominations.

Snipers have always been my favorite, but timed missions that require constant movement or missions like free a hostage where you must reach and evac point, the superiority of the gunslinger over the long range shooter is evident from the pay throughs. But when time is not a factor, the long range taditional style sniper still seems like it pulls its own weight, where skills like kill zone would be more beneficial.

All of this seems to really synergizes with PCS and weapon mods. Looking at the aim bonuses available across a range of modifications, the penalty for deadeye seems like it could really be mitigated mid to late game.
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Date Posted: Jan 28, 2016 @ 6:23am
Posts: 19