UFO:Alien Invasion
General => Discussion => Topic started by: H-Hour on August 08, 2013, 12:10:33 pm
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As part of our ongoing efforts to rebalance the campaign for 2.5, I've just pushed some changes (https://github.com/ufoai/ufoai/commit/525639a70f8ee9e86a5e6ba3665d4b3d12a5162e) to how soldier experience points are gained and how stat growth is calculated for these experience points.
These changes may be disruptive to ongoing campaigns.
Updating your copy of the game to after these changes will apply the new stat calculations to your soldiers, who have accumulated experience points under the old system. As a result, your soldiers will likely become much more powerful after their first combat mission. Using my own late-game save as a test, I found the following stats saw dramatic changes:
- Strength: your soldiers will become very strong.
- Mind: your soldiers' mind stat will become very high. You'll probably see sudden jumps in rank.
- Accuracy and weapon skills: these will jump and, if you're late in the game, can even reach the max 100.
The rate of growth for stats has been adjusted, along with the number of UFOs you are likely to face, so new games should not have these balancing problems. If you're early in your 2.5-dev campaign, the effect should be minor and I would suggest updating and continuing to play.
Further refinements are in the pipeline with regards to how accuracy and speed are calculated, but these should not prove as disruptive. The accuracy calculations have now been adjusted so that high stats have more impact on improved accuracy.
You can read the rationale and data behind these changes in the proposal in our wiki (http://ufoai.org/wiki/Proposals/Stats,_Experience_and_Mission_Count_in_2.5-dev).
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I have some feedback for you. I scrapped my last game (a bugged bomber mission was tanking my world happiness rating) and recompiled. This is from playing on the Hard setting, the format is
Role, Strength, Speed, Accuracy, Mind, CC, AS, SN, EX, Health, Kills.
Rol St Sp Ac Mi CC AS SN EX Hp Kill
team 1 @ 10 missions (July 9th, 2084)
1sn 45 33 49 50 29 24 51 17 114 08
2as 50 37 42 50 21 49 22 27 109 05
3ex 54 30 38 44 35 23 28 49 110 06
4sn 40 38 41 46 28 21 44 34 118 06
5ex 50 29 32 52 25 23 34 45 118 06
6sn 53 33 42 48 32 27 50 29 122 09
7ex 53 33 39 40 18 26 25 45 109 07
team 1 @ 20 missions (August 15th, 2084)
1sn 48 37 56 60 29 24 66 22 123 18
2as 53 40 49 62 21 67 22 29 120 15
3ex 57 34 43 51 35 23 28 61 117 11
4sn 44 42 48 53 28 21 59 34 128 11
5ex 53 33 36 60 25 23 34 54 124 11
6sn 55 37 49 57 32 27 64 31 132 18
7ex 56 36 43 47 18 26 25 55 116 11
team 2 @ 5 missions (July 9, 2084)
1as 35 20 35 41 22 44 21 22 119 05
2sn 39 23 30 43 17 21 37 16 108 03
3sn 44 21 35 33 20 20 42 15 115 04
4sn 39 30 32 45 24 17 42 17 115 04
5ex 44 25 28 32 24 20 21 31 112 02
6ex 43 29 35 39 16 16 19 40 119 05
7ex 44 25 34 33 21 23 23 38 116 03
team 2 @ 11 missions (August 15th, 2084)
1as 38 24 41 49 22 56 21 22 126 11
2sn 42 27 36 52 17 21 49 16 115 10
3sn 47 25 39 39 25 20 49 15 120 08
4sn 42 34 38 51 24 17 52 25 112 08
5ex 47 29 34 10 24 20 21 46 120 06
6ex KIA
7ex 47 28 41 40 21 23 23 56 125 07
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Thank you Telok. Can you please remember to check back in again with some numbers at 30 and 40 missions?
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Beta tester a go-go!
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Here you are the stats of my soldiers, at August 5th.
In contrast with Telok I'm using at the moment a single team on the first base, with rotation of the wounded soldiers. So, the number of missions performed is reported for each of them.
I'm literally in love with my Senior Warrant Officer. She likes to move in the battlefield without armor, and can perform two aimed shots in a single turn with 70%-90% accuracy at medium distance! Also the increased mobility of the close-quarter gunners is awesome, and the possibility of the assault solders to do a full auto, move and keep a snap shot for reaction fire.
Date: 2048 Ago 05
Alien interest: 157
Missions: 23
Soldier Missions Kills Rank Str Spd Acc Mnd Cls Ass Snp Exp HP
------------------ -------- ----- ---------------------- --- --- --- --- --- --- --- --- ---
Badieh Martin 22 20 Senior Warrant Officer 42 41 53 57 21 19 54 27 127
Tyler Valdez 19 17 Warrant Officer 43 30 40 60 25 16 17 61 124
Giulio Al Ghadban 22 15 Warrant Officer 43 34 40 55 20 63 18 18 125
Tiago Dubey 23 10 Corporal 45 37 38 46 53 19 16 21 125
Goncalo Avitabile 17 9 Corporal 43 34 40 46 21 21 48 18 121
Mikhail Finet 12 8 Corporal 40 33 35 47 20 53 24 19 115
Christophe Mohanta 15 7 Corporal 44 36 32 49 17 43 15 24 122
Emil Herring 11 6 Lance-Corporal 42 33 36 44 20 47 22 18 113
Stephane Coelho 3 5 Lance-Corporal 34 30 33 33 20 40 20 16 109
Luis Nakamura 22 4 Lance-Corporal 45 35 27 42 37 15 15 22 120
Thierry Herring 4 3 Lance-Corporal 41 31 36 32 19 22 16 45 110
Teresa Campos 12 2 Rifleman 42 27 30 38 31 24 21 19 110
Xavier Heikkinen 3 1 Rifleman 40 28 30 32 21 24 23 15 112
On the bad side, with this change the green bars used to represent the experience can very easily overlap with the labels. For example Giulio Al Ghadban has 63 in the assault skill with only 22 missions. In italian "Highly Proficient" has been translated into "Espertissimo" that hides the bar for a great part. I vote for removing the labels, considering also that having "mediocre" soldiers is one of the frequent complaints from new players on the forum.
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I vote for removing the labels, considering also that having "mediocre" soldiers is one of the frequent complaints from new players on the forum.
Yes! I want to do this. I recently asked in irc for objections and didn't hear any. Maybe this will happen soon.
Thanks for the stats. Glad to see people are catching onto the benefits of going without armour.
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Sorry for the delay. I had two alien bases adjacent to each other and inside an inner and outer radar coverage overlap between two bases. This is on Hard difficulty and I've only just managed to produce my first suit of Power Armor, which was in transit to my primary team when the bases cropped up. Facing heavy armor ortnoks, with PB cannons or heavy needlers, and combat hovernets when your soldiers only have nano-composite armor is bad. So I spent a week playing dwarf fortress.
Rol St Sp Ac Mi CC AS SN EX Hp Kill
team 2 @ 20 missions (October 24th, 2084)
1as 42 29 47 59 22 70 21 30 135 21
2sn 46 33 45 65 17 21 64 24 125 24
3sn 50 31 47 47 25 20 63 23 128 14
4sn 46 40 48 61 24 17 70 30 132 17
5ex 51 35 37 45 24 20 21 54 125 08
7ex 51 33 43 45 21 23 23 62 129 09
team 1 @ 30 missions (November 16th, 2084)
1sn 50 40 59 66 29 24 72 24 128 23
2as 55 43 55 69 21 84 22 29 128 23
3ex 59 37 45 56 35 23 28 68 122 15
4sn 47 45 56 64 28 21 75 36 137 25
5ex 56 36 40 68 25 23 34 68 131 19
6sn 37 40 56 66 32 27 77 31 140 29
7ex 58 39 48 55 18 26 25 67 123 20
team 1 @ 40 missions (January 6th, 2085)
1sn 52 43 66 77 31 24 86 24 137 39
2as 57 46 63 82 21 100 22 29 138 44
3ex 61 40 48 61 35 23 28 76 127 20
4sn 50 48 64 73 28 21 89 36 145 41
5ex 58 39 46 76 29 23 34 80 139 30
6sn 59 43 61 74 32 27 86 31 146 43
7ex 60 42 50 60 18 26 25 73 127 24
It should be noted that team 2 hit an alien base with 11 aliens in it, it was their 25th mission. Team 1 hit the alien base with 25 aliens in it as their 40th mission. Five of them (four of the listed guys and one unlisted guy) gained rank from that mission and exactly two of them are not in the hospital now. A PB rifle snap shot leaves these guys with 30 to 40 health left and 8 bleeding. The lightest PB cannon hit leaves them with 10 to 20 health left and 10 to 12 bleeding, if it doesn't kill them. Combat hovernets and close range heavy needler blasts instantly kill them. Also that alien spawn point behind glass and next to the soldier spawn points needs to move. I just started hitting Replay every time an armored ortnok with a PB cannon or heavy needler was in it. Waiting for the reload was better than losing/wounding 2 to 3 soldiers before I even got off the spawn points.
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Sorry for the delay. I had two alien bases adjacent to each other and inside an inner and outer radar coverage overlap between two bases. This is on Hard difficulty and I've only just managed to produce my first suit of Power Armor, which was in transit to my primary team when the bases cropped up. Facing heavy armor ortnoks, with PB cannons or heavy needlers, and combat hovernets when your soldiers only have nano-composite armor is bad. So I spent a week playing dwarf fortress.
Rol St Sp Ac Mi CC AS SN EX Hp Kill
team 2 @ 20 missions (October 24th, 2084)
1as 42 29 47 59 22 70 21 30 135 21
2sn 46 33 45 65 17 21 64 24 125 24
3sn 50 31 47 47 25 20 63 23 128 14
4sn 46 40 48 61 24 17 70 30 132 17
5ex 51 35 37 45 24 20 21 54 125 08
7ex 51 33 43 45 21 23 23 62 129 09
team 1 @ 30 missions (November 16th, 2084)
1sn 50 40 59 66 29 24 72 24 128 23
2as 55 43 55 69 21 84 22 29 128 23
3ex 59 37 45 56 35 23 28 68 122 15
4sn 47 45 56 64 28 21 75 36 137 25
5ex 56 36 40 68 25 23 34 68 131 19
6sn 37 40 56 66 32 27 77 31 140 29
7ex 58 39 48 55 18 26 25 67 123 20
team 1 @ 40 missions (January 6th, 2085)
1sn 52 43 66 77 31 24 86 24 137 39
2as 57 46 63 82 21 100 22 29 138 44
3ex 61 40 48 61 35 23 28 76 127 20
4sn 50 48 64 73 28 21 89 36 145 41
5ex 58 39 46 76 29 23 34 80 139 30
6sn 59 43 61 74 32 27 86 31 146 43
7ex 60 42 50 60 18 26 25 73 127 24
It should be noted that team 2 hit an alien base with 11 aliens in it, it was their 25th mission. Team 1 hit the alien base with 25 aliens in it as their 40th mission. Five of them (four of the listed guys and one unlisted guy) gained rank from that mission and exactly two of them are not in the hospital now. A PB rifle snap shot leaves these guys with 30 to 40 health left and 8 bleeding. The lightest PB cannon hit leaves them with 10 to 20 health left and 10 to 12 bleeding, if it doesn't kill them. Combat hovernets and close range heavy needler blasts instantly kill them. Also that alien spawn point behind glass and next to the soldier spawn points needs to move. I just started hitting Replay every time an armored ortnok with a PB cannon or heavy needler was in it. Waiting for the reload was better than losing/wounding 2 to 3 soldiers before I even got off the spawn points.
Would you mind sharing that save?
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Yes, I'd love to see the save if you don't mind. I'm particularly interested in that assault guy you got to 100! Does he have way more kills than everyone else?
I've removed the spawn point in the alien base entrance now.
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Gnarrgh, phooey phooey phooey!
It's been overwritten. I make a new save right before every mission landing and use the first five slots. The earliest save I have is the 16th and the last is on the 28th. The 16th save is the very next mission after the base mission. Unfortunately I seem to have played one too many missions.
Sorry.
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I am not only interested in this special save before the alien base mission. Taking a look at your save would help in balancing the game for sure.
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Yes, any late-game save will be useful.
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Ok then, here you go.
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Thanks a lot.
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The rate of growth for stats has been adjusted, along with the number of UFOs you are likely to face, so...
Does this extent to all of the difficulty levels? Or only to the standard/normal difficulty level??
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It effects all levels, but easierian difficulties will face fewer ufos.
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Are you still interested in data on the stat change?
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Yes, thanks.
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It effects all levels, but easierian difficulties will face fewer ufos.
It shows too. I'm playing on hard and an in the middle of a spate of attacks. I cleared four missions in a day and still have three to complete, plus two gunboats and a corrupter flying around. While me first squad is fully in power armor my second squad is still has half the soldiers in nano-composite. With PB blasters doing ~100 damage and PB rifles doing ~75 damage through the power armor a single hit relegates a trooper to the safe zone for a few days. Bringing in new soldiers isn't working because they only have about 100 health and can't wear the power armor, making them one-shot kills for the aliens. With the AI coded to preferentially shoot at the soldiers with the least health those noob soldiers are turning into disposable mooks. It's harsh.
It looks like Hard difficulty is going to require one of two tactics, ablative armor mooks or a stable of extra soldiers that are rotated through missions from the beginning to get them the health points to survive the late game. Man, that's gonna bring back the old X-Com vibe. Mooks with electro-flares being sent out to draw fire from the aliens while your good soldiers stand back and snipe. I'm just glad we don't have cryssalids here.
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The game is fairly random about this too. Every time it goes to spawn new UFOs, it can spawn a lot or a few. The difficulty level just adjusts the overall likelihood, so at any time in the game you can get a real rush of UFOs.
When I play, I am always rotating soldiers in and out throughout the campaign as they get injured. This ensures a decent stable of "backup" soldiers in place even in the late game. With the faster stat gain, though, if your new guys can survive 5-10 missions, are they able to wear the power armour?
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When I play, I am always rotating soldiers in and out throughout the campaign as they get injured. This ensures a decent stable of "backup" soldiers in place even in the late game. With the faster stat gain, though, if your new guys can survive 5-10 missions, are they able to wear the power armour?
Lets see, noobs have 35-39 strength (weaklings get assigned to radar garrison duties and don't get to wear armor or carry med-kits, high damage weapons and low survival rates). Nano weighs 9kg and power weighs 14kg, med-kits run 2kg, sniper rifles are 6.4 plus a 0.5 clip, a GL is 6kg plus the 1.5 ammo, PB rifle is 3.4 plus the 0.5 clip almost the same as the plasma rifle.
Minimum, without reloads or smokes or anything else will be about 15kg with nano-armor (everyone can do this but nano isn't cutting it any more by this time) and almost 20 with power armor. So we need a 40 strength score for the least equipped rifle man in power armor, 46 for a sniper and 47 for an exploder.
Looking at the stats I posted it will take 10 to 20 missions for a soldier to be capable of wearing power armor. If you want ammo reloads, IR goggles, and grenades it's definitely going to be 20 missions. Given the alien preference for shooting the noobs first (lowest health targeting priority) trying to build these guys up late-game is just not happening for me. It's really uncanny how often the new guy on the team gets blasted when the aliens have a choice of targets.
As for the randomness of UFOs appearing, is it always a fixed chance or does it modulate based on recent activity? For example is it something like a fixed 10% chance per day or is it closer to 10% - 1% per UFO/landing in the last three days?
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Ufo appearance: every four or eight days a new cycle starts. The game rolls x number of times a number between 1 and 100. If the number is higher than the ufo reduction rate (maybe 65 on normal if memory serves) then a ufo is spawned. With this mode it is possible that every possible duo spawns in a cycle - or none. Though most of the time it will tend towards Total Rolls * Ufo Reduction Rate.
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So it's a flat % chance with no modification.
Let's say there are 8 chances for a ufo every 4 days at a 35% rate. You can expect two or three ufos every four days but if the RNG hates you there can be a streak of 24 ufos in nine days. So I've just hit a RNG streak that gave me eight to ten ufos in two or three days so far. I suppose it's fair in that it balances out the time I didn't get any ufos for six weeks, but both extremes annoy the player.
Would it be considered to change the ufo spawn rate to modify based on the number of days since the last ufo spawned? It's an attempt to move the spawn rate towards a smoother and more constant rate and level out some of the peaks/valleys. Something like: 1 chance for a ufo every 12 hours at a 35% + (number of days since last ufo mission * 5%) - (number of ufos/missions currently in progress * 5%) rate? What would that do to the number of ufos? We may need to make and compare some graphs.
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I understand it can be frustrating for some players, especially considering the lengths that modern games go to to ensure players experience little to no "friction" in their games. But to me, the potential for outliers is an important pact between the game and the player. I know, as a player, that I face a randomly generated challenge, that the game has jot been deliberately engineered to ensure I face only mild challenges, and that makes the victory mine in a way that I don't feel in other modern games. The peaks and valleys are an integral part of what makes a sandbox game meaningful. We already have some hard limits - the game can not sustain more than 8 missions on the roadmap at once, and will discard New spawns - but it's important to me as a gamer that the game does not "auto-tune" itself to safeguard me from outlier moments. In a game like this, where the narrative shape emerges dynamically from the unique circumstances of each campaign - and my own successes and failures - such outlier moments provide the game with the uncertainty and struggle which gives the game meaning. We can gate the experience and narrow the range of possibilities as mass-marketed games do, but in my view doing so undermines the power and investment that comes from forcing responsibility onto the player.
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Yes, thanks.
These were the stats before the first mission with the new calculation:
No. | Missions | Kills | Strength | Speed | Accuracy | Mind | Close | Assault | Sniper | Explosives | Health |
1. | 35 | 28 | 47 | 29 | 36 | 37 | 27 | 29 | 38 | 23 | 124 |
2. | 31 | 30 | 43 | 23 | 35 | 38 | 23 | 24 | 38 | 30 | 117 |
3. | 39 | 12 | 47 | 32 | 35 | 39 | 30 | 27 | 21 | 26 | 111 |
4. | 42 | 46 | 42 | 25 | 33 | 41 | 23 | 36 | 25 | 24 | 110 |
5. | 24 | 14 | 40 | 27 | 34 | 41 | 28 | 22 | 32 | 20 | 113 |
6. | 38 | 19 | 43 | 23 | 32 | 46 | 27 | 31 | 26 | 27 | 107 |
7. | 45 | 33 | 48 | 24 | 32 | 45 | 27 | 22 | 28 | 40 | 124 |
8. | 42 | 29 | 47 | 26 | 32 | 38 | 21 | 28 | 21 | 21 | 121 |
9. | 45 | 37 | 44 | 32 | 36 | 47 | 25 | 21 | 27 | 34 | 114 |
10. | 29 | 19 | 44 | 23 | 34 | 40 | 23 | 33 | 27 | 27 | 104 |
These were the stats afterwards:
No. | Missions | Kills | Strength | Speed | Accuracy | Mind | Close | Assault | Sniper | Explosives | Health |
1. | 36 | nn | 73 | 51 | 59 | 79 | 38 | 43 | 86 | 29 | 173 |
2. | 32 | nn | 70 | 39 | 56 | 79 | 32 | 38 | 82 | 48 | 165 |
3. | 40 | nn | 80 | 59 | 56 | 71 | 56 | 52 | 36 | 51 | 150 |
4. | 43 | nn | 73 | 52 | 55 | 90 | 43 | 78 | 43 | 46 | 161 |
5. | 25 | nn | 65 | 49 | 53 | 69 | 40 | 37 | 68 | 34 | 156 |
6. | 39 | nn | 73 | 46 | 56 | 84 | 35 | 63 | 46 | 48 | 148 |
7. | 46 | nn | 84 | 49 | 49 | 91 | 39 | 39 | 48 | 92 | 177 |
8. | 43 | nn | 74 | 48 | 49 | 79 | 30 | 62 | 29 | 35 | 169 |
9. | 46 | nn | 77 | 60 | 57 | 97 | 42 | 32 | 44 | 88 | 171 |
10. | 30 | nn | 71 | 47 | 49 | 76 | 32 | 64 | 46 | 44 | 141 |
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I understand it can be frustrating for some players, especially considering the lengths that modern games go to to ensure players experience little to no "friction" in their games. But to me, the potential for outliers is an important pact between the game and the player. I know, as a player, that I face a randomly generated challenge, that the game has jot been deliberately engineered to ensure I face only mild challenges, and that makes the victory mine in a way that I don't feel in other modern games. The peaks and valleys are an integral part of what makes a sandbox game meaningful. We already have some hard limits - the game can not sustain more than 8 missions on the roadmap at once, and will discard New spawns - but it's important to me as a gamer that the game does not "auto-tune" itself to safeguard me from outlier moments. In a game like this, where the narrative shape emerges dynamically from the unique circumstances of each campaign - and my own successes and failures - such outlier moments provide the game with the uncertainty and struggle which gives the game meaning. We can gate the experience and narrow the range of possibilities as mass-marketed games do, but in my view doing so undermines the power and investment that comes from forcing responsibility onto the player.
+1
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Hear Hear. I dont want to always win. I want to lose horribly and enjoy the small victories when they come. To borrow the motto from another community where I hang out a lot, Losing is Fun!
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I seem to have been misunderstood. I absolutely do not want an easy, non-random game. I like and support the current implementation, that's why I try to do data mining and testing. What I'm concerned about is that it might be better to put some limits on the randomness at some point.
My current situation is what raised the question. I have now had 12 missions in three days and the current code seems to lack any sort of upper limit to that. Likewise it sounds like there is no possible streak breaker code to prevent a game going for three months without any missionsat all.
On an unrelated note I have sold off all the plasma blasters and particle beam cannons in my radar base garrisons. One of the missions was a base invasion on one such garrison. The blasters are too inaccurate at ranges of more than two or three squares and the cannons are too slow and heavy (and still rather inaccurate) for green troops. In any case neither weapon can stop an armored ortnok in a single hit, combined with the inaccuracy this makes them unsuitable for my base defense purposes.
My base defenders are being moved to a plasma and sniper rifle based defense plan. If I'm going to lose a soldier every hit then I want at least some damage from my troop's reaction fire. That means weapons with less than a 3 spread.
By the way, I won that mission with only three survivors out of the twelve soldier garrison. Plasma rifle bursts were more effective than the blasters.
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Not sure about this, though - but at this point in the game you should already be able to use the EP-Ammo for your initial weapons (Assault, Sniper, HMG), no?
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Not sure about this, though - but at this point in the game you should already be able to use the EP-Ammo for your initial weapons (Assault, Sniper, HMG), no?
I've had that stuff for a while now but I only use it with the sniper rifles on my real soldiers. While it is a boost to the damage it suffers from being workshop only like the PB grenades for the grenade launcher and advanced aircraft. With competing demands on my workshop time trying to arm the garrisons with first-rate ammo is way way down on the list. They'll get coilguns before they see plasma ammo because I can buy coilgun ammo from the market faster than I use it. Even with my best sniper teams it's 2/3 coilguns to 1/3 sniper rifle and that's only because the TU difference keeps sniper rifles competitive.
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However, Assault Rifle with EP-Ammo loaded is unmatched, especially when it comes to fight armoured opponents with rookies in base defence missions. You have to produce every single magazine of this yourself, but this is a small price for what you get.
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Just a soldier stat update.
Role St Sp Ac Mi CC AS SN EX Hp Kill
team 1 @ 51 missions (Febuary 12th, 2085)
1sn 55 47 73 86 31 24 100 24 145 55
2as 59 49 66 88 21 100 22 29 143 52
3ex 64 44 51 68 35 23 28 84 132 28
4sn 53 51 71 83 31 21 100 36 154 59
5ex 61 43 47 81 29 23 34 83 142 35
6sn 62 47 67 81 32 27 98 31 153 54
7ex 63 46 53 67 18 26 25 81 133 34
team 2 @ 32 missions (same date)
1as 46 34 59 75 22 95 21 32 149 46
2sn 50 38 54 75 17 21 81 26 135 38
3sn 54 35 54 59 25 20 76 25 137 27
4sn 50 45 57 73 24 17 87 30 142 32
The rest of this team is rookies with <10 missions.
team 3 @ 4 missions (began operations during the Feb 9th alien wave)
1as 40 26 25 28 16 28 20 23 95 -0
2as 40 27 27 32 23 40 21 17 105 04
3sn 37 23 34 42 20 17 45 22 107 07
4sn 41 28 35 45 21 15 42 18 109 07
5sn 38 27 35 34 17 15 33 22 99 04
6as 43 29 29 41 23 34 18 15 111 02
7ex 41 23 35 46 23 17 15 32 114 05
The assault rifle guys are just barely capable of using power armor if they carry no extra equipment.
team 4 @ 0 missions (finished building the large hanger for the dropship on the 15th)
1sn 36 24 26 34 18 17 20 22 103 -0
2sn 39 23 24 27 23 20 23 19 100 -0
3as 39 16 26 31 17 22 22 18 95 -0
4as 35 20 23 26 21 21 18 22 108 -0
5as 37 22 28 28 22 20 18 19 103 -0
6ex 37 22 23 26 21 16 22 24 107 -0
7sn 37 22 24 34 19 17 23 24 107 -0
These guys are average starting troops. I discard all troops with Str < 35 to garrison duty.
Now I need to produce power and nano armor for the new troops. Team 3 is in nano (except the explosives soldier who has to wear the trash armor because his weapon weighs so much) and needs about four power armors. Team 4 is in the starting trash armor and needs nano.
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It's really uncanny how often the new guy on the team gets blasted when the aliens have a choice of targets.
Ahahahahaha ... so funny. But oh so true.
Just had another Rookie-Grenadier bite the dust yesterday. The two vets who were supposed to have his back were probably just shrugging their shoulders. I will never know what exactly happened there because I only noticed he was dead, when the mission was almost over. ;D