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(EDIT: I’ve learned that soldiers suffer more fatigue on longer missions, which makes sense). My best guess is that the whole squad had been sent on two missions back to back. Once, after a troop ambush mission, my entire team returned to the Avenger with the Tired status. Infiltration and soldier fatigue do not always play nicely together, but fatigue is usually a minor issue given the large barracks. While I haven’t made it to the late game yet, I expect that the addition of bond mate bonus actions have been offset by the removal of Kubikuri and the nerf to Chain Lightning. The training center acts as a gateway keeping the early game balanced. Before bond mates can grant bonus attacks, you must first build a training center and then commit each soldier to training for a week. At rank 1, bond mates can only grant a bonus move, which is still powerful but not overmuch. They do not grant bonus actions until rank 2 is achieved. This all works because of the tweak to bond mate bonus actions they’ve been nerfed. The game is well balanced, with XCOM not too powerful, and barracks strain not too oppressive. It’s disorganized and chaotic, but whatever. In my first attempt I felt as though my barracks was a bit of a mess actually filled with soldiers with under utilized potential, or haphazard bonds, and who were often tossed into slap dash squads, and sent off on missions with only the hope that they wouldn’t get killed. And this results in a very complicated system for soldier development, with far more moving parts than would be ideal. They chose to keep pretty much everything, tweaking stuff here and there for balance, but almost never choosing to abandon any significant component of either LW2 or WOTC (the exception being Resistance Orders which are currently disabled by default).
#Xcom 2 war of the chosen tired mod
Now that I’ve played the mod for a couple of weeks I have my answer. What is worse, combining these mechanics could compound the strain placed on your barracks, which could crush an otherwise sound campaign.Īnd so I’ve been wondering how the developers would manage these overlapping mechanics. Using both of these systems seems redundant as they both accomplish the same task (straining the barracks) but in different ways. In WOTC, soldiers become Tired or Shaken when sent on missions too frequently, and this requires a somewhat larger barracks. Regarding barracks strain, LW2 added the infiltration mechanic which ties up an entire squad for a week or so, and this requires that the player maintain a deep barracks.
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But if you abandon one system, you would lose much of what that version of XCOM had to offer, and so what would be the point of merging LW2 and WOTC? To resolve this problem the developers could pick one form of bonus action, and abandon the other. If you just combined these systems together you could easily make XCOM way too powerful and throw off game balance. In LW2 officers grant bonus actions, while in WOTC bond mates do the same. This is because they implement different mechanics to accomplish similar goals primarily for granting bonus actions to soldiers, and for placing strain upon your barracks. Of course I was very hopeful that it would develop into a fine game, and it has, but I was very worried that the game mechanics in Long War 2 would clash with those of WOTC. When I first heard about Long War of the Chosen, I had concerns.
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