Attributes (LWR): Difference between revisions
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Natural Maximum Base Stats: 8.7 Mobility, 8 HP, 77 Aim, 55 Will | Natural Maximum Base Stats: 8.7 Mobility, 8 HP, 77 Aim, 55 Will | ||
= Effects of Attributes = | = Effects of Attributes = | ||
Revision as of 12:38, 16 August 2020
Soldier Attributes
Soldiers have fully randomized starting attributes. However, the starting 15 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. Balanced Soldiers (#31) will re-enable the point system for randomly-generated soldiers, and Fresh Recruits (#33) will replaces the starting 15 soldiers with randomly-generated ones.
Soldiers all have a Defense attribute of 0.
Attribute progression for soldier ranks has been altered to provide approximately half of the attributes at SPEC rank, and the remaining attributes are distributed over the remaining ranks. This makes it less punishing to lose high-ranking soldiers, and contributes to normalizing the mod's difficulty curve.
| Class | total |
total |
total |
bonus |
|---|---|---|---|---|
| Sniper | - | 20 | 5 | - |
| Scout | - | 10 | 15 | 1.2 |
| Infantry | 3 | 15 | 20 | - |
| Assault | 2 | 5 | 10 | - |
| Gunner | 3 | 5 | 10 | - |
| Rocketeer | 3 | 5 | 15 | - |
| Medic | - | 10 | 10 | - |
| Engineer | 1 | 10 | 10 | - |
MEC Attributes
MSGT Attribute Boosts
Soldiers at MSGT rank have a chance to gain +1 in each attribute after each mission: 5% chance for mobility, 10% chance for HP, 20% chance for aim, and 40% chance for will.
These chances are increased or reduced by 1% for each point lower or higher the soldier's attributes are compared to the natural maximum base stats (mobility by 0.625 instead of a full point). The chances are also modified by campaign length.
Natural Maximum Base Stats: 8.7 Mobility, 8 HP, 77 Aim, 55 Will
Effects of Attributes
Certain other abilities are affected by how a soldier's attributes differ from the average values. The averages are:
- 6 HP for soldiers
- 10 HP for MECs
- 30 will for both
Base HP modifies throw range, rocket scatter, and injury times:
- For each HP above/below average, throw range is increased/reduced by 4%
- For each HP above/below average, scatter is reduced/increased by 4%
- For each HP above/below average, injury time is reduced/increased by 4%
Base will modifies fatigue times:
- For each will above/below average, fatigue times are reduced/increased by 1%