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Soldier stats


Ches

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A big hello from Germany!

 

I hope my english is good enough.

I'm newbie in the X-Com Universe. I'd like to know how to raise the stats of my aquanauts, or are some stats fixed? I don't know. Is there someone who can help me?

 

Thanks Ches

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aquanauts.....k...that means u are on TFTD huh?....the way u raise their stats is by letting them rank up....if u are good at keeping them alive and using great strategies,and your guy scores a few kills and such, then they will naturally get better stats and attributes....then they will have more TU's and more strength,energy,u know.....just keep them alive...(and don't try becoming a reloader....CHEEEEEAAAPPP!!!)
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The only stat that is "fixied' is the M.C. Ability (not visible till your units have studied for 30 days in an MC lab)

 

all other stats can be increased through the use of the skill in a combat.

 

your units usualy have to actualy deal damage to an Alien to raise their skills.

 

It is posible to rase your Bravery usualy by making a having your morale drop lowenought to be panicked but not panicking. then doing somthing to increase your morale about the 50% mark.

 

Fireing accuracy is incrased by not only hiting your target.. but actualy dealing damage.. I have never gotten it to increase by shooting the wall out of a farm house :hmmm:

 

It takes time and it's frusterating to loose the good ones.. but then 'War is He11'

 

as you get better at playing.. try to lean not to reload when things go bad. It makes the game interesting (and any one can win on super human if they reload enought, but only a few can win when never reloading.)

 

-Blade FireLight

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all other stats can be increased through the use of the skill in a combat.

Entirely true but just a small notice regarding Reactions. When you place an aquanaut ready to ambush the aliens with a reaction shot make sure that his reactions are over 50. Otherwise the most likely result will be that the alien will manage to take a shot first at your soldier and probably killing him.

Also I remember someone (NKF?) saying that only snap and aimed shots count for increasing the firing stats, but then again if damage also counts don't refrain to use autofire at will.

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I never said only snap or aimed shots increase accuracy. I did say that they had a better chance at raising accuracy because they have a much better chance of hitting. Although, an autoshot, if all three shots hit (at point blank range, say), will increase your stats much faster.

 

The basic rundown of how to improve your stats should go as follows:

 

 

TUs: successfully hitting an enemy target with bullets or explosives (grenades, thermal shok bombs/stun bombs). Successfully using a psionic attack (only with the M.C Disrupter/Psi Amp -- the reader/probe does not raise any stats).

 

As Bladefirelight said -- shooting scenery does not count.

 

Health: See above.

 

Stamina: See TUs.

 

Strength: Again, see TUs. No, carrying heavy items only gives you a TU penalty at the start of the turn and does NOT raise strength.

 

Reactions: The very act of performing opportunity fire a few times will raise this.

 

Firing accuracy: Successfully hitting an enemy target with bullets or explosives (grenades and thermal shok bombs). Note, every alien caught in the blast radius of any area effect weapon will count as a 'hit'. Thus making the grenades a great method of training a soldier who has good stats but hopeless firing accuracy.

 

Throwing accuracy: Throwing anything will raise this stat. Yes, you can even raise it by just throwing something like a flare, ammo clip or corpse around repeatedly. When I say anything, I mean anything.

 

 

Bravery: Will increase if the soldier is panicked during the mission (either from psionic attacks or from loss of comrades). The more times the soldier panics, goes berserk, etc, the higher the chance you'll get a a +10 bravery improvement. Note, high bravery does not influence how well the soldier can survive psionic attacks. It only influences how fast morale is lost. So please do not treat it as an indicator of the soldier's Psi/MC strength.

 

Psi/MC skill: Successfully performing a psionic attack with a MC disrupter/Psi Amp. Cannot be raised with the reader/probe.

 

Psi/MC Strength: Is fixed.

 

 

 

As you can probably see, the most important activity required to raise overall stats is to hit a target. Even if you shot a lobsterman with a dart gun a few times, it would still count, oddly enough! Psi attacks also raise most of your stats as well, altough you lose out on firing accuracy.

 

No, the number of kills does does not raise any stats.

 

I have not figured out what stats the melee weapons influence yet, and at the moment I've completely forgotten what stats successful hits with the thermal tazer/stun rod influence (it gets a separate score counter).

 

- NKF

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Well that explains it. I hear some of you guys saying that he had so-and-so from the very beginning and he's got like 180+% to hit on such and such fire with such and such weapon. While the best I've managed is 167% snap shot kneeling with heavy plasma(I assumes stats change the same in UFO) While in TFTD I get some fanatastic accuracy on my end game men.

 

I have never seen bravey for my men go up. I'm not to sure what it does exactly. I know it covers the panic part when half your team is dead and is also associated with morale. Is there anything else?

 

While we're on the subject of improving men, how are promotions handled?

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Promotions eh? I have a rough idea how it might work.

 

At the end of each battle, the scores are totalled up and the one with the biggest score gets the best promotion. Among the scores include 'hits', 'reaction fire', 'thrown objects', 'successful psionic attacks' and 'times panicked'. Obviously, the number of times the soldier panics counts against the overall score.

 

So, for example, we have these three soldiers.

 

Soldier 1: 10 hits, 0 reactions, 0 thrown, 0 psi, 3 panic

Soldier 2: 5 hits, 0 reactions, 0 thrown, 0 psi, 0 panic

Soldier 3: 2 hits, 3 reactions, 4 thrown, 0 psi, 0 panic

 

Total the scores and soldier 1 = 7, soldier 2 = 5, soldier 3 = 9

 

Therefore, the order the promotions will be handed out will be soldier 3, 1, 2.

 

If two soldiers have the same scores, the order they are stored in the duty roster will determine who gets the promotion (if any). (i.e. the first person gets it)

 

What sort of promotions that are handed out will be determined by existing ranks and the number of soldiers available. There may be other factors, but I'm not sure what they are.

 

The above appears to be true from the few tests I've run. At least, it appears to be true for the first mission you play where everyone is but a rookie.

 

- NKF

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my men seem to never get promoted, one gets promoted to ensign after like 2missions, then the rest stay at able sailors for aggess. When the ensign dies some become Luitenant (forgive spelling) and others ensign. i've get to get further than the 'L' one :)

 

:)

Neill

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How many combat personnel have you hired? The more soldiers you've hired, the more ranks become available.

 

The first rank that is handed out, Able Seaman, is given to any Seaman that has obtained some combat experience (i.e: shot and actually hit an alien). Everyone is entitled to at least obtain this rank.

 

To get an Ensign, you need to have a certain number of Able Seamen. To get a Lieutenant, you need to have a certain number of Ensigns. And so on all the way up to Admiral, if I remember correctly.

 

I don't know the numbers, but I think that both the official and unofficial strategy guides will have something to say on this.

 

In short: to get better ranks, hire more combat personnel.

 

If you already have a lot of soldiers, but the promotions aren't being handed out, then you're probably not letting most of the Seamen get any experience. A good way around this is to rotate your troops a bit and let the Seamen have a chance at hitting an alien or two.

 

- NKF

 

Edit: Yes, Bladefirelight, you're right. I have not had a chance to sit down and actually play TFTD in a very long time. I start it up now and then for running quick tests, but I've not actually played it for playing's sake.

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NKF : Admrial? you have not played in a while I take it

 

If you check Page 54-55 of the manual (RTFM) :devil: :angel:

Avalible here

 

You will see the Ranks are requirments:

 

---------------------

 

Seaman - each new recruit begins at this

level.

 

Able Seaman - in order to be promoted to an

Able Seaman, a Seaman must have had some

combat experience.

 

Ensign - there is one Ensign per five

aquanauts. If a position is vacant, the best

available Able Seaman is promoted.

 

Lieutenant - there is one Lieutenant per 11

aquanauts. If a position is vacant, the best

available Ensign is promoted.

 

Commander - there is one Captain per 23

aquanauts. If a position is vacant, the best

available Lieutenant is promoted.

 

Captain - this is the supreme leader of XCOM

forces - there is only one Captain. If

there are at least 30 aquanauts, the best

available Commander will be promoted.

 

It does not automatically follow that the higher

the rank the better the aquanaut, although this

will tend to be the case.

 

----------------------------------

 

-Blade FireLight

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