Experience Distribution

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trihero
Posts: 1099
Joined: Sun Jan 01, 2017 7:01 am

Experience Distribution

Post by trihero »

I talked about this a bit in a sharpshooter thread, but I noticed that holo-target sharps fall significantly behind in ranks since they rarely get any kill shots (their job is to hide and target things for others to shoot). I then realize, this exact problem happens with support grenadiers as well: their job is to control units and their pitiful SMG is rarely enough to kill anything at all.

Specialists have a better experience multiplier than other classes under the assumption that they don't get as many kills as other classes: should this also be extended to specifically holo-sharps and support grenadiers? I think so, having felt the rank differential. Can you think of other classes/specs that are so focused on support that they can't really kill all that reliably to keep up in exp?
Dlareh
Posts: 125
Joined: Wed Mar 08, 2017 9:41 pm

Re: Experience Distribution

Post by Dlareh »

It's all fine the way it is. Support classes are helping other people get kills, and those people are leveling a little faster because of it.

Remember, most XP comes from the mission completion. Everyone gets roughly 6 XP per enemy that was on the map at the start of the mission. Those who get a kill registered to them receive a bonus 1 XP for their kill (2 with wet work)

If anything, Specialists' XP progression should be toned down a notch now that Sentinels are a thing. They're really easy to level up into unlocking AWC and leader stations and GTS tactics earlier than any other class can.
Excitement continues to build as city centers across the globe prepare for the latest incarnation of Groundhog Day.
felusian
Posts: 12
Joined: Wed Apr 12, 2017 8:41 am

Re: Experience Distribution

Post by felusian »

Can anyone explain me what "wet work" is? I found this in many threads, but I haven't understand the meaning yet ;)
Frei_Ninjesus
Posts: 35
Joined: Thu Mar 16, 2017 2:15 pm

Re: Experience Distribution

Post by Frei_Ninjesus »

felusian wrote:Can anyone explain me what "wet work" is? I found this in many threads, but I haven't understand the meaning yet ;)
GTS upgrade, relatively cheap. It's usefulness is debatable apparently, but it's relatively cheap at least.
chrisb
Pavonis Dev
Posts: 364
Joined: Mon Feb 27, 2017 8:43 pm

Re: Experience Distribution

Post by chrisb »

felusian wrote:Can anyone explain me what "wet work" is? I found this in many threads, but I haven't understand the meaning yet ;)
Wet Work increases the kill xp by 100%. Normally you get xp shared across the team based on the number of aliens that spawn in the mission schedule which makes up ~85% of the xp. On top of that the soldier with the killing blow gets kill xp for themselves and wet work doubles this.

For example if there are 10 enemies on the map, and you have 5 soldiers they will each get 2 * 5.7-5.9(varies by class) xp regardless of how many you kill if the mission is a success. Any kills grant 1 xp to the soldier that killed, xp doubles this to 2 xp.
Clibanarius
Posts: 205
Joined: Sun Feb 05, 2017 1:33 am

Re: Experience Distribution

Post by Clibanarius »

Frei_Ninjesus wrote:
felusian wrote:Can anyone explain me what "wet work" is? I found this in many threads, but I haven't understand the meaning yet ;)
GTS upgrade, relatively cheap. It's usefulness is debatable apparently, but it's relatively cheap at least.
Less useless now that the base kill experience has been tripled and Wet Work doubles that amount.
trihero
Posts: 1099
Joined: Sun Jan 01, 2017 7:01 am

Re: Experience Distribution

Post by trihero »

Why is it fine the way it is? Support classes are 2 ranks behind in the late game due to factors like wet work and not getting any kills.
Manifest
Posts: 236
Joined: Wed Jan 25, 2017 6:30 pm

Re: Experience Distribution

Post by Manifest »

Clibanarius wrote: Less useless now that the base kill experience has been tripled and Wet Work doubles that amount.
What? I didn't see that. How was kill experience tripled?
trihero
Posts: 1099
Joined: Sun Jan 01, 2017 7:01 am

Re: Experience Distribution

Post by trihero »

Being like 2 ranks behind consistently in the late game for support builds feels very bad and has practical consequences as they cannot make good officers, or get to their high ability perks. So why is that OK?

This is based on my current 1.4 playthrough, where my killing guys are starting to reach MSGT while my support holos/grenadiers are barely starting to make their way into TSGT, it's pretty bad, and yes I am sending them on roughly the same number of missions. Wet work + killing blows really keeps support builds in the gutter as far as ranks go.

We might need an "arm chair general" upgrade that gives a soldier more exp if they get 0 kills in a mission. Ok the name is obviously a joke, but the idea is there is a problem which should be addressed.
Clibanarius
Posts: 205
Joined: Sun Feb 05, 2017 1:33 am

Re: Experience Distribution

Post by Clibanarius »

Manifest wrote:
Clibanarius wrote: Less useless now that the base kill experience has been tripled and Wet Work doubles that amount.
What? I didn't see that. How was kill experience tripled?
XComGameData_XpData.ini

NumKillsBonus = 1.00f was 0.33f
KillXpBonusMult = 1.00f was 0.33f
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