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?
Experience Distribution
Re: Experience Distribution
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.
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.
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Re: Experience Distribution
Can anyone explain me what "wet work" is? I found this in many threads, but I haven't understand the meaning yet
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Re: Experience Distribution
GTS upgrade, relatively cheap. It's usefulness is debatable apparently, but it's relatively cheap at least.felusian wrote:Can anyone explain me what "wet work" is? I found this in many threads, but I haven't understand the meaning yet
Re: Experience Distribution
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.felusian wrote:Can anyone explain me what "wet work" is? I found this in many threads, but I haven't understand the meaning yet
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.
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Re: Experience Distribution
Less useless now that the base kill experience has been tripled and Wet Work doubles that amount.Frei_Ninjesus wrote:GTS upgrade, relatively cheap. It's usefulness is debatable apparently, but it's relatively cheap at least.felusian wrote:Can anyone explain me what "wet work" is? I found this in many threads, but I haven't understand the meaning yet
Re: Experience Distribution
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.
Re: Experience Distribution
What? I didn't see that. How was kill experience tripled?Clibanarius wrote: Less useless now that the base kill experience has been tripled and Wet Work doubles that amount.
Re: Experience Distribution
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.
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.
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Re: Experience Distribution
XComGameData_XpData.iniManifest wrote:What? I didn't see that. How was kill experience tripled?Clibanarius wrote: Less useless now that the base kill experience has been tripled and Wet Work doubles that amount.
NumKillsBonus = 1.00f was 0.33f
KillXpBonusMult = 1.00f was 0.33f