In WOTC you’re also getting psychics around that time if you focus, but psychics level up passively, reaching their cap around the same time as the rest of your squad if you’ve dedicated an engineer to them (and again, haven’t lost many soldiers). Here in WOTC it’s more like three or four months out that you get one, leaving them behind on the curve. They started a little behind, but could catch up quick. You didn’t have the incentive to use them because of their infinite will, but you also didn’t have the disincentive of going against the bonding mechanic. Without WOTC you could get a Spark for free in the first two months by going on Lily’s (tough) mission. Without mods, breakthrough technologies that give your soldiers extra health and damage don’t help the Sparks, keeping them behind. You’re much better off double-moving for a flanking position or reloading than shooting twice. This means that the -15 aim penalty with successive shots of Overdrive is significant. They have aim comparable to a grenadier, but without the ability to boost that with a PCS, and in vanilla XCOM2 they can’t even use weapon mods. ![]() Sparks have separate upgrades for weapons and armor, so keeping them up to speed with the rest of your soldiers is spreading thin resources even further. The decision to send out a Spark not only means you’re losing out on a bond you could be working on, any person with a bond is now going to be at a different level of willpower than their bondmate, throwing things out of sync (unless one was wounded, in which case a Spark can be a way to move them towards will-sync). Sparks can’t go on covert actions, so they can’t take that route.īonds are a great way to boost your soldier’s prowess, and the mechanic only works if you’re sending both people out. The constant churn of covert actions is a good way to any lower ranked regular soldiers if you have to get replacements several months in (assuming you don’t hire them at the Black Market). Training up a new soldier from scratch is tough, even if it’s a Spark who never gets tired. Austin and Rob are at this stage, and they’re not even playing hyper-optimized like I’m sure some of us are. By the time you’re done, you’ve probably got a deep roster if you haven’t been losing people. Sparks are powerful, but in WOTC you need to wait until you get a Proving Grounds, spend a considerable amount of resources building one, and delay other objectives while doing that. I pulled that off with a team of six psychics. There’s an achievement named “Who Needs Tygan?” with the requirement to beat the final mission with only basic equipment. ![]() And Stasis isn’t a turn-ending action, so you can stasis and shoot too if they’re in position! Their only downside is how much time and resources you need to put into training them to max them out (two and a half months at best, six months at worst, assuming they never get hurt on a mission mid-training). And even if you don’t have the money to fully upgrade their psi amps so they deal the most damage and have good chances of mind control, they’ve got Stasis and Inspire to change the flow of battle. Psi soldiers are extremely powerful once you’ve got them fully trained and upgraded.
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