Open pledbrook opened 5 years ago
I think resistance orders are a nice addition so we should go through all of them and decide if they make sense or need changes.
Some are very gimmicky, but others have interesting strategic effects. Although they don't seem to have trade-offs, other than selecting one means missing out on another.
Here is a link to a google sheet to keep track of some which are overlapped with LW2 GTS/officer perks and continent bonuses. Figured it might help prioritize the ones we should remove as cards:
https://docs.google.com/spreadsheets/d/1n074k-ds_dz158fsfY4m6qnO2qMXCrpfT-cXTeYLKDw/edit?usp=sharing
Given the fact that chosen are not currently in the game and so faction influence is expected to remain low, we can basically only use one card. I am particularly hurting for loot due to lack of vulture (not that bad due to smash and grab giving so much supplies) and maybe wet work from GTS instead, so at least those two can be left as GTS upgrades. Alternatively, we can link the faction influence to some other mission/objective not related to the chosen, e.g. just based on number of covert ops or GOps or HQ assaults done so that it can be increased to incorporate other cards as well.
@ansabalirai I've added an extra column that just indicates whether the resistance order will be removed. 5 from Reapers and Skirmishers each, 4 from Templars. The plan is to restore the GTS upgrades if possible.
@pledbrook That seems good to me. Leaving them as resistance cards didn't seem good anyway since you can only have a single card active anyway without the chosen in the game
The two resistance orders from skirmishers might need to be looked at closely with the changes LW2 makes to the base game:
For the former, I have not checked it myself but I assume the bonus is on top of the GTS upgrade, i.e. if you have both GTS upgrade and the resistance card active, a basic conditioning PCS should give 1+1+1=3 HP. I hope someone can confirm that. LW2 specific PCS would probably not be impacted (unless people are willing to come up with ways of enhancing them, e.g. combat rush giving more stat bonuses or for longer duration...)
For the latter, I have seen auto-loaders, expanded mags and laser sights work as in vanilla, i.e. upgrading to the next tier. Since scopes and hair triggers were touched upon in the last patch, the bonuses seem to work wonky (i.e. not upgrading to the next tier attachment level as expected). Also, since suppressors behave differently than vanilla, there is no easy way of knowing if they are impacted or not. Might be worth a look as these two resistance orders are actually worth keeping.
Since no one for almost 3 years has suggested a decent integrateion, consider closing this issue.
Although resistance orders are currently available, #69 highlights that some of them may not fit with LW2 mechanics and gameplay. We should decide whether to keep resistance orders, and if so, which ones stay, which ones go, and which ones should be changed.
The existing resistance orders are listed on the XCOM 2 wiki.