![]() Unfortunately, Combat Intelligence isn't displayed in the general soldier summary screen you see when picking who to turn into a Psi Operative so it's a bit of a pain to actually hold to this idea without the help of mods. Anyone with a better Combat Intelligence is wasting their potential by becoming a Psi Operative, since Psi Operatives can't spend Ability Points. One implication of all this is that in War of the Chosen you'd optimally only have troops with an Average Combat Intelligence become Psi Operatives. So their abilities are extra-mutually exclusive compared to the core four classes. ![]() ![]() In fact, Psi Operatives are completely excluded from the Advanced Warfare Center, as well as the Training Center in War of the Chosen they can't get bonus skills, their skills can't be passed out to other classes (With the caveat that Templar include a few Psi Operative skills as possible X-COM skills, but Resistance classes don't follow normal rules in this regard), they can't accrue or spend Ability Points, and they can't be retrained either. Which for one thing means that psi powers are actually mutually exclusive with eg Ranger abilities. People using custom psionic classes – as long as the custom class doesn’t require training in the psi lab, this should peacefully coexist alongside such classes.I labeled psionics as a 'class analysis' in the prior game. – This will work with any class, any weapons, any whatevers. Which is really strange to me considering that I’m literally giving everyone a psi amp, and using the fact that the game doesn’t render the psi amp I gave them to… give invisible psi amps to people. I’ve not been able to replicate this, but I’m listing it here in case anyone else is experiencing crashes with the mod enabled. – INCOMPATIBLE: Reportedly, Disable Random Posters mod and this mod conflict and cause crashing. Technically not required actually, but psi stat is otherwise not viewable on the main armory roster list. – WARNING: This mod creates Utility-Slot Psi-Amps, so you should disable (or not-enable) any mods that create Utility-Slot Sidearms from creating their own Psi-Amps. Can no longer be trained or created, check your character pools if you use the force my class mod. So Psi Lab will likely be broken if you remove this mid-campaign. – OVERRIDES: XCom_HeadquartersPsiTraining. – This uses default game configured Psi-training times – head to XComLatentPsionics.ini to configure everything else On average, a fully ranked Psion will be a bit stronger than a maxed Psi Operative in terms of damaging psi powers. Psi Amps can be equipped for the +Psi bonus and Psi skills scale off your psi stat – as it increases, your psi attacks will do more damage. They are not strictly better per se, as they can only learn a limited number of psi skills, but those skills are added on top of your existing trooper’s abilities. – Psions replace base game Psi Operatives, as the Psi Lab has been completely repurposed. ![]() To rank up as a psion, you also need to have the requisite soldier rank, so don’t forget to keep sending them out on missions! – Every time you rank up as a psion, you’ll get randomized amounts of psi. If they haven’t, they get to roll the roulette! – Here’s how it works: Whenever you enter the Psi Lab, the game will check if each of your units have rolled to become a psion yet.
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