Xcom Enemy Unknown Training Roulette

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Training Roulette is a Second Wave option made available on the Enemy Within DLC. When it is chosen for a game the description reads: Each soldier's training tree will be mostly randomly generated. Does not apply to MEC Troopers.

After a rookie soldier gains their first rank, they are assigned to a class and receive the starting ability. The choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class weapons, such as Rockets. Training Roulette also does not affect the Psionic ability choices.

XCOM: Enemy Unknown Wiki Guide. Officer Training School. Top Contributors: Tamagosensei, Kushana, Sng-ign + more. Last Edited: 20 Nov 2013 7:13 pm. For those of you who never played the original XCOM, which I’m going to assume is 90% of you, pull a chair up to the fire and let Uncle Philip tell you a story (For the other 10%, I’ll simply say that cosmetically the new XCOM is, of course, light years beyond the old, and the interface has been vastly streamlined, but otherwise I am kind of hard pressed to come up with an enormous change. It's one of the very few bugs that's consistent across games. Even my rig, which normally plays XCOM bug-free suffers from that bug. The bug also happens on 'walk-in' reinforcements, like with EXALT or the XCOM Base Defense. Home Discussions Workshop Market Broadcasts. Change language. Enemy Unknown Store Page. Global Achievements. Qutsemnie Xcom Profile View Posts. I feel like most roulette the second wave options have serious roulette espana, but Training Roulette is not one of them. Training Roulette (EU2012). XCOM: Enemy Unknown. Mod that alters Training Roulette to add more of an experience to randomised perks aka TR+, R+ Requirements DLC requirements.

For save scumming purposes, that soldier's entire ability tree is rolled for at the end of the mission that they gain Squaddie rank in; an in-battle save is needed to re-roll if desired. The exception is with soldiers gotten as Council rewards or after buying New Guy in the OTS, who are rolled for when you receive them.

With Training Roulette activated some abilities will still be locked to certain classes and only be available at determined ranks. All the other abilities can appear as options at any rank, with a few special rules.


  • 1Class Skill Tables
  • 3Random Ability Notes
  • 5General Tips

Class Skill Tables

Assault

Squaddie
Corporal
Sergeant
Lieutenant
Captain
Major
Colonel

Heavy

Squaddie
Corporal
Sergeant
Lieutenant
Captain
Major
Colonel

Sniper

Squaddie
Corporal
Sergeant
Lieutenant
Captain
Major
Colonel

Support

Squaddie
Corporal
Sergeant
Lieutenant
Captain
Major
Colonel

Random Ability Pool

Offensive
Aggression
Bring 'Em On
Flush
Bullet Swarm
Holo-Targeting
HEAT Ammo
Gunslinger
Executioner
Defensive
Tactical Sense
Lightning Reflexes
Extra Conditioning
Resilience
Will To Survive
Low Profile
Overwatch/Suppression
Close Combat Specialist
Sentinel/ Rapid Reaction
Suppression
Covering Fire
Opportunist
Other
Grenadier
Damn Good Ground
Battle Scanner
Sprinter
Deep Pockets
Field Medic
Revive
Savior

Random Ability Notes

Offensive

  • Aggression
    • Assaults and Snipers might make the best use of it due to their already high Critical Chance ability.
  • Bring 'Em On
    • While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles.
  • Flush
    • If there's a lot of soldiers with Sentinel/Rapid Reaction, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from Overwatch.
    • More useful for Supports/Assaults since their weapons deal the least damage at long range.
  • Bullet Swarm
    • Won't appear as an option for a Sniper.
    • This ability is one of the best for all other classes since it allows to Fire and Move away from trouble.
    • Can be combined with Rapid Fire, giving an Assault 3 shots if the 1st shot is a regular one.
    • Can also be combined with Rapid Fire and Close and Personal giving the Assault 4 shots: 1st one with Close and Personal, 2nd a regular shot, 3rd and 4th with Rapid Fire.
  • Holo-Targeting
    • Useful for any class, even Assaults and a great combination with Suppression.
    • The Aim bonus is also applied to a 2nd shot made with Bullet Swarm or Double Tap by the same unit.
  • HEAT Ammo
    • Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.
  • Gunslinger
    • Won't appear as an option for a Heavy.
    • While still very useful for Snipers, after you get the Ammo Conservation project your Assaults and Supports won't really need this ability since it will be very unlikely that they'll run out of ammunition and have to resort to pistols.
    • Perhaps useful if you want to create a trooper just to go on the Covert Ops
  • Executioner
    • Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier's class.
Xcom Enemy Unknown Training Roulette

Defensive

  • Tactical Sense
    • Useful for any class since avoiding enemy hits is usually better than taking damage from them.
  • Lightning Reflexes
    • You'll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the Squadsight ability.
  • Extra Conditioning/ Resilience/ Will To Survive
    • These 3 abilities are complementary of one another since they all reduce incoming damage.
    • Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with MEC Troopers. But getting all 3 on the same unit may also make it less useful on an offensive role.
  • Low Profile
    • Another of the best abilities for any class, specially when combined with the Mimetic Skin Gene Mod.

Overwatch/Suppression

  • Close Combat Specialist
    • Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.
  • Sentinel/ Rapid Reaction
    • Both are exclusive; you can get either one but not both on the same soldier.
    • Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the Enemy Within DLC for shots on enemy units not visible to the Sniper.
    • A squad with several soldiers with those abilities can become one deadly Overwatch machine.
  • Suppression
    • Your Assault has 1% chance to hit the alien with his/her Shotgun due to distance? Use this ability to give him/her a long range option by suppressing it instead.
    • Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.
  • Covering Fire
    • Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier's Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy.
    • Good combo with Suppression.
  • Opportunist
    • With Sentinel/Rapid Reaction it can be a great combo. Or with any of the other Overwatch/Suppression abilities.

Other

  • Grenadier
    • With Deep Pockets it will give the soldier 3 grenades. Add Tactical Rigging and that's 6 grenades per soldier.
    • Least useful for Squadsight Snipers, unless you're planning to use them more in a frontline role.
  • Damn Good Ground
    • A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the Muscle Fiber Density Gene Mod, Skeleton Suit or Archangel Armor.
  • Battle Scanner
    • One of the best abilities for the early game due to its ability to detect Seekers and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers' sight without activating aliens or to detect ambushes.
    • Becomes less useful after the Bioelectric Skin Gene Mods or Ghost Armor are deployed.
  • Sprinter
    • Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on Run & Gun attacks.
  • Deep Pockets
    • Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them.
    • If the soldier already has Field Medic or Grenadier, this ability makes them even more useful.
  • Field Medic/ Revive/ Savior
    • It is most difficult to get the Field Medic, Revive and Savior combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.
    • Unless you're planning to deploy Medikits in most of your squad, it is better to wait to try to get Field Medic first in a soldier, before choosing either Revive or Savior. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the rank of Major.
    • Usually the most available solution for a dedicated Medic is to have Field Medic combined with Deep Pockets, allowing for 4 Medikit uses. If you're lucky the soldier might also have Revive or Savior but it is very rare to have these four abilities on the same soldier.

Class Notes

  • Snipers are the class with the least customization options since 6 abilities are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you'll get and it will be automatically assigned.
  • Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.
    • The Heavy's Danger Zone and Mayhem abilities can be less attractive since it isn't guaranteed now that the Heavy will get the Suppression perk that is usually combined with both. Danger Zone is still useful with Rockets but the choice will usually be Rocketeer over Mayhem.
  • Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.
  • Assaults can get a lot of useful abilities to increase their mobility or damage power, but remember that they might need some defensive abilities if they are used in close assault situations.
  • Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in damage output when compared to the other classes.
    • To partially compensate for the previous, Supports now get access to several different abilities such as Battle Scanner, Flush or Holo-Targeting that can add several options to its usual 'jack of all trades' role.

General Tips

  • The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities.
  • Council awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.
  • The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS's New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.
    • You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.
Xcom Enemy Unknown Training Roulette

The 3 most important abilities that can only be randomly received are:

  • Field Medic
  • Lightning Reflexes
  • Battle Scanner

All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic.

In addition, there are several important combinations of abilities:

  • Covering Fire + Opportunist + Sentinel/ Rapid Reaction
    • This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.
  • Field Medic + Revive + Savior + Deep Pockets + Tactical Rigging
    • The Medic Support's combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who're less fond of the Support's lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.
  • HEAT + Close Combat Specialist
    • If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that's a near-guaranteed kill.
  • Bullet Swarm + Rapid Fire
    • An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody's business.
  • Holo-Targeting + Bullet Swarm/Double Tap
    • As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.

Soldier Abilit Strings

  • One nice way to know the abilities assigned to a soldier is to assign strings to their call signs, just like stat strings in the original game. This allows you to quickly select units when composing a squad.
  • As example, imagine a Sniper with the following nickname: '1 D A RR'. 1 means it has Snap Shot (2 would be Squadsight), D means it has a defensive perk (Resilience), A it has a reaction fire perk (Opportunist), and RR that it has two movement abilities (Sprinter and Lightning Reflexes).
  • One suggestion for a naming scheme would be:
    • D for each defensive ability (Resilience, Tactical Sense, Low Profile, Extra Conditioning, Will to Survive).
    • M for each medic ability (Field Medic, Revive, Savior, Deep Pockets)
    • R for each movement ability (Lightning Reflexes and Sprinter)
    • A for each reaction ability (Close Combat Specialist, Covering Fire, Sentinel, Rapid Reaction, Opportunist)
    • G for abilities involving grenades (Grenadier and Deep Pockets)
    • B for Battle Scanner
    • S for Suppression
    • F for Bullet Swarm
    • T for HEAT Ammo
    • Notice that the letters only apply to non-specific class abilities. For differentiating between a Heavy focused on Rocketeer or Mayhem use numbers instead.

See Also

XCOM: Enemy Unknown (2012): XCOM Units
Soldiers:Assault • Heavy • Sniper • Support • Psionic • MEC Trooper(EW DLC)
S.H.I.Vs:S.H.I.V.• Alloy S.H.I.V. • Hover S.H.I.V.
Attributes:Classes • Class Builds • Abilities • Stats • Nicknames • Gene Mods(EW DLC) • Medals(EW DLC)
Loadout:Weapons • Armor • Equipment • MEC Suit(EW DLC)
Barracks:Officer Training School • Psi Lab • Memorial • Genetics Lab(EW DLC) • Cybernetics Lab(EW DLC)
Other:Volunteer • Heroes • Zhang(Slingshot DLC) • Annette(EW DLC) • Covert Operative(EW DLC) • Training Roulette(EW DLC)
Retrieved from 'https://www.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&oldid=67388'

The Good: Sid Meier does XCOM?!? Sign me up!
The Bad: Special missions rely on cheap scripted events. Occasionally unforgiving difficulty.
The Ugly: Nothing

This is one of those game reviews where I get to brag about how old I am. Whereas most game reviewers are somewhere in their twenties or maybe thirties, I’m fully closing in on 50. I’ve got fillings in my teeth with more video gaming experience than they have in their whole bodies. In 1994 when the first XCOM came out, and they were busily learning stuff like walking and potty training, I was playing it, gnashing my teeth when a veteran unit died, cursing out my computer when a soldier succumbed to a psionic attack and went on a berserk shooting spree. In conclusion, kids, get the hell off my lawn, and leave this one to the game reviewing pros.

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So, XCOM. What do you get when the father of turn-based world building sets his sights on the mother of all turn-based squad games? You get one hell of a well thought out squad-based experience. You get heart palpitations as you methodically advance your team of marines, checking lines of fire, assaying possible enemy positions, monitoring remaining action bars, all too aware that losing another veteran, even if only to a hospital bed for a few weeks, will leave your team decimated. You get a global population on the verge of panic as alien abductions and UFO sighting multiply. You get a multi-dimensional puzzle of deciding between improving your base of operations, researching new technologies, building some new toy for your soldiers, or hiring more bodies. Which will give you the edge to succeed, and which will spell disaster? OK, let me back up a bit.

For those of you who never played the original XCOM, which I’m going to assume is 90% of you, pull a chair up to the fire and let Uncle Philip tell you a story (For the other 10%, I’ll simply say that cosmetically the new XCOM is, of course, light years beyond the old, and the interface has been vastly streamlined, but otherwise I am kind of hard pressed to come up with an enormous change the new game has wrought. There, review over, go take your Metamucil).

Alien sightings and abductions are on the rise. The governments of the world agree to form a special military unit to deal with the alien threat, and you’re the guy tasked with running it – all of it. Given a budget and pretty much a free reign, you build a base, staff it, and determine what it will contain. You hire soldiers, train them, equip them, deploy them, and control their movements step by step in the battlefield. Such was the original XCOM, and such is its remake today.

Xcom Enemy Unknown Walkthrough

XCOM is split into two separate components. There is the base management side, and the combat management side, and success at XCOM is going to require to you to be pretty good at both. The base side management takes place in a screen view that people on the web have taken to calling the Ant Hill. It’s a great image, because your base is a bunch of rooms hollowed out underground that you see from a side view, much like any ant farm you may have owned, if your generation even owns ant farms, or if they instead spend all their time pondering the deeper philosophical meaning of Jersey Shore. The Ant Hill consists of engineering space, lab space, a barracks, store rooms, alien containment facilities, and a room where you can look at a world map called the Geosphere. When you click on a room, you zoom in and can instruct your scientists on what to investigate next, or what you want your engineers to build, or you can spend experience points for your veteran soldiers to learn new skills. All of this stuff takes money – to build, to maintain – and your budget is not infinite. Sure, the fate of the world hangs in the balance, but the world leaders are stingy (the US Congress, for one, is unwilling to cut into their hookers and blow recreation fund).

You also have to consider what team you want to send out into combat, because soldiers only earn experience in combat. If you keep bringing the same pack of soldiers to the dance, sure, they get to be great, but then if one of them is injured, or his noodliness forbid dies, you’re left with a green-as-new-wood sniper or heavy missing that critical shot and getting some other member of your team killed. That’s what we call a downward spiral. Amidst all of this management you get a warning on the Geosphere of some alien activity. Actually, typically you get warnings of several activities in far-flung geographic places, and you can only respond to one of them. The place you respond to, if you are successful, heaps praise and money on you. The place you ignore get a little less confident in you and a little more panicky about the whole alien situation, and cuts your funding. You have to keep a handle on that as well.

All of this management leads up to the other half of the game – squad combat. Your chosen team (up to six units) is transported to its destination, which spans something like a few city blocks or a few acres of forest or rural land. Each member of your team is given two action bars, which can be used to perform two separate actions. They can move some distance, and shoot something. They can heal a fellow soldier, and move. They can move twice and cover more ground. Or they can choose to bank unused actions and go into what is called “Oversight” mode where they will shoot at any enemy they see during the enemy turn. You decide everything – where they move to, what they shoot at, what weapon they shoot with, if they’re standing up or ducking down. You can move one soldier a little bit, and then as the fog of war is revealed by the motion hold that soldier’s remaining action and move a different soldier, then come back to the first one if you like. Then when everyone is where you want them and has done what you want them to do, or all your soldiers are out of actions, your turn ends and the aliens move. Wash, rinse, repeat. All of this is accomplished through a very versatile and useful GUI. There is a ton of strategy here, even more so as the game goes on and individual units, highly trained, become more valuable, and aliens become more numerous and tougher. Rushing it will get your units killed. To give you an idea of the scope of this activity, it was not uncommon for a single mission to take me about an hour.

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This is not an easy game. Let me repeat that: this is not an easy game. The first dozen or so missions serve as a tutorial, and do a solid job of integrating you into the flow of gameplay, giving you the whole picture in somewhat bite-size-ish pieces, but if you’re looking for a casual get in, shoot a few aliens, and get out again, this is not the game for you. Even if you are used to the somewhat plodding (a word I do not use in a bad way) activity of city management of, say, Civilization V, the pace of this game is even slower. And though I haven’t actually proven it to myself, I strongly suspect there are choices you can make early in the game about what alien catastrophes to respond to and what training to give your soldiers that will result in you eventually hitting a wall, having insufficiently beefy soldiers or poor base configuration or not enough budget or whatever, and you’ll be forced to give up some hours of play and go back to an old save or just restart the game from scratch.

Do I have some complaints? Of course I do, and they primarily deal with special missions. Every so often you are given the option of undertaking a special mission. The only thing that I can see that makes them special is that they’re highly scripted, and the exact moment you accomplish part of your goal aliens literally drop from the sky with guns blazing. In a game with the difficulty screwed up to 11 already, I’m not even sure why these are here, unless it is only to humble a player who thinks they have a handle on everything, and wouldn’t it be just peachy if half the team got killed. My other major complaint is that this game is major league hard, and hard in a kind of random way. Some missions everything seems to fall your way – your soldiers make a few low probability shots, the guy you left on oversight kills the rampaging alien at the exact moment he needed to – that kind of thing. And sometimes it all seems to go wrong, with three soldiers in a row missing a 90+% shot and paying the ultimate price for it, and I can swear I hear my computer laughing at me. A little more random consistency would have been nice.

Xcom

I probably should mention that there is a multiplayer component in which the two players set up different sides consisting of either alien or human units (or a mix) and go through a turn-based squad skirmish. To be perfectly honest, I didn’t try it, but its there if that’s what you’re looking for.

Overall, I’ve got to say that once again Firaxis has proven itself to be a house of very smart game developers. They’ve grabbed a great franchise that has lay dormant a very long time, and done an excellent job modernizing it while staying true to the original vision. Whether or not modern audiences flock to a game of this kind of difficulty level of course remains to be seen.

Xcom enemy unknown mods
90%

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Reviewed By: Phil Soletsky
Publisher: 2K Games
Rating: 90%

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This review is based on the PC version of XCOM: Enemy Unknown provided by 2K Games.