Something to watch out for is that in Neutralize VIP missions, if you Evac every one of your regular can-carry-a-body soldiers but leave behind ;the volunteer with the Unconscious VIP, the game will consider you to have failed the mission even though you have units on the ground able to carry them out of the mission. Either Evac with the volunteer first if possible, or have one of your regular troops Evac with the body to avoid this issue. This applies to Double Agent as well, note. And to be clear, a SPARK hanging behind won't prevent this from kicking in.
Rapid Collection
When the Resistance Supply drop would normally occur, the Supplies are instantly pushed into your storage instead of requiring the Avenger pick them up.
Can instead be a Continent Bonus.
Fantastic. That's 3 days each month that don't have to be committed to picking up your own Supplies, only it's more than that since you spend a few hours flying to and from the Supply drop under normal conditions. The hilarious thing is that even if you're in the middle of flight -even if you're in the middle of evading a UFO- the Supplies magically get dumped directly into your stores. The Reapers are apparently wizards or something.
Rapid Collection is one of the best Resistance Orders of the game if you get it early enough, making it much easier to cram in Rumor scanning, accelerating facility construction timetables, and often resulting in you taking on missions with upgraded gear you wouldn't have had the opportunity to upgrade if you hadn't had it. The knock-off benefits of all this are difficult to quantify, but the contrast between a run that gets Rapid Collection early vs one that never gets it is quite obvious.
In the late game, when you have more Supplies than you can realistically spend and little of use to do with the Avenger's time anyway, it's probably best to swap it out for something else, though.
Interestingly, the game will actually visibly set the Supply drop on the map at the end of a month, even if you currently have Rapid Collection set, and then Rapid Collection will scoop it up. Even more interesting and actually relevant to normal play is that if you leave a Supply drop alone, and then set Rapid Collection, the old Supply drop will be scooped up alongside the new Supplies. This is consistent with the fact that if you leave a Supply drop alone for an entire month, what will happen normally is that the old Supply drop will vanish, with a new Supply drop randomly placed that includes all the Supplies you hadn't picked up from the old one.
This is particularly likely to be relevant to a Legend difficulty run, where it's entirely possible to have an entire month in which you have tons of Supplies lying around and it's not worth bothering to scoop up the current Supply drop just yet. If you then get Rapid Collection partway through the month (eg by completing a step in hunting the relevant Chosen), assigning it will then scoop up two months of Supplies at no time cost, further enhancing its value.
But even on lower difficulties, Rapid Collection is a big deal.
As a continent bonus, Rapid Collection suffers from the usual problem of being very good if it's placed on your starting continent or an adjacent one, and not so good if it's elsewhere. It's powerful enough to potentially be worth going a little out of your way for, such as if you pass through Africa on your way to an Avatar Project Facility and would normally not bother to contact every region/not bother to build two radio relays but in this run it has Rapid Collection so sure you go ahead and wrap it up after hitting the Facility, but generally if it's not something you're getting basically incidentally what'll happen is that by the time you can spare the time for it you don't really care about Supplies anymore anyway.
Legend difficulty is actually harder on it, since Legend difficulty generally makes Supplies less valuable/limiting, so it's even more likely that Rapid Collection being a little out of your way will result in it not being worth it...
I think it's one of the less bad fits to the continent bonus system, but 'less bad' is still bad.
Between The Eyes
Any attack that hits a Lost is an instant-kill.
If you're going to use Between The Eyes, you should make a point of bringing a Sharpshooter and/or Templar into missions with Lost, even more so than usual. Between The Eyes makes the low damage on their unlimited-ammo weapons an irrelevant weakness, allowing them to single-handedly clean up insane numbers of Lost, even late in the game when Lost regularly have 10+ HP.
Alternatively, a Bladestorm Templar or a Bladestorm Ranger with the Katana is an untouchable blender, as in spite of what its name implies Between The Eyes actually works on melee attacks. As such, a Bladestorm user who is guaranteed to hit can be dropped between the rest of the team and Lost in complete safety. (Assuming no ADVENT/Alien presence) Indeed, it works with the vast majority of damage sources!
Note, however, that Between The Eyes does not combo with Stocks. The attack needs to legitimately hit, not merely do damage to the Lost. Don't get excited and slap Stocks onto people in an attempt to make Lost missions easier. Similarly, don't get excited about Arc Wave being free mass damage -its damage won't auto-kill Lost.
That said, more or less every other damage source benefits from Between The Eyes. You can use weak Volts or grenades to mass-kill even very durable Lost groups! Stocks and Arc Wave are anomalous.
Basically, Between The Eyes removes all the threat the Lost could possibly pose unless you're really, really careless.
A nice touch is that Between The Eyes provides every soldier a visible 'Between The Eyes' ability, so you don't have to remember you have Between The Eyes slotted in. You just need to keep an eye out for a Lost face in their ability list in the lower-left of the screen. This is particularly appreciated if you regularly save and load mid-mission, but is nice in general, especially if you don't have a habit of checking your Resistance Orders when coming back to a run after a break.
Conversely, it should be noted that in VIP Extraction missions where you can rescue soldiers, those soldiers will not benefit from Between The Eyes during the mission you rescue them. This isn't really an issue... unless, of course, you plotted out moves on the idea a rescued soldier would trivially mop up a half-dozen Lost ready to mob your squad, and only find out that's not so after everybody else has moved. Whoops! As rescued soldiers always carry Conventional-tier equipment and don't even benefit from Breakthroughs, they're pretty unlikely to be able to kill many Lost on their own if it's not literally your first Lost-containing mission. So beware of that.
Ballistics Modeling
All weapons-related research is 15% faster.
Ballistics Modeling is excellent, both because weapons research is a high priority in general and also because weapons research is a sizable fraction of your total lab hours. Part of this is that weapons research is slanted toward the late game, where the majority of non-Autopsy researches are performed early in the game; this means Ballistics Modeling can show up right away or only into the mid-game and either way end up speeding up your overall research a good amount regardless.
Another part is that the further along a research is, the longer it tends to take, even though you've recruited more Scientists to speed up your research. As such, Ballistics Modeling is shaving off a large amount of your total lab hours simply because weapons research being backloaded means weapons research eats even more lab hours than you might expect just by looking at how there's six different weapon researches. (Two for magnetic-tier weapons, four for beam-tier weapons) This isn't even getting into the fact that it affects the researches for the Chosen weaponry!
Even better, eventually you'll have all the weapons research done and be able to swap it out for something else relevant to your needs. Rolling Ballistics Modeling in the early to midgame is one of the most consistently positive Resistance Orders to roll for a run.
Note that it does not affect weapon-related Breakthroughs. (Well, maybe it would affect them if they're being offered because you've got no researches in the queue? I've never had this situation crop up in my own play. I'd be surprised if they were tagged as weapon researches, though)
Heavy Equipment
Excavation occurs 50% faster.
If you get Heavy Equipment early in the game, it's quite good. If you get it early in the game on Legend, it's one of the best Resistance Orders in the game. Either way, it accelerates the rate at which you bring in Supplies, Alien Alloys, and Elerium Crystals, gets you to the point of increasing your Power and thus being able to get all the core facilities supported sooner than normal, and even reduces the pressure on you to prioritize Engineers. (Among other points, the bonus is equivalent to going from two Engineers assigned to three Engineers assigned, where relevant. Which is the slowest Excavations, by the way, and normally assigning a third Engineer is dubious value since it's the only time task you can assign them where they aren't doubling the speed) And once you've excavated the entire Avenger, you get to swap it out for something else, so if you roll some of the more dramatic Resistance Orders later on you don't have to make a painful choice for what to replace. Nice!
Notably, this will normally substantially move forward the timetable on you starting to get properly into the midgame phase of spreading around the world, hitting Avatar Project Facilities and plot missions, which is liable to let you space those out more and avoid overloading the squad with Fatigue and injuries. It can also lead to you getting a continent bonus notably earlier, which can have significant knock-off effects if it's something fairly high-value like Resistance Network.
If you get it more in the midgame of a below-Legend run, it's probably not worth the slot. Excavation is only really a huge crunch in the rush to get to your first Exposed Power Coil in most runs. As you start getting into the mid-late game, you start having more Engineers than you really need, and the Supplies, Alien Alloys, and Elerium Crystals from Excavation are becoming much less important to your needs as well. It's probably better than, say, Recruiting Centers, but you should usually have a wide enough variety of Resistance Orders to be able to slot something better in.
In the midgame of a Legend run, it's still strongly worth considering slotting it in for a while. It takes a long time to fully excavate the Avenger on Legend, and you care more about more facilities on Legend; the Infirmary is nice but often ignorable below Legend while being consistently essential on Legend, for example. The Defense Matrix is in much the same boat, in terms of being a lot more valuable on Legend. Below Legend, having your last three rooms Excavated by a single Engineer painfully slowly is generally perfectly fine; you should already have everything important built by the time you get there. On Legend, that wait is actually pretty painful! Heavy Equipment hurrying things along is thus a lot more valuable on Legend.
Heavy Equipment is one of my favorite Resistance Orders simply because there's such a noticeable impact on your planning in having it vs not having it, without it being an actual gamebreaker. I really enjoy the Resistance Orders that hit that balance, and most of them don't quite hit the mark. (Or miss it by a mile...)
On a completely different note, I suspect Heavy Equipment is hastily re-purposed content. It's a very odd Resistance Order for the Reapers to have, not really fitting with their stealth theme or their Regular Human Populace theme, and there's evidence that a fourth Resistance faction was planned that would've been robots working under Julian of Shen's Last Gift. Giant robots providing heavy-duty lifting in a compact package would be a fairly natural justification for Heavy Equipment, and this is far from the only Resistance Order to be a bit out of place for the faction it's on but a consistent fit with a hypothetical robot faction. Some of the others are much more blatant: I'll point them out as we get to them.
Resistance Network
Making contact with a new region finishes immediately after deciding to make contact, with no need for the Avenger to travel to the location.
Can instead be a Continent bonus.
One of the best Resistance Orders in the game, dramatically increasing your ability to scan Rumors and opening up the option to ignore a region until you have a strong reason to make contact with it. (That is, ignore a region containing an Avatar Project Facility until just before you feel you need to attack it) The only reason it's not straight-up broken is that your ability to contact the world will remain bounded by your need to build Resistance Comms facilities, stockpile Intel, and preferably build radio relays to keep the Intel costs of contact down to a reasonable level... and it's still ridiculously good.
The enhanced flexibility offered by Resistance Network is huge, and it pretty much always leads to an explosive increase in your Supply intake as well. Instead of doing something like contacting two regions and building one radio relay over the course of a month, bumping up the Supply drop by a modest value, you can be doing stuff like contacting six regions and building two radio relays in one month, going straight from 200~ Supplies dropped off to more like 600~.
Counter-intuitively, it also tends to make your Intel go farther: without Resistance Network, there'll be times you contact a new region that's a step or two further out than the minimum because you desperately need to knock back the Avatar Project and can't wait to get enough Supplies to build a radio relay, or maybe you have the Supplies but can't afford the time it would take to build the radio relay first.
Meanwhile, if you have Resistance Network, you'll spike your Supply intake and so be more consistently able to afford radio relays, you'll be more able to burn time on Rumors and so have more resources all-around, and all the time considerations that normally go into contacts evaporates, letting you burn that time on radio relays even under desperate circumstances. Worst comes to worst, if you underestimate how quickly the Avatar Project will advance when it's close to being completely filled up, you can just make contact with a region and do a mission the instant the game over countdown starts, letting you start building a radio relay when you're cutting it close in hopes of cutting down the Intel cost.
Normally, contact time is by far the largest timesink for the Avenger, the single biggest reason you're not going to be leveraging Rumors, the reason you won't end up establishing a radio relay for a continent bonus you'd like to have. Resistance Network removing that dramatically shifts your relationship to time on the strategic layer.
Indeed, you may well find you keep running out of Rumors to scan! Especially if you also have Rapid Collection...
And of course it's another Resistance Order you can eventually swap out for something else with no loss. Once you've got contact with every plot mission region, you generally don't actually need to contact anything more, and with Resistance Network it's pretty trivial to contact literally the entire world anyway. At that point, it's irrelevant unless you lose contact with a place, and can be freely removed in favor of even a really low-value Resistance Order.
As a continent bonus, Resistance Network is... odd. It's even more blatant than most possible continent bonuses about suffering from 'I got it too late to care', since if it's activated by literally the last continent you bother to contact it's worthless unless you lose contact with a region, but conversely is the continent bonus most obviously worth going moderately out of your way to get. After all, if you contact a couple of regions and build a radio relay that you would've normally avoided if it wasn't providing Resistance Network, and then go on to contact 3 or more regions, Resistance Network has provided a surplus of time, paying for itself in that sense.
And of course if it's your starting continent's bonus, it's just flat-out amazing.
Overall, Resistance Network is incredibly powerful, so much so that... well, honestly, it probably shouldn't have been put in the game in this form. Some of the wonkiness isn't directly its fault -its wonkiness as a continent bonus really more highlights how the continent bonus system needs more attention and care than it's ever gotten in these games than anything else- but plenty of it is. The game's strategic layer is too heavily anchored in the assumption that much of your time is spent on contacting new regions: being able to make that assumption incorrect is very distortive of the experience, and removes almost all of the challenge of the strategic layer, and by extension removes a lot of the challenge of the tactical layer. War of the Chosen endeavors to get soldiers killed by making it so that sometimes everything lines up so your squad has to do too much too fast and you're sending Tired or under-leveled soldiers on a mission because you just have to, and the stars have aligned so the Hunter shows up, snipes two people, and then Kidnaps a third, which is a mercy because at least it means the other half of the squad gets through and completes the mission.
By which I mean that War of the Chosen is tuned so that past the early game you're basically only ever challenged by virtue of the strategic load forcing you to send in a sub-optimal squad, and Resistance Network makes it so the only way that will ever happen is if you inflict it on yourself via blatantly bad play. So Resistance Network effectively removes the majority of the most challenging elements of the tactical layer.
Normally I'd say something like 'I really hope this doesn't make a return in XCOM 3', but honestly I have doubts XCOM 3 will have anything sufficiently equivalent to the contacts system for the concern to meaningfully apply. You can, for example, compare the contacts system to the satellites in the prior game, as they both are tied to continent bonuses and income and require you construct facilities to raise your limit, but the details are so radically different that an equivalent mechanic -instantly building Satellites, I guess?- would have completely different implications. By a similar token, I suspect XCOM 3 will once again have continent bonuses (Maybe by a different name, depending on things like the scale of the game), and I won't be surprised if accessing them occurs in a manner that's clearly an evolution of XCOM 2's system, but I'll be quite surprised if its details are similar enough for it to be meaningfully useful to say 'repeating Resistance Network in XCOM 3 would be a mistake'.
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One of the interesting aspects of Resistance Orders is they help the game fill out the character of the Resistance factions even though the game is fairly hands-off with the Resistance factions overall. Reaper Resistance Orders, for example, include both the expected stealth-focused Resistance Orders like Infiltrate, but also a lot of Resistance Orders that indicate the Reapers are supposed to actually have a lot of appeal to the segment of the population that is regular humans who resent ADVENT but aren't in a great position to actively resist. That's an idea that would be really hard to illustrate within the Reaper soldier class; it would basically require an overhaul to tactical combat to include something like talking to civilians to try to haggle for support or something, so you could then give Reapers superior bartering ability or whatever.
Whereas Resistance Orders quite nicely get to heavily imply it, and in a manner that doesn't require the game produce custom scripting for Volk giving custom speeches to each individual region you contact or whatever. You can organically fill in the world yourself with stories of Reapers having chats with disenfranchised civilians, persuasive chats that get them angrier at ADVENT and more willing to spare a little to help fund the fight against oppression.
Among other points, it means the game isn't committed overly-much to any particular explanation for how that works: are Reapers unexpectedly charming when dealing with civilians? Sure, if you like. Or maybe you prefer the idea that the Reaper attitude just resonates with the older portion of the population that still vividly remembers the original invasion and has never gotten over it. Or maybe the Reapers regularly help educate refugees who fled the city centers in how to survive in the wild, as well as support them as they transition to such a life, which in turn makes it easier for those people to spare some resources for X-COM's fight against ADVENT. Or whatever it is that you find believable and interesting.
This is important because Firaxis has always claimed that part of the point of the way they design these games is to let the player tell their own story within the general framework of the game. I say 'always claimed' because it's historically been laughably, obviously, ludicrously false; the prior game and base XCOM 2 are generic hollywood plots stapled into a video game framework, with the attendant railroading, fixed characters with fixed personalities, etc. That you can play with dolls and produce whatever wacky-looking squad you like (One of the main features of these games cited as being for the 'your story' purpose) in no way lets you own your story: you're having essentially the same on-rails theme park experience as everyone else who plays these games, regardless of how much you play with your dolls.
War of the Chosen is the first time in the series this claim had any truth to it. Firstly, War of the Chosen has added so many randomized systems that change the way the game is experienced that any given run is liable to be essentially unique in a meaningful way. Secondly is the point I started this with, that the world has much more of it that's a sketch, a suggestion of a shape you fill in with your own expectations and preferences like an ink blot test, as opposed to an on-rails hollywood plot that gives zero room for interpretation or ambiguity except where the writer screwed up and failed to clearly communicate something they clearly meant to be unambiguous.
This is particularly surprising given the obvious addition of the Chosen themselves, who have strongly defined personalities and explicit histories if you bother to dig into the Archives; they're exactly the sort of thing you'd expect to produce more of an on-rails experience. Instead, the game uses them as another lever for increasing variety!
Though that's for other posts.
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Next time, we cover the Skirmisher Resistance Orders.
See you then.