All requests noted.
Though just to give you guys a rough idea of updates.
I've already started the campaign, 3 missions in, 1st month.
It's been nothing but a squads of 6 rookies fighting sectoids and drones, and all getting their promotions.
Rookies meaning none of you people have been made yet, since class assignment for them hasn't happened yet.
And I most likely won't be promoting anyone until the 2nd Month for the simple reason of having more options.
Since rookies vary on starting stats, some soldiers will be more suited to one class than another.
So I'm training as many rookies as possible now, so there's the biggest selection to make you guys bad-ass once the time rolls around where specialized classes will be needed.
And once you guys are a thing, it will only be the tough/tricky missions (and initial character creation) I'll be making updates on.
Because otherwise any day I play XCOM you guys will be spammed by multiple posts that are essentially "You guys did a mission, you got meld, you shot aliens. Nothing serious happened".
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Also to give a rough idea as to how I'm choosing which rookie is which class.
(Note: Second Wave Commanders Choice is on, meaning any rookie can be any of the 8 classes).
(Note 2: Durability means a combination of HP and Defense Value).
Sniper: High Aim, Low Mobility and Durability
They're firing from across the Map, they need good Aim. But they also tend to be fairly stationary, and out of harms way.
Scout: High Mobility and Durability
Mobility so they can scout ahead, Durability because there other job is to trigger enemy Overwatch.
Medic: High Mobility and Will
Main responsibility is to provide support, may it be buffs or healing. They should be able reach where they need to get to, and be less susceptible to Panic.
Engineers: Low Aim
Since Grenades don't rely of accuracy oddly enough, and they honestly don't have a massive need for any high stat. However Low Aim likely means their other stats are higher.
Infantry: High Aim
These guys are going to be the one's shooting multiple times per turn (3 at the optimal amount), so the value of High Aim multiplies with these guys.
Assault: Low Aim, High Mobility and Durability
There job is to get close with a shotgun, accuracy isn't much of an issue.
Rocketeer: Moderate Aim
Rocket's in Long War do rely on Aim. But being an "Oh Shit!" button, they won't be used often enough to warrant taking high Aim soldiers away from Infantry or Snipers.
Gunner: All around balanced stats, with a leaning towards Aim.
These guys are mainly meant to keep people pinned, meaning they need to reach said targets and have some durability against them. Plus they use Light Machine Guns, which are destructive with high Aim, but the Class itself gains Aim rather slowly. Basically they value every stat fairly well, but since troop stats work on a RNG point system, expecting an Ace everywhere is unrealistic. So we need to settle for a Jack of all Trades guy.