Difference between revisions of "Class Builds (EU2012)"
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| width="40%" | [[File:ASSAULT RESILLIENCE.png|32px|left]]'''Resilience''' <br/> Confers immunity to critical hits. | | width="40%" | [[File:ASSAULT RESILLIENCE.png|32px|left]]'''Resilience''' <br/> Confers immunity to critical hits. | ||
|} | |} | ||
− | * The Scout | + | * The Alpha build, or Scout, is designed for evasion and survival. The two first abilities, '''Tactical Sense''' and '''Lightning Reflexes''' greatly increase the soldier's defense while '''Resillience''' allows him/her to soak hits. |
− | * '''Run & Gun''' give it the ability to easily finish off already wounded hostiles and set Overwatch over | + | * '''Run & Gun''' give it the ability to easily finish off already wounded hostiles and set Overwatch over outflanked enemies. |
− | *''' Lightning Reflexes''' can be used to prevent an enemy on Overwatch from hitting anyone, by moving the Assault Scout first before the other units. | + | * ''' Lightning Reflexes''' can be used to prevent an enemy on Overwatch from hitting anyone, by moving the Assault Scout first before the other units. |
+ | * '''Flush''' gives the Scout the option to force an enemy to vacate a position. One possible combination of moves is to set other units on Overwatch before using Flush, giving them shots at the alien as it moves to another position. '''Flush''' is also the only medium range fire option the Scout has, unless he/she brings an [[Assault Rifle (EU2012)|Assault Rifle]] instead of the Shotgun. | ||
− | ===Assault Beta ( | + | ===Assault Beta (Charger/Rifleman)=== |
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
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| width="40%" | [[File:ASSAULT KILLERINSTINCT.png|32px|left]]'''Killer Instinct''' <br/> Activating Run & Gun now also grants +50% critical damage for the rest of the turn. | | width="40%" | [[File:ASSAULT KILLERINSTINCT.png|32px|left]]'''Killer Instinct''' <br/> Activating Run & Gun now also grants +50% critical damage for the rest of the turn. | ||
|} | |} | ||
− | + | * XCOM's equivalent of the [[Muton_(EU2012)#Muton_Berserker|Berserker]]. The Beta build is able of killing nearly any alien unit that comes within close range. | |
− | * XCOM's equivalent of the [[Muton_(EU2012)#Muton_Berserker|Berserker]]. The | ||
* '''Aggression''', '''Close & Personal''' plus the [[Shotgun (EU2012)|Shotgun]]'s own critical chance bonus turn most shots into critical hits. '''Rapid Fire''' gives it two shots and '''Bring 'Em On''' and '''Killer Instinct''' add even more critical damage to each one. | * '''Aggression''', '''Close & Personal''' plus the [[Shotgun (EU2012)|Shotgun]]'s own critical chance bonus turn most shots into critical hits. '''Rapid Fire''' gives it two shots and '''Bring 'Em On''' and '''Killer Instinct''' add even more critical damage to each one. | ||
+ | * It's main disadvantage is the lack of additional defense/armor other than that provided by ''''Extra Conditioning''', [[Armor (EU2012)|armors]] or [[Chitin Plating (EU2012)|Chitin Plating]]. | ||
+ | * For engagements at medium range the Assault Beta can use its '''Rapid Fire''' ability for increased odds. The drawback is the ammo depletion that continued use of '''Rapid Fire''' will bring. | ||
+ | * The Shotgun is the preferred weapon to take full advantage of '''Run & Gun''' and '''Killer Instinct'''. However, all of Assault Beta's abilities also apply to Assault Rifles, so '''Aggression''', '''Rapid Fire''' and '''Bring 'Em On''' can turn the Assault into a deadly Rifleman. | ||
==Heavy== | ==Heavy== |
Revision as of 18:02, 16 April 2013
Each class has been designed with two main ability builds, Alpha (left side) and Beta (right side). Each build is a combination of abilities designed to fulfill a specific tactical role. Although experienced players will design soldiers according to their own preferences, this article will focus on the basic builds available to each class, and how the different abilities on each one can synergize together.
Assault
Assault Alpha (Scout)
- The Alpha build, or Scout, is designed for evasion and survival. The two first abilities, Tactical Sense and Lightning Reflexes greatly increase the soldier's defense while Resillience allows him/her to soak hits.
- Run & Gun give it the ability to easily finish off already wounded hostiles and set Overwatch over outflanked enemies.
- Lightning Reflexes can be used to prevent an enemy on Overwatch from hitting anyone, by moving the Assault Scout first before the other units.
- Flush gives the Scout the option to force an enemy to vacate a position. One possible combination of moves is to set other units on Overwatch before using Flush, giving them shots at the alien as it moves to another position. Flush is also the only medium range fire option the Scout has, unless he/she brings an Assault Rifle instead of the Shotgun.
Assault Beta (Charger/Rifleman)
- XCOM's equivalent of the Berserker. The Beta build is able of killing nearly any alien unit that comes within close range.
- Aggression, Close & Personal plus the Shotgun's own critical chance bonus turn most shots into critical hits. Rapid Fire gives it two shots and Bring 'Em On and Killer Instinct add even more critical damage to each one.
- It's main disadvantage is the lack of additional defense/armor other than that provided by 'Extra Conditioning, armors or Chitin Plating.
- For engagements at medium range the Assault Beta can use its Rapid Fire ability for increased odds. The drawback is the ammo depletion that continued use of Rapid Fire will bring.
- The Shotgun is the preferred weapon to take full advantage of Run & Gun and Killer Instinct. However, all of Assault Beta's abilities also apply to Assault Rifles, so Aggression, Rapid Fire and Bring 'Em On can turn the Assault into a deadly Rifleman.
Heavy
Heavy Alpha (Heavy)
Heavy Beta (Tagger)
Sniper
Sniper Alpha (Gunslinger)
Sniper Beta (Sniper)
Support
Support Alpha (Medic)
Support Beta (Support)