Difference between revisions of "Classes (EU2012)"

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|+ Assault Ability/Rank Tree
 
|+ Assault Ability/Rank Tree
 
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* The Assault's abilities tree choices are between improving its 1st and 2nd Actions, and increasing its Attack (Critical Hit and Damage chances) and Defense capabilities.  
 
* The Assault's abilities tree choices are between improving its 1st and 2nd Actions, and increasing its Attack (Critical Hit and Damage chances) and Defense capabilities.  
 
* Assault is the only class that can gain the Flush ability, allowing it to force enemies into the open and out of cover.
 
* Assault is the only class that can gain the Flush ability, allowing it to force enemies into the open and out of cover.
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +10 Will.  
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* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.  
  
 
'''Additional Notes'''
 
'''Additional Notes'''
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|+ Heavy Ability/Rank Tree
 
|+ Heavy Ability/Rank Tree
 
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! width="75px" align="center" | Ability !! Rank !! Actions !! Attack !! Defense !! Notes
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! width="5%" align="center" | Rank
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! width="10%" align="center" | Actions  
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! width="10%" align="center" | Attack
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* The Heavy's choice of rank abilites are focused on improving its Actions, either by allowing it to Fire twice, use Suppress fire or improve its Overwatch ability, or to upgrade its firepower and Damage capability.
 
* The Heavy's choice of rank abilites are focused on improving its Actions, either by allowing it to Fire twice, use Suppress fire or improve its Overwatch ability, or to upgrade its firepower and Damage capability.
 
* There are two abilities, Holo-Targeting and Shredder rocket that are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier.  
 
* There are two abilities, Holo-Targeting and Shredder rocket that are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier.  
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 10 Will points.
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* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.
 
    
 
    
 
'''Additional Notes'''
 
'''Additional Notes'''
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|+ Sniper Ability/Rank Tree
 
|+ Sniper Ability/Rank Tree
 
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! width="75px" align="center" | Ability !! Rank !! Actions !! Attack !! Defense !! Notes
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! width="20%" align="center" | Ability  
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! width="5%" align="center" | Rank
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! width="10%" align="center" | Actions  
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* If equipped with the [[Battle Scanner (EU2012)|Battle Scanner]] Snipers may also scout for hostiles without the need to send (and risk) a squad member.  
 
* If equipped with the [[Battle Scanner (EU2012)|Battle Scanner]] Snipers may also scout for hostiles without the need to send (and risk) a squad member.  
 
* Snipers can also train on their unique Disabling Shot perk, allowing them to temporarily disable an alien's weapon.  
 
* Snipers can also train on their unique Disabling Shot perk, allowing them to temporarily disable an alien's weapon.  
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that in total it will also receive less 1 Health Point than any of the other classes (+3 total)  
+
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).
 
    
 
    
 
'''Additional Notes'''
 
'''Additional Notes'''
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|+ Support Ability/Rank Tree
 
|+ Support Ability/Rank Tree
 
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! width="5%" align="center" | Rank
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! width="10%" align="center" | Actions  
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! width="10%" align="center" | Attack
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* Support abilities are centered on improving its basic Actions and its Defense capabilities, with zero abilities to develop the Support's offensive skills.  
 
* Support abilities are centered on improving its basic Actions and its Defense capabilities, with zero abilities to develop the Support's offensive skills.  
 
* The two main Defense areas for Support to specialize are Medikit use and to use Smoke Grenades to create Cover and to enhance the squad's stats.  
 
* The two main Defense areas for Support to specialize are Medikit use and to use Smoke Grenades to create Cover and to enhance the squad's stats.  
* Support can have 2 other specialized abilities: to Suppress an enemy (which Heavy also shares) and its the only class that can react to enemy fire on Overwatch with the Covering Fire ability.  
+
* Support can have 2 other specialized abilities: Suppress (which Heavy also shares) and Covering Fire (making it the only class that can react to enemy fire on Overwatch).  
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +10 Will.  
+
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.  
  
 
'''Additional Notes'''
 
'''Additional Notes'''
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A Psionic is a late game class that appears once you tested your soldiers for psionic ability. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks.  
 
A Psionic is a late game class that appears once you tested your soldiers for psionic ability. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks.  
  
:* ''Mind Control'', (Converts an enemy unit to your control for 5 turns. Take care, as the death of the controlling Psi unit also results in the death of the controlled enemy.)
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{| class="wikitable" width="100%"
:* ''Panic'', (Panics the targeted unit causing it to behave erratically including hunkering down, firing wildly, and running away. A Panic'd unit does not take orders from the player.)
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|+ Psionic Ability/Rank Tree
:* ''Rift'', (Psionic storm attack. It is free aim with limited range.)
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|-
 
+
! width="20%" align="center" | Ability
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! width="5%" align="center" | Rank
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! width="10%" align="center" | Actions
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! width="10%" align="center" | Attack
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! width="10%" align="center" | Defense
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! width="45%" align="center" | Notes
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|- style="vertical-align:top;"
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|-
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| align="center" style="background: #F2F2F2" | '''Mind Merge''' ||  align="center" style="background: #F2F2F2" | Trainee? || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |
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|-
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| align="center" | '''Mindfray''' || align="center" | Operative?  || align="center" | || align="center" | || align="center" |  || align="center" |
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|-
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| align="center" | '''Telekinetic Field''' || align="center" | Operative?  || align="center" | || align="center" | || align="center" | || align="center" |
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|-
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| align="center" style="background: #F2F2F2" | '''Psi Inspiration''' ||  align="center" style="background: #F2F2F2" | Specialist? || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |
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|-
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| align="center" style="background: #F2F2F2" | '''Psi Panic''' ||  align="center" style="background: #F2F2F2" | Specialist? || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |
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|-
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| align="center" | '''Mind Control''' || align="center" | Volunteer? || align="center" | || align="center" | || align="center" |  || align="center" |
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|-
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| align="center" | '''Rift''' || align="center" | Volunteer? || align="center" | || align="center" | || align="center" | || align="center" |
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|-
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|}
 
'''Additional Notes'''
 
'''Additional Notes'''
* To be finished
 
  
 
==See Also==
 
==See Also==
* [[Soldiers (EU2012)|Soldiers]]
+
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions
 +
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses
 +
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system
 +
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment
 
* [[Squads (EU2012)|Squads]]
 
* [[Squads (EU2012)|Squads]]
 
* [[Squad Design (EU2012)|Squad Design]]
 
* [[Squad Design (EU2012)|Squad Design]]
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]
 
* [[Equipment (EU2012)|Equipment]]
 
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 12:11, 3 October 2012

Soldiers in Enemy Unknown 2012 are divided into Classes, where each class has specialized stats and weapons, whilst also possessing unique abilities (a.k.a. 'perks'). When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability. As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.

The system of soldier Classes follows a 'Rock, Paper, Scissor' logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to design squads with the right combination of abilities required for each mission, terrain, type of hostile presence and other factors.

There are five classes of XCOM soldiers present in the game:

  • Assault
  • Heavy
  • Sniper
  • Support
  • Psionic (subclass)

Assault

A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision. The Run & Gun ability make Assault soldiers particularly useful for outflanking your opponent. Its main drawbacks is the limited usefulness of the Shotgun outside close range and the high cool down time after using Dash and Fire.

  • The Assault class primary weapon is the Shotgun, a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.
  • The Shotgun can later be replaced by the Laser Scatter and Alloy Cannon models, which offer greater damage capability.
  • As an alternative, Assault Rifles may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where it can use the perks that improve its Critical Hit ability for devastating effects.
  • Finally the Assault may also carry 1 Pistol as its secondary weapon and other equipment as required.
Assault Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Run & Gun Squaddie Unit can Dash + Fire Allows to Dash and Fire, but not Dash and use equipment; 3 turn cooldown
Aggression Corporal +30 (max) Critical Chance +10 points per enemy in sight
Tactical Sense Corporal +20 (max) Defense 5 extra Defense points per enemy in sight
Close & Personal Sergeant +30 (max) Critical Chance Against adjacent targets; bonus declines with distance
Lightning Reflexes Sergeant Forces reaction miss 1st shot fired at this unit on Overwatch is a miss
Flush Lieutenant Flushes enemy from cover Easy shot but low Damage to target
Rapid Fire Lieutenant Can fire 2 shots -15 Aim penalty on each shot
Bring 'Em On Captain +5 (max) Critical Damage +1 per each enemy spotted by the XCOM squad, maximum of 5
Close Combat Specialist Captain Always on Overwatch Will only fire at enemies moving within 4 tiles or less distance
Will to Survive Major Reduces damage Reduces Damage taken if not exposed or flanked
Killer Instinct Colonel +??? on Critical Damage
Resilience Colonel No Critical Hits Unit is immune to Critical Hits
  • The Assault's abilities tree choices are between improving its 1st and 2nd Actions, and increasing its Attack (Critical Hit and Damage chances) and Defense capabilities.
  • Assault is the only class that can gain the Flush ability, allowing it to force enemies into the open and out of cover.
  • The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.

Additional Notes

  • Home Run / Blitzkrieg: Focuses on big damage. For example, combining high crit perks like Aggression and Close & Personal would suit a combat style involving multiple Assault units moving fast and aggressively using Run & Gun continuously. A Sniper with Squad Sight could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to Run & Gun into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved & fired. This Assault soldier may be particularly useful in time-sensitive missions like Terror Missions and Bomb Disposals.

Heavy

Firepower and damage specialist, carrying both a Light Machinegun and a Rocket Launcher. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on Aiming and the limited ammunition (1 round) for the launcher.

  • The LMG is the Heavy's main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to Heavy Laser or Heavy Plasma advanced models.
  • The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the Shredder rocket ability, which gives an extra, special rocket; and the Rocketeer perk, which allows for further rockets to be brought to a mission.
  • Frag Grenades will be essential for Heavies with the Grenadier ability during combat missions.
Heavy Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Fire Rocket Squaddie 1 rocket per mission Requires both Actions to fire
Bullet Swarm Corporal Fire/Fire
Fire/Move
Unit can now fire twice or fire before moving on the same turn
Holo-Targeting Corporal +10 Aim Bonus also benefits team members that fire at the same alien
Shredder Rocket Sergeant + 33% Damage for 4 turns Bonus also benefits team members that fire at the same alien; lesser damage (4 points) on initial impact; gives 1 extra rocket - doesn't replace the normal rocket
Suppression Sergeant Suppress ability -30 Aim to enemy, allows reaction shot if the target moves
HEAT Ammo Lieutenant +100% Damage robotic enemies For use against Cyberdiscs and Sectopods
Rapid Reaction Lieutenant 2 shots on Overwatch Unit gets another shot if reaction fire hits
Grenadier Captain 2 grenades Each item slot can now carry 2 grenades
Danger Zone Captain Increase hit area Increases area of engagement of rockets and suppression by 2 spaces
Extra Conditioning Major Health Bonus Bonus value dependent on armor level
Rocketeer Colonel 2 rockets Also gives a 2nd Shredder rocket?
Mayhem Colonel Additional damage Damage from Suppression and area-effect weapons is increased based on tech level
  • The Heavy's choice of rank abilites are focused on improving its Actions, either by allowing it to Fire twice, use Suppress fire or improve its Overwatch ability, or to upgrade its firepower and Damage capability.
  • There are two abilities, Holo-Targeting and Shredder rocket that are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier.
  • Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.

Additional Notes

  • Heavy Ordinance: Focuses on high, AoE damage. Suggested perks include Shredder Rocket and Grenadier/Danger Zone. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots. This build could be particularly effective combined with Squad Sight Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.
  • Heavy Buffer (needs a better name): Focuses on perks that improve the rest of your squad like Holo-Targeting, Suppression, and Rapid Reaction. Combined with Rifle Suppression Support units, the player can pin down the enemy and freely move around Run & Gun Assault units to systematically eliminate the enemy. This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.

Sniper

The sniper's main role is to inflict long-range critical damage on enemy units by using its Headshot ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon.

  • The Sniper's primary weapon is the Sniper Rifle. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from Laser Sniper Rifle to Plasma Sniper Rifle.
  • Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units' view, using the Squad Sight Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the Snap Shot ability.
  • Snipers may also be trained to use their Pistols for greater damage (+2 points) with the Gunslinger ability.
Sniper Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Headshot Squaddie + 30% Critical Chance Extra Critical Damage; 2 turn cool down
Squad Sight Corporal Can fire on any sighted enemy Sniper can target any hostiles seen by the squad; requires clear line of fire
Snap Shot Corporal Unit can Move/Fire -20 Aim penalty
Damn Good Ground Sergeant +10 Aim +10 Defense Aim bonus given in addition to existing one for height
Gunslinger Sergeant +2 damage to pistols
Disabling Shot Lieutenant Shot to disable a target's weapon If successful target may try to repair using reload; no critical hits; ??? turn cool down
Battle Scanner Lieutenant + Vision + Vision Unit can deploy a scanner that creates a source of vision for 2 turns; can be used twice
Opportunist Captain No Aim penalty on overwatch In addition, reaction fire can now cause Critical Hits
Executioner Captain +10 Aim on injured targets With targets at less that 50% health
Low Profile Major Partial cover counts as full
Double Tap Colonel Unit can Fire/Fire 2 turn cool down
In The Zone Colonel Extra Action after a kill Kills made against flanked or exposed enemies with the sniper rifle don't cost an action
  • Sniper perks focus on increasing its overall Attack abilities (Aim, Critical chance, Damage), but there's also a couple of perks both to improve both its Actions and its defense stats.
  • If equipped with the Battle Scanner Snipers may also scout for hostiles without the need to send (and risk) a squad member.
  • Snipers can also train on their unique Disabling Shot perk, allowing them to temporarily disable an alien's weapon.
  • Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).

Additional Notes

  • Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the Squad Sight and Damn Good Ground perks.

Support

Multipropose units intended to either stay behind the front lines in order to heal damaged units, provide cover for forward units. Supports can also be used in combat, push the offensive by helping to outflank opponents, if Assaults are pinned down or have been lost, or to provide overwatch. Its main drawbacks are the lower damage from its primary weapon when compared with the other classes's main weapons and its lack of offensive (damage) abilities.

  • The Support's primary weapon is its Assault Rifle, which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to Laser Rifle, Plasma Light Rifle or Plasma Rifle variants.
  • The Support also carries Smoke Grenades which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud.
  • The Medikit is also essential to a Support, due to its abilities which allow it to serve as a specialized Field Medic.
Support Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Smoke Grenade Squaddie 1 smoke grenade +20 Defense Allows unit to carry 1 smoke grenade - smoke cloud gives half cover (+20 Defense) to all units inside it; cloud lasts for 2 turns
Sprinter Corporal 3 extra tiles Movement
Covering Fire Corporal Overwatch on enemy attacks Reaction fire can now be triggered by enemy fire, in addition to movement
Smoke and Mirrors Sergeant 2 smoke grenades Each equipment item slot can now carry 2 smoke grenades
Field Medic Sergeant 3 use Medikit Unit can use each Medikit 3 times
Revive Lieutenant Improved unit heal Medikits can revive critically injured soldiers at 33% of Health instead of just stabilizing them
Rifle Suppression Lieutenant Unit can Surpress -30 penalty Aim to target; will fire a reaction shot if target moves
Combat Drugs Captain +??? Critical Chance +??? Will
Dense Smoke Captain Larger area +20 Defense
Deep Pockets Major 1 more item slot
Savior Colonel Improved unit heal Medikits restore ??? more Health per use
Sentinel Colonel 2 shots on Overwatch Unit will reaction fire twice
  • Support abilities are centered on improving its basic Actions and its Defense capabilities, with zero abilities to develop the Support's offensive skills.
  • The two main Defense areas for Support to specialize are Medikit use and to use Smoke Grenades to create Cover and to enhance the squad's stats.
  • Support can have 2 other specialized abilities: Suppress (which Heavy also shares) and Covering Fire (making it the only class that can react to enemy fire on Overwatch).
  • The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.

Additional Notes

Psionic

A Psionic is a late game class that appears once you tested your soldiers for psionic ability. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks.

Psionic Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Mind Merge Trainee?
Mindfray Operative?
Telekinetic Field Operative?
Psi Inspiration Specialist?
Psi Panic Specialist?
Mind Control Volunteer?
Rift Volunteer?

Additional Notes

See Also