Classes (EU2012)

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Revision as of 19:28, 2 October 2012 by Hobbes (talk | contribs) (→‎Assault)
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Soldiers in EU 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. Classes follow a 'Rock, Paper, Scissor' logic, where the different classes complement one another on the battlefield. Each is focused on a role and it is crucial to design squads with the right combination of classes according to each mission, terrain, type of hostiles and other factors.



Assault

A mobile soldier with short range power. 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.

Weapons

Abilities

Perks Tree
Ability Rank Actions Attack Defense Notes
Run & Gun Squaddie Dash + Fire Allows to Dash and Fire, but not Dash and use equipment. 3 turn cooldown
Aggression Corporal Max +30 Critical
Tactical Sense Corporal +20% Defense
Close & Personal Sergeant Max +30 Critical 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 Aim penalty
Killer Instinct Captain +??? on critical damage
Close Combat Specialist Captain Always on Overwatch Effective at only 4 tiles distance
Will to Survive Major Reduces damage Reduces damage taken if not exposed or flanked.
Bring 'Em On Colonel +??? Damage on Critical hits Per each enemy spotted by the whole team.
Resilience Colonel No critical hits Unit is immune to critical hits.

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

Carries high-damage weapons including a Rocket Launcher and heavy-caliber weapons. They are essential to support attacks and for the demolition of terrain obstacles. The main disadvantages are the low progression on Aiming and the limited ammunition (1 round) for the launcher.

Weapons

Abilities

Heavy Abilities
Ability Rank Actions Attack Defense Notes
Fire Rocket Squaddie 1 rocket per mission Requires both action points 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 benefits team members that fire at the same alien.
Shredder Rocket Sergeant + 33% Damage for 4 turns Bonus benefits team members that fire at the same alien. Lesser damage on initial impact. Additional rocket.
Suppression Sergeant Suppress ability -30 Aim to enemy, allows reaction shot if the target moves.
HEAT Rounds Lieutenant +100% damage robotic enemies
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.

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 Fire and Move its sniper rifle on the same turn, forcing it to use pistols on close quarters fights.

Weapons

Abilities

  1. Headshot, (+30 to crits, cooldown 2 rounds).
  2. Snap shot, (allows to make a shot with SR after moving, this shot has -20 to Aim).
    Squad sight, (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire).
Damn Good Ground

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 Damn Good Ground perk.
  • A Sniper can only fire pistols after moving, unless it chooses the Snap Shot ability that allows it to fire its sniper rifle after moving.

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 drawback is the low damage from its primary weapon when compared with the other classes.

Weapons

  1. Smoke grenade, (throw a grenade that provides half cover in a radius, lasts 2 turns, one use).
  2. Sprinter, (increases movement by 3 squares per action point).
    Covering Fire, (Allows reaction fire against opponents who try to shoot).
  3. Field Medic (gives 3 healing)
  4. Revive (Restores critically wounded operative to 33% health).
    Rifle Suppression, (-30 to target's Aim, gives reaction fire if moves).

Abilities

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.

Weapons

  • 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.)
  • 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.)
  • Rift, (Psionic storm attack. It is free aim with limited range.)

Abilities

Notes

See Also

Soldiers

Equipment

Soldier Abilities