The Technical class brings XCOM 2's midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier's everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.
Left branch: "Rocketeer" type Technicals focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.
Right branch: "Fireman" type Technicals overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.
Center branch: Like Long War 1's ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.
The Technical's Gauntlet lets them fire a rocket once and a flamethrower twice. Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn't penalize their mobility. The chance to apply burning to the target with flamethrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both.
- Bunker Buster can, when destroying large amounts of the environment, create a significant amount of game slow-down. This happens because of the amount of debris particles spawn, and normally goes away once said debris despawns.
- Concussion Rocket does no damage to allies. stun and disorient of Concussion Rocket effect don't be applied to allies too. it's totally safe to use Concussion Rocket on allies.
- This class also gains 1 point of strength, though it's only used for alien abilities.
|XCOM Units in Long War 2|