Difference between revisions of "Infantry (LWR)"
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:'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off shotgun. | :'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off shotgun. | ||
:'''Class-Limited items''': None. | :'''Class-Limited items''': None. | ||
+ | :'''Attribute Growth''': Aim x2, Will x2. | ||
<br/> | <br/> | ||
− | + | ||
== Abilities == | == Abilities == | ||
{{Class Tree (LWR)| | {{Class Tree (LWR)| | ||
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|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}} | |LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}} | ||
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}} | |Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}} | ||
− | |Corporal2={{ | + | |Corporal2={{ Lock n' Load (LWR)|text=1|topbotpad=10}} |
− | |Corporal3={{ | + | |Corporal3={{ Payload (LWR)|text=1|topbotpad=10}} |
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}} | |Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}} | ||
− | |Sergeant2={{ | + | |Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}} |
− | |Sergeant3={{ | + | |Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}} |
− | |TechSgt1={{ | + | |TechSgt1={{ Ace (LWR)|text=1|topbotpad=10}} |
− | |GunSgt1={{ | + | |GunSgt1={{ Bring 'Em On (LWR)|text=1|topbotpad=10}} |
− | |GunSgt2={{ | + | |GunSgt2={{ Pistolero (LWR)|text=1|topbotpad=10}} |
− | |GunSgt3={{ | + | |GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}} |
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}} | |MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}} | ||
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}} | |MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}} | ||
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'''Role''': Medium Range Offense | '''Role''': Medium Range Offense | ||
− | Infantry | + | Infantry serve as the versatile backbone of XCOM team compositions, wielding mid-range firepower alongside a range of defensive and utility perks. Their ability to fire twice per turn without moving makes them adept at wearing down enemies over time. To maximize their effectiveness, Infantry typically favor rifles and carbines over shotguns or SMGs, which rely more on positioning. For a more mobile approach, the Assault class is better suited. |
− | + | The key to Infantry's potency lies in their '''Light 'Em Up''' ability, which stacks and allows for occasional bursts of high-accuracy damage. However, their rapid fire rate necessitates careful ammunition management. Early on they can choose to go '''Sentinel''' overwatch route or grenadier/tanking route, but whatever the choice, Infantry preserves the ability to fight twice per round. If you opt for AOE approach, Grenadier build offers high amounts of damage in full blast range with early 50% bonus already at CPL level. Tank build has some of the best tank perks available early as well, which makes it possible to gear Infantry to do significant damage, while still fulfilling tanking role effectively. They are also one of the best users of high-penetration Battle Rifles and Arc weapons and excel in role of bringing down sturdiest of aliens. | |
+ | |||
+ | Finally, Infantry has access to strong utility Kitted and Packmaster perks, allowing them to meet the needs of the team with extra medikits, granades or other utility items. | ||
== Sample Builds == | == Sample Builds == | ||
− | === | + | ===Tank Infantry=== |
− | + | The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of ''Light 'Em Up'' to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enhancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.<br/> | |
− | + | Sample Tank Build: | |
− | + | ''Will To Survive -> Tenacious Defense or Lock n' Load -> Any -> Ace -> Bring 'Em On or Pistolero -> Aggression'' | |
− | |||
− | |||
− | Sample | ||
− | ''Will To Survive -> | ||
{{Ability List Display | {{Ability List Display | ||
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}} | |level1={{Will To Survive (LWR)|align=center|topbotpad=7}} | ||
− | |level2={{ | + | |level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n' Load (LWR)|align=center|topbotpad=7}} |
− | |level3={{ | + | |level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}} |
− | |level4={{ | + | |level4={{Ace (LWR)|align=center|topbotpad=7}} |
− | |level5={{ | + | |level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}} |
− | |level6={{ | + | |level6={{Aggression (LWR)|align=center|topbotpad=7}} |
}} | }} | ||
− | Recommended Equipment: Drum | + | '''Recommended Weapons:''' Assault rifle, Battle Rifle, Arc Rifle. Secondary Autopistol.<br> |
+ | '''Recommended Equipment:''' Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit. | ||
− | Notes | + | Notes |
− | * | + | * This build is one of the most versatile builds in the game, as it covers offense, defense, and sometimes utility depending on item/perk choices. |
− | * Tenacious | + | * Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways. |
− | * | + | * Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain. |
− | + | * Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts. | |
− | + | * Arc Rifles pair well with an Autopistol to cover both biological and mechanical threats, and LeU can even make the Arc Rifle do decent damage to biologicals in a pinch. Both MSGT perks are wasted when using one, however. | |
− | |||
− | |||
+ | ===Overwatch Infantry=== | ||
+ | This straightforward build focuses on using mid-range reaction shots to cover front-line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With ''Lock n' Load'' and ''Sentinel'' providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. ''Light 'Em Up'' also allows it to shoot directly at a target if needed and immediately return to Overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot). | ||
+ | <br/> | ||
Sample OW Build: | Sample OW Build: | ||
− | ''Sentinel -> | + | ''Sentinel -> Lock n' Load -> Any -> Ace-> Bring 'Em On -> Aggression'' |
{{Ability List Display | {{Ability List Display | ||
|level1={{Sentinel (LWR)|align=center|topbotpad=7}} | |level1={{Sentinel (LWR)|align=center|topbotpad=7}} | ||
− | |level2={{ | + | |level2={{Lock n' Load (LWR)|align=center|topbotpad=7}} |
− | |level3={{ | + | |level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}} |
− | |level4={{ | + | |level4={{Ace (LWR)|align=center|topbotpad=7}} |
− | |level5={{ | + | |level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}} |
|level6={{Aggression (LWR)|align=center|topbotpad=7}} | |level6={{Aggression (LWR)|align=center|topbotpad=7}} | ||
}} | }} | ||
− | Recommended Equipment: | + | '''Recommended Weapons:''' Assault rifle, Battle Rifle, SMG<br> |
+ | '''Recommended Equipment:''' Drum Mags, Damage-increasers, Aim-increasers, Special ammo. | ||
+ | |||
+ | Notes | ||
+ | * This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots, Enhanced Metabolism for an extra Overwatch shot, and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn. | ||
+ | * Psi is also a strong option thanks to the Infantry's high will growth, Inner Fire, and the power of Conduit when taking multiple actions per turn. | ||
+ | * The choice at SGT is pretty open: Extra Conditioning is solid all around, Impact for situational Overwatch removal and extra damage, and Kitted gives some utility and ammo. | ||
+ | * Lategame, flying armors give extra defense, aim and increased sight to target multiple aliens and utilize extra overwatch shots. But beware of exposing your soldiers too much. | ||
+ | |||
+ | ===Grenadier Infantry=== | ||
+ | The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. Infantry grenadier brings high reliable amounts of damage to full AOE blast, further boosted by uniques Ace perk. ''Packmaster'' perk available very late into the build makes it possible to equip 9 granades on single soldier.<br/> | ||
+ | Sample Grenadier Build: | ||
+ | ''Grenadier -> Payload -> Extra Conditioning -> Ace -> Tandem Warheads -> Packmaster'' | ||
+ | |||
+ | {{Ability List Display | ||
+ | |level1={{Grenadier (LWR)|align=center|topbotpad=7}} | ||
+ | |level2={{Payload (LWR)|align=center|topbotpad=7}} | ||
+ | |level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} | ||
+ | |level4={{Ace (LWR)|align=center|topbotpad=7}} | ||
+ | |level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}} | ||
+ | |level6={{Packmaster (LWR)|align=center|topbotpad=7}} | ||
+ | }} | ||
+ | |||
+ | '''Recommended Weapons:''' Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.<br> | ||
+ | '''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit. | ||
− | Notes | + | Notes |
− | * | + | * This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option. |
− | * | + | * High aim growth and Light 'Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack mechs. |
</div> | </div> |
Latest revision as of 08:44, 7 May 2024
The Infantry class borrows elements from the Assault and Heavy classes. Their signature ability is Light 'Em Up, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
- Attribute Growth: Aim x2, Will x2.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Light 'Em Up
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn. | ||||||
Lance Corporal |
Will To Survive
Increases DR of partial cover to 55% and full cover to 65% but grants 15 less defense. Grants +3 armor HP and Steadfast. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Opportunist
Reaction shots gain +20 aim and can critically hit. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Makes destructive grenades and launchers weightless. | ||||
Corporal |
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
Payload
Grants +50% weapon damage to explosives. | ||||
Sergeant |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
|
Kitted
Grants +1 armor HP, a medikit, a smoke grenade, and +1 ammo to non-arc primary weapons. | ||||
Tech Sergeant |
Ace
Grants +2 damage to all weapons and equipment, +1.3 mobility, and +30% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. | ||||||
Gunnery Sergeant |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. |
Pistolero
Reaction shots from pistols gain +70% weapon damage and the ability to crit. If idle at the end of turn, this unit will switch to their pistol if it has ammo. If this unit is wielding a pistol, grants a reaction shot at any enemy within 4 tiles that acts. [Pistolero reaction shots bypass half of cover DR/def and require hit chance >30] |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). | ||||
Master Sergeant |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +2 HP to healing from Restorative Mists. |
Tactical Advice
Role: Medium Range Offense
Infantry serve as the versatile backbone of XCOM team compositions, wielding mid-range firepower alongside a range of defensive and utility perks. Their ability to fire twice per turn without moving makes them adept at wearing down enemies over time. To maximize their effectiveness, Infantry typically favor rifles and carbines over shotguns or SMGs, which rely more on positioning. For a more mobile approach, the Assault class is better suited.
The key to Infantry's potency lies in their Light 'Em Up ability, which stacks and allows for occasional bursts of high-accuracy damage. However, their rapid fire rate necessitates careful ammunition management. Early on they can choose to go Sentinel overwatch route or grenadier/tanking route, but whatever the choice, Infantry preserves the ability to fight twice per round. If you opt for AOE approach, Grenadier build offers high amounts of damage in full blast range with early 50% bonus already at CPL level. Tank build has some of the best tank perks available early as well, which makes it possible to gear Infantry to do significant damage, while still fulfilling tanking role effectively. They are also one of the best users of high-penetration Battle Rifles and Arc weapons and excel in role of bringing down sturdiest of aliens.
Finally, Infantry has access to strong utility Kitted and Packmaster perks, allowing them to meet the needs of the team with extra medikits, granades or other utility items.
Sample Builds
Tank Infantry
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of Light 'Em Up to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enhancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.
Sample Tank Build:
Will To Survive -> Tenacious Defense or Lock n' Load -> Any -> Ace -> Bring 'Em On or Pistolero -> Aggression
Recommended Weapons: Assault rifle, Battle Rifle, Arc Rifle. Secondary Autopistol.
Recommended Equipment: Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.
Notes
- This build is one of the most versatile builds in the game, as it covers offense, defense, and sometimes utility depending on item/perk choices.
- Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways.
- Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.
- Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts.
- Arc Rifles pair well with an Autopistol to cover both biological and mechanical threats, and LeU can even make the Arc Rifle do decent damage to biologicals in a pinch. Both MSGT perks are wasted when using one, however.
Overwatch Infantry
This straightforward build focuses on using mid-range reaction shots to cover front-line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With Lock n' Load and Sentinel providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. Light 'Em Up also allows it to shoot directly at a target if needed and immediately return to Overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot).
Sample OW Build:
Sentinel -> Lock n' Load -> Any -> Ace-> Bring 'Em On -> Aggression
Recommended Weapons: Assault rifle, Battle Rifle, SMG
Recommended Equipment: Drum Mags, Damage-increasers, Aim-increasers, Special ammo.
Notes
- This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots, Enhanced Metabolism for an extra Overwatch shot, and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
- Psi is also a strong option thanks to the Infantry's high will growth, Inner Fire, and the power of Conduit when taking multiple actions per turn.
- The choice at SGT is pretty open: Extra Conditioning is solid all around, Impact for situational Overwatch removal and extra damage, and Kitted gives some utility and ammo.
- Lategame, flying armors give extra defense, aim and increased sight to target multiple aliens and utilize extra overwatch shots. But beware of exposing your soldiers too much.
Grenadier Infantry
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. Infantry grenadier brings high reliable amounts of damage to full AOE blast, further boosted by uniques Ace perk. Packmaster perk available very late into the build makes it possible to equip 9 granades on single soldier.
Sample Grenadier Build:
Grenadier -> Payload -> Extra Conditioning -> Ace -> Tandem Warheads -> Packmaster
Recommended Weapons: Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit.
Notes
- This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.
- High aim growth and Light 'Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack mechs.