Difference between revisions of "Rocketeer (LWR)"

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== Tactical Advice ==
 
== Tactical Advice ==
'''Role''': Mid/Long range Offensive Support.
 
 
An offensive support class, whose value depends on the players playstyle. The Rocketeer's speciality is the Rocket Launcher that they carry with them.
 
 
Even though they are less reliable than grenades, the Rocket Launcher's primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.
 
 
A key strength of the Rocketeer is the '''Javelin Rockets''' they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.
 
 
With perks like ''Double Tap'', and ''Ranger'', the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners.
 
 
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer's turn with ''steady weapon'' rather than overwatch. The Alloy Bipod can reduce scatter further due to its ''Platform Stability'' perk.
 
 
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.
 
 
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the ''HEAT Warheads'' perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.
 
  
 
==Sample Builds==
 
==Sample Builds==

Revision as of 14:06, 20 November 2020

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Rocketeer

The Rocketeer class is similar to vanilla. Their signature ability is Fire Rocket.

Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs.
Secondary Weapon: Rocket Launcher.
Class-Limited items: Rocket, Shredder Rocket.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Fire Rocket
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim but decreases by 4% per HP above average. Firing a rocket with less than 2 AP triples scatter. 2 turn cooldown.
RANK CORPORAL.png
Lance Corporal
Double Tap
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
RANK SERGEANT.png
Corporal
HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration and double the application of any shred.
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists.
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
RANK LIEUTENANT.png
Sergeant
Ranger
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP.
First Aid
First Aid
Grants 2 medikits.
Danger Zone
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.
RANK CAPTAIN.png
Tech Sergeant
Shock and Awe
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%.
RANK MAJOR.png
Gunnery Sergeant
Grenadier
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.
Ready For Anything
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Doubles shred application from shots.
Mayhem
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
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.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.


Stat Progression

Tactical Advice

Sample Builds

See also