Difference between revisions of "Assault (LWR)"
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==Sample Builds== | ==Sample Builds== | ||
===Run and Gun Assault=== | ===Run and Gun Assault=== | ||
− | The R&G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. | + | The R&G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of ''Close Encounters'' alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death. |
Sample Run and Gun Build: | Sample Run and Gun Build: | ||
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{{Ability List Display | {{Ability List Display | ||
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}} | |level1={{Run and Gun (LWR)|align=center|topbotpad=7}} | ||
− | |level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{ | + | |level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler(LWR)|align=center|topbotpad=7}} |
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} | |level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} | ||
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}} | |level4={{Rapid Fire (LWR)|align=center|topbotpad=7}} | ||
− | |level5={{Aggression (LWR)|align=center|topbotpad=7}} | + | |level5={{Aggression (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}} |
|level6={{Sprinter (LWR)|align=center|topbotpad=7}} | |level6={{Sprinter (LWR)|align=center|topbotpad=7}} | ||
}} | }} | ||
'''Recommended Weapons:''' Shotgun or SMG. Secondary Sawed-off/autopistol if mobility allows<br> | '''Recommended Weapons:''' Shotgun or SMG. Secondary Sawed-off/autopistol if mobility allows<br> | ||
− | '''Recommended Equipment:''' High Cap Mags, Targeting Module/Reaper Ammo, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi). | + | '''Recommended Equipment:''' High Cap Mags, Targeting Module/Reaper Ammo, Enhanced Optics, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi). |
Notes: | Notes: | ||
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness. | *The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness. | ||
− | *Killer instinct allows for some beefy crits. Ranger gives | + | *Killer instinct allows for some beefy crits. Ranger gives unconditional damage with a small boost to mobility and no aim penalties for your secondaries. |
*A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi). | *A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi). | ||
*Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times. | *Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times. |
Revision as of 05:18, 30 November 2022
The Long War Rebalance Assault is similar to the vanilla Assault. Their signature ability is Close Encounters.
- Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapons: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Close Encounters
The first standard shot against an enemy within 4 tiles or destructive grenade thrown within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to reaction fire and critical hits from enemies within 4 tiles. | ||||||
Lance Corporal |
Run and Gun
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables the AP discount from Close Encounters. Shots gain +35% weapon damage and +35 crit until this unit's next turn. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle. |
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. |
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%. | ||||
Corporal |
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. |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. |
Brawler
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP. | ||||
Sergeant |
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. |
Killer Instinct
Critical hits deal 200% damage. |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] | ||||
Tech Sergeant |
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility. | ||||||
Gunnery Sergeant |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression. |
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover. | ||||
Master Sergeant |
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%). |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
Stat Progression
Predictable Potential:
Tactical Advice
Role: Mobile Offense, Tank
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than Infantry and capable of much greater burst damage output at close range. Since their innate ability is Close Encounters, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.
Sample Builds
Run and Gun Assault
The R&G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of Close Encounters alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.
Sample Run and Gun Build: Run and Gun -> Extra Conditioning or Tenacious Defense-> Killer Instinct or Ranger -> Rapid Fire -> Aggression -> Sprinter.
Recommended Weapons: Shotgun or SMG. Secondary Sawed-off/autopistol if mobility allows
Recommended Equipment: High Cap Mags, Targeting Module/Reaper Ammo, Enhanced Optics, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi).
Notes:
- The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.
- Killer instinct allows for some beefy crits. Ranger gives unconditional damage with a small boost to mobility and no aim penalties for your secondaries.
- A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi).
- Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.
Grenadier Assault
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. Fragmentation, Ranger, and HEAT Warheads add range and damage to the Assault's grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the Packmaster perk, psi abilities are thus a good choice to increase the available options of this build.
Sample Grenadier Build: Grenadier -> Fragmentation -> Ranger -> Rapid Fire -> Heat Warheads-> Sprinter
Recommended Weapons: Shotgun or SMG.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades.
Notes:
- The AP grenades can arguably be switched out for another item of choice if needed.
- Psi is a strong option for this build to add utility after grenades inevitably run out.
Tank Assault
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with Close Combat Specialist to good effect. This does severely limit its effective fighting range however, and on an open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.
Sample Tank Build: Will to Survive -> Tenacious Defense -> Close Combat Specialist -> Rapid Fire -> Brawler -> Lock n' Load or Sprinter
Recommended Weapons: Shotgun
Recommended Equipment: Alloy Plating/Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).
Notes:
- Lock n' Load allows a free reload while sprinting toward enemies for more uptime on Close Combat Specialist. Sprinter offers more flanking and repositioning potential with added mobility.
- Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build's capabilities