Инженер (Long War)
Данные соответствуют версии b15e. Актуальная версия: 1.0. |
Инженер - уникальный класс, не имеющий аналогов в ванильном ХСОМ, хотя и имеющим несколько навыков Тяжелого пехотинка и Поддержки. Инженеры специализируются на использовании гранат, с их стартовой способностью Гранатометчик, дающей два использования для каждой наносящей урон гранаты, которая экипирована инженером, и увеличивающей дальность броска гранаты, и ещё несколькими навыками улучшающими применение гранат. Так же Инженеры имеют способности улучшающие разрушение укрытий и использование Дугомета.
- Основное оружие: Карабины, Штурмовые винтовки, Боевые винтовки, Пистолеты-пулеметы, Дробовики
- Дополнительное оружие: Пистолеты, Легкие Пистолеты-пулеметы, Обрез.
- Классовое снаряжение: Бронебойные Боеприпасы, Осколочные Боеприпасы.
Способности
Прогрессия характеристик
Звание |
За уровень |
Всего |
За уровень |
Всего |
За уровень* |
Всего* |
---|---|---|---|---|---|---|
Специалист | 1 | 1 | 3 | 3 | 5(6) | 5(-6) |
Младший Капрал | 0 | 1 | 2 | 5 | 5(6) | 10(-12) |
Капрал | 1 | 2 | 3 | 8 | 3(4) | 13(-16) |
Сержант | 0 | 2 | 2 | 10 | 3(4) | 16(-20) |
Мастер-Сержант | 1 | 3 | 3 | 12 | 3(4) | 19(-24) |
Старшина | 0 | 3 | 2 | 15 | 3(4) | 22(-28) |
Мастер Старшина | 1 | 4 | 3 | 18 | 3(4) | 25(-32) |
* Даже без Скрытого потенциала во второй волне, есть шанс получить одну дополнительную волю. Шанс указан в скобках.
Псионики так же получают от 1 до 6 бонусной воли за уровень псионика (1 + rand(6)
).
Tactical Advice
General
Role: Offensive Support / Defensive Support
Engineers are a class largely based around items and special abilities. Their starting Grenadier perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with Sapper and Bombardier. With perks such as Smoke Grenade, Dense Smoke and Smoke and Mirrors, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the Repair perk. Unfortunately, all of these roles compete for your limited item slots.
If you choose the Fire Rocket perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the Rocketeer class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.
Algariept's advice
Briefing
The Engineer is perhaps the most conservatory class in the entire Xcom. Every class build will depend heavily on the player’s preference but where the Infantry has two defined paths – the Aggressive approach and the Defensive one, the Engineer has at least 3 – Capture, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The Engineer brings a unique perk to the table – Repair. Unlike Disabling Shot, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the Packmaster, but its efficiency when augmenting the Arc Thrower is definitely lower.
Perks
Lance Corporal
Engineers have a poor aim progression that can be augmented by the passive bonuses of specific perks. It will take a while for an Engineer to become reliable when building towards overwatch. There are some creative ways to use Rapid Reaction very early into a campaign, e.g. if you manage to plant a shotgun Engineer in the back lines of your enemies, two close range shotgun shots could make short work of two early game enemies. A carbine could also be used to assist a low rank Engineer. Just keep in mind that if you equip too many soldiers with carbines, your overall squad weapon damage will suffer. Unfortunately, the Engineer does not have access to Opportunist or Covering Fire, making the class considerably less adequate at overwatching.
This type of support grenade can be useful in basically every mission. However, it is more of a last resort than a tool that you should rely on constantly. In later months, the smoke grenade can put your squad in a sticky situation. If the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are much more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier.
Without this perk Engineers cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. Sapper provides a decent boost to grenade damage, making your Engineers that much more deadly.
Corporal
Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, Engineers do not use HEAT Warheads as efficiently as a Rocketeer, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.
Supportive grenades can greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all supportive grenades in your Engineer’s inventory is no laughing matter even if you do not choose to use the Battle Scanner later on.
Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of Holo-targeting do not stack, so it may be counterproductive to pick it up on too many soldiers.
Sergeant
The low aim of the Engineer can devaluate this perk when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the Engineer does not have access to perks that provide critical damage or chance, so Ranger’s power less than with other soldiers.
The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. Yet Engineers are not very adept at using the Battle rifle and a close range suppression with the shotgun can still get your suppressor shot. This class lacks access to Lock N' Load and picking up the Extended Mags item will greatly devaluate a grenade specialist’s equipment slots.
Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 55% and even with the project that number rises only up to 58%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.
Tech Sergeant
With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.
The expanded range of the smoke grenade allows your soldiers to spread out much more efficiently and thus reduces the chance of baiting alien grenades. The extra flexibility, due to the increased AOE, should also be noted, since you will not always be able to pull your squad into a tight formation.
As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the Engineers could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.
Gunnery Sergeant
This perk can greatly increase the survivability of a close quarters Engineer, especially when in high cover. A potential number of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.
As previously stated, Engineers do not have access to Opportunist or Covering Fire, but if all perks that provide extra Aim have been picked up to this point than the Engineer will be capable of covering the squad with a total of +22 Aim at the Gunnery rank.
Packmaster greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your Engineer and can keep him safe, this perk could greatly improve his usefulness on the battlefield.
Master Sergeant
Extra grenade damage is always nice. However, the Engineer cannot use any weapon that benefits from mayhem. The Engineer does not have on hit effect perks such as Shredder ammo and thus the value of damaging Suppression is greatly reduced. Right now this is a somewhat lackluster perk even with the extra boost to Will and Aim.
Rockets are more unreliable as of beta 14 even for a Rocketeer. An Engineer’s rocket will be even less reliable when used without proper preparation, but with HEAT Warheads the rocket will still pack a decent punch. The +4 Aim on the side is a very welcome pick up for this class.
This is one of the perks that allow the Engineer to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.
Engineer Builds
Explosive Grenades Specialist
Support Grenades Specialist
Capture Specialist
Thrall
Debriefing
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.