Difference between revisions of "Assault (LWR)"

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:'''Secondary Weapons''': Pistols, Machine Pistols, Sawed-off shotgun.
 
:'''Secondary Weapons''': Pistols, Machine Pistols, Sawed-off shotgun.
 
:'''Class-Limited items''': None.  
 
:'''Class-Limited items''': None.  
 +
:'''Attribute Growth''': Mob x3.
 
<br/>
 
<br/>
 
   
 
   
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{{Class Tree (LWR)|
 
{{Class Tree (LWR)|
 
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}
 
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}
+
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}
 
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}
 
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}
 
|LCorporal3={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}
 
|LCorporal3={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}
 
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
 
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
 
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
 
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}
+
|Corporal3={{ Brawler (LWR)|text=1|topbotpad=10}}
 
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}
 
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}
 
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}
 
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}
+
|Sergeant3={{ Pistolero (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}
 
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}
 
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}
 
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
 
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Brawler (LWR)|text=1|topbotpad=10}}
+
|GunSgt3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}
 
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}
 
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}
 
|MSgt2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
 
|MSgt2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
}}
 
 
== Stat Progression ==
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=+1.3 | rank1-will=+8-21
 
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3
 
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3
 
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=+1-3
 
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=+1-3
 
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=+1-3
 
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=+0-1
 
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=+1.3 | willtotal=+13-37
 
}}
 
 
'''Predictable Potential:'''
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=+1.3 | rank1-will=+14
 
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2
 
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2
 
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2
 
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+2
 
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=+2
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=+1
 
| hptotal=+2 | aimtotal=+5 | mobtotal=+1.3 | willtotal=+25
 
 
}}
 
}}
  
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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 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==
 
==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. ''Low Profile'' (bundled with ''Run and Gun'') coupled with 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.
+
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; RnG 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:
''Run and Gun -> Extra Conditioning or Tenacious Defense->  Killer Instinct or Ranger -> Rapid Fire -> Aggression -> Sprinter.''
+
''Run and Gun -> Extra Conditioning or Brawler ->  Killer Instinct or Ranger -> Rapid Fire -> Aggression or Tenacious Defense -> Any''
  
 
{{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}} {{Tenacious Defense (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}} {{Lock n' Load (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, Damage-increasers, Mobility-increasers, Survivability-increasers, Psi Frayer/Conduit.
  
 
Notes:  
 
Notes:  
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.
+
* Most ranks for a RnG Assault offer a choice between added damage and added survivability; it's up to you to figure out what mix of each you want.
*Killer instinct allows for some beefy crits. Ranger gives unconditionnal damage with a small boost to mobility and no aim penalties for your secondaries.
+
** Taking one of Brawler or Ranger is recommended to give the aim necessary to hit particularly evasive targets up close with either shotguns or autopistols.
*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).
+
* Psionic Assaults benefit well from the added flexibility that psi abilities can offer, as well as most of the psi items. Their high will growth helps make that more common.
*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, Dual Heart and Regenesis will help reduce the high risk of harm and/or death inherent to the build. Muscle Amp offers greatly improved mobility on a large number of maps.
  
 
===Grenadier Assault===
 
===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.
+
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The assault class's forced close range playstyle thanks to Close Encounters lends itself well to deploying grenades which also need their user to be in close range of enemies. ''Fragmentation'', ''Ranger'', and ''Blast'' 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:
 
Sample Grenadier Build:
''Grenadier -> Fragmentation -> Ranger -> Rapid Fire -> Heat Warheads-> Sprinter''
+
''Grenadier -> Fragmentation -> Ranger or Killer Instinct -> Rapid Fire -> Blast or Tenacious Defense -> Sprinter''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
 
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
 
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}
 
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}
|level3={{Ranger (LWR)|align=center|topbotpad=7}}
+
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Killer Instinct (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}
+
|level5={{Blast (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.<br>
 
'''Recommended Weapons:''' Shotgun or SMG.<br>
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades.
+
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Psi Frayer.
  
 
Notes:
 
Notes:
* The AP grenades can arguably be switched out for another item of choice if needed.
+
* The choice at SGT between Ranger and Killer Instinct is one of consistency vs potential; Ranger gives you a little bit of everything as well as a reliable sidearm, while Killer Instinct makes your Frag crits much scarier, in addition to buffing up other weapons' crits.
* Psi is a strong option for this build to add utility after grenades inevitably run out.
+
* It may be worth sacrificing explosive amounts or the power of the Shotgun in exchange for more mobility; being too slow to approach is a good way to accomplish nothing, no matter how many grenades you're carrying.
 +
* Psi is a strong option for this build to add utility after grenades inevitably run out, especially if an amplifier such as a Psi Frayer or Aurora Armor is used on top.
  
 
===Tank Assault===
 
===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.   
+
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:
 
Sample Tank Build:
''Will to Survive -> Tenacious Defense -> Close Combat Specialist -> Rapid Fire -> Brawler -> Lock n' Load or Sprinter''
+
''Will to Survive -> Brawler or Extra Conditioning -> Ranger or Close Combat Specialist -> Rapid Fire -> Tenacious Defense -> Lock n' Load or Sprinter''
  
 
{{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={{Tenacious Defense (LWR)|align=center|topbotpad=7}}
+
|level2={{Brawler (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}
+
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Close Combat Specialist (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
|level5={{Brawler (LWR)|align=center|topbotpad=7}}
+
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}}
 
|level6={{Lock n' Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}
 
|level6={{Lock n' Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
 
'''Recommended Weapons:''' Shotgun<br>
 
'''Recommended Weapons:''' Shotgun<br>
'''Recommended Equipment:''' Alloy Plating/Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).
+
'''Recommended Equipment:''' Platings (Chitin especially), Combat Stims, High Cap Mags, Special ammo, Mobility-increasers, Psi Defender/Frayer.
  
 
Notes:  
 
Notes:  
 +
* As the sole source of ''Brawler'' on biotanks, Assault Tanks make for great terror mission specialists while equipped with Chitin Plating and Breaching Rounds. In the right situations, chrysalids and other melee enemies may simply kill themselves on your brawling Assault. ''Extra Conditioning'' makes them more well rounded with a little of everything and is definitely competitive.
 
* ''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.  
 
* ''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 
+
* Psi, like on other Assault builds, is a great way to maintain relevance while closing in on targets or keeping distance as needed. Psi Defender is also a strong item on any tank.
  
 
</div>
 
</div>

Latest revision as of 17:55, 25 February 2024

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  Assault

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.
Attribute Growth: Mob x3.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Close Encounters
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.
RANK CORPORAL.png
Lance Corporal
Run and Gun
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
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
Will To Survive
Will To Survive
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast.
Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
RANK SERGEANT.png
Corporal
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.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
Brawler
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.
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.
Killer Instinct
Killer Instinct
Critical hits deal 200% damage.
Pistolero
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]
RANK CAPTAIN.png
Tech Sergeant
Rapid Fire
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.
RANK MAJOR.png
Gunnery Sergeant
Aggression
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
HEAT Warheads
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred.
Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
RANK COLONEL.png
Master Sergeant
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.


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.

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; RnG 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 Brawler -> Killer Instinct or Ranger -> Rapid Fire -> Aggression or Tenacious Defense -> Any

Recommended Weapons: Shotgun or SMG. Secondary Sawed-off/Autopistol if mobility allows
Recommended Equipment: High Cap Mags, Damage-increasers, Mobility-increasers, Survivability-increasers, Psi Frayer/Conduit.

Notes:

  • Most ranks for a RnG Assault offer a choice between added damage and added survivability; it's up to you to figure out what mix of each you want.
    • Taking one of Brawler or Ranger is recommended to give the aim necessary to hit particularly evasive targets up close with either shotguns or autopistols.
  • Psionic Assaults benefit well from the added flexibility that psi abilities can offer, as well as most of the psi items. Their high will growth helps make that more common.
  • Advanced Perception, Dual Heart and Regenesis will help reduce the high risk of harm and/or death inherent to the build. Muscle Amp offers greatly improved mobility on a large number of maps.

Grenadier Assault

This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The assault class's forced close range playstyle thanks to Close Encounters lends itself well to deploying grenades which also need their user to be in close range of enemies. Fragmentation, Ranger, and Blast 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 or Killer Instinct -> Rapid Fire -> Blast or Tenacious Defense -> Sprinter

Recommended Weapons: Shotgun or SMG.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Psi Frayer.

Notes:

  • The choice at SGT between Ranger and Killer Instinct is one of consistency vs potential; Ranger gives you a little bit of everything as well as a reliable sidearm, while Killer Instinct makes your Frag crits much scarier, in addition to buffing up other weapons' crits.
  • It may be worth sacrificing explosive amounts or the power of the Shotgun in exchange for more mobility; being too slow to approach is a good way to accomplish nothing, no matter how many grenades you're carrying.
  • Psi is a strong option for this build to add utility after grenades inevitably run out, especially if an amplifier such as a Psi Frayer or Aurora Armor is used on top.

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 -> Brawler or Extra Conditioning -> Ranger or Close Combat Specialist -> Rapid Fire -> Tenacious Defense -> Lock n' Load or Sprinter

Recommended Weapons: Shotgun
Recommended Equipment: Platings (Chitin especially), Combat Stims, High Cap Mags, Special ammo, Mobility-increasers, Psi Defender/Frayer.

Notes:

  • As the sole source of Brawler on biotanks, Assault Tanks make for great terror mission specialists while equipped with Chitin Plating and Breaching Rounds. In the right situations, chrysalids and other melee enemies may simply kill themselves on your brawling Assault. Extra Conditioning makes them more well rounded with a little of everything and is definitely competitive.
  • 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.
  • Psi, like on other Assault builds, is a great way to maintain relevance while closing in on targets or keeping distance as needed. Psi Defender is also a strong item on any tank.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s