https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&feed=atom&action=historyAssault (Long War) - Revision history2024-03-28T16:47:05ZRevision history for this page on the wikiMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=103575&oldid=prevDjinnFor: /* Stormtrooper */2021-10-14T22:03:36Z<p><span dir="auto"><span class="autocomment">Stormtrooper</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 22:03, 14 October 2021</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|TSG={{Executioner (Long War)}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{Bring Em On (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{Bring Em On (Long War)}} </div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{Vital Point Targeting (Long War)}} or {{<del class="diffchange diffchange-inline">Extreme</del> Conditioning (Long War)}}</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{Vital Point Targeting (Long War)}} or {{<ins class="diffchange diffchange-inline">Extra</ins> Conditioning (Long War)}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+2 aim, +2 will</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+2 aim, +2 will</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=great mix of utility and damage</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=great mix of utility and damage</div></td>
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</table>DjinnForhttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=103574&oldid=prevDjinnFor: /* Covert Operative */2021-10-14T22:03:00Z<p><span dir="auto"><span class="autocomment">Covert Operative</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 22:03, 14 October 2021</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|TSG={{ Executioner (Long War)}} or {{Resilience (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|TSG={{ Executioner (Long War)}} or {{Resilience (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{ Sprinter (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{ Sprinter (Long War)}} </div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{ Extra Conditioning (Long War)}}</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{ Extra Conditioning<ins class="diffchange diffchange-inline"> (Long War)}} or {{Lightning Reflexes</ins> (Long War)}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+6 aim, +11 will, +1 mobility</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+6 aim, +11 will, +1 mobility</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy</div></td>
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</table>DjinnForhttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=103573&oldid=prevDjinnFor: /* Covert Operative */2021-10-14T22:02:41Z<p><span dir="auto"><span class="autocomment">Covert Operative</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 22:02, 14 October 2021</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|CPL={{ Ranger (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|CPL={{ Ranger (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|SGT={{ Hit And Run (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|SGT={{ Hit And Run (Long War)}} </div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|TSG={{ Executioner (Long War)}} </div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|TSG={{ Executioner<ins class="diffchange diffchange-inline"> (Long War)}} or {{Resilience</ins> (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{ Sprinter (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{ Sprinter (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{ Extra Conditioning (Long War)}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{ Extra Conditioning (Long War)}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Reinforced Armor, other tank items, Alien Trophy</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Reinforced Armor, other tank items, Alien Trophy</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults. Assault operatives are effective at contributing finishing damage in fights and utilizing Run and Gun for massive bursts of speed toward transmitters. Executioner can be dropped for Resilience for a bit more tank in the event the operative is ever shot at, and Extra Conditioning can be dropped for Lightning Reflexes if you want<del class="diffchange diffchange-inline"> overwatch</del> safety.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults. Assault operatives are effective at contributing finishing damage in fights and utilizing Run and Gun for massive bursts of speed toward transmitters. Executioner can be dropped for Resilience for a bit more tank in the event the operative is ever shot at, and Extra Conditioning can be dropped for Lightning Reflexes if you want safety<ins class="diffchange diffchange-inline"> vs. overwatch</ins>.</div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=Good use of motion scanners is key to keeping this operative out of danger. Run and Gun is very useful sometimes for a needed burst of speed to hit a transmitter, but try to save it for only when you truly need it. Try to spoonfeed kills whenever possible, especially on Data Recovery missions.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=Good use of motion scanners is key to keeping this operative out of danger. Run and Gun is very useful sometimes for a needed burst of speed to hit a transmitter, but try to save it for only when you truly need it. Try to spoonfeed kills whenever possible, especially on Data Recovery missions.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td>
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</table>DjinnForhttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=103333&oldid=prevDjinnFor: /* Stormtrooper */2021-09-28T08:46:28Z<p><span dir="auto"><span class="autocomment">Stormtrooper</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 08:46, 28 September 2021</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Stormtrooper===</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Stormtrooper===</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Class Build (Long War)|</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Class Build (Long War)|</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|LCL={{<del class="diffchange diffchange-inline"> </del>Flush (Long War)}} </div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|LCL={{Flush (Long War)}} <ins class="diffchange diffchange-inline">or {{Close Combat Specialist (Long War)}}</ins></div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|CPL={{<del class="diffchange diffchange-inline"> </del>Aggression (Long War)}} </div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|CPL={{Aggression (Long War)}} </div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|SGT={{<del class="diffchange diffchange-inline"> </del>Hit And Run (Long War)}}<del class="diffchange diffchange-inline"> </del></div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|SGT={{Hit And Run (Long War)}}</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|TSG={{<del class="diffchange diffchange-inline"> </del>Executioner (Long War)}}<del class="diffchange diffchange-inline"> </del></div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|TSG={{Executioner (Long War)}}</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{<del class="diffchange diffchange-inline"> </del>Bring Em On (Long War)}} </div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{Bring Em On (Long War)}} </div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{<del class="diffchange diffchange-inline"> </del>Vital Point Targeting (Long War)}}</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{Vital Point Targeting<ins class="diffchange diffchange-inline"> (Long War)}} or {{Extreme Conditioning</ins> (Long War)}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+2 aim, +2 will</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+2 aim, +2 will</div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=great mix of utility and damage</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=great mix of utility and damage</div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Weakness=requires tech and soldier development to unlock build's potential</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Weakness=requires tech and soldier development to unlock build's potential</div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=All</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=All</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Gauss Stuttergun, Shredder Ammo, situational items</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Gauss Stuttergun, Shredder Ammo<ins class="diffchange diffchange-inline">, Targeting Module</ins>, situational items</div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=SGT for performance, GSGT for damage</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=SGT for performance, GSGT for damage</div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game SMGs are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Aggression and Executioner compensate for the lack of base crit rate, resulting in a mobile soldier that can contribute in all types of engagement. (At MSGT, VPT can be dropped for Extra Conditioning for a more survivable soldier.)</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game SMGs are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Aggression and Executioner compensate for the lack of base crit rate, resulting in a mobile soldier that can contribute in all types of engagement. (At MSGT, VPT can be dropped for Extra Conditioning for a more survivable soldier.)</div></td>
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</table>DjinnForhttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=103331&oldid=prevDjinnFor: /* Tank Psi Assault */2021-09-28T08:15:22Z<p><span dir="auto"><span class="autocomment">Tank Psi Assault</span></span></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 08:15, 28 September 2021</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=CPL and MSG for tanking, SGT and GSG for shotgun brawling</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=CPL and MSG for tanking, SGT and GSG for shotgun brawling</div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Description=A durable, tanky assault for early-mid game, especially before you get MECs. With the right build and equipment, can be about as good as MECs at tanking even in the lategame while also being a lot cheaper to field, though MECs can bring flamethrowers for CC as well as significantly higher base damage. Perks also provide plenty of bonus will to make a good psi soldier later in the game. Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will likely want to carry a Mind Shield which grants Steadfast anyways. Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Description=A durable, tanky assault for early-mid game, especially before you get MECs. With the right build and equipment, can be about as good as MECs at tanking even in the lategame while also being a lot cheaper to field, though MECs can bring flamethrowers for CC as well as significantly higher base damage. Perks also provide plenty of bonus will to make a good psi soldier later in the game. Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will likely want to carry a Mind Shield which grants Steadfast anyways. Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=Assaults tank by baiting attacks towards them by dropping their Defense as low as possible while increasing their DR and HP as high as possible. The AIs targeting priority is roughly as follows: #1 potential one shot kills (including but not limited to flanks), #2 flank shots (even if unlikely to kill), #3 groups of 2 or more they can grenade/acid spit, #4 foes using suppression that they can get LoS on, and #5 the highest accuracy shot they have. You must avoid presenting them with #1, #2, #3, and #4 with good play and positioning (LMG squadsight suppression is good here if you want to use an assault tank while also using Suppression), then drop your defense <del class="diffchange diffchange-inline">as</del> <del class="diffchange diffchange-inline">low</del> <del class="diffchange diffchange-inline">as</del> <del class="diffchange diffchange-inline">possible</del> in order to be the main target for #5. 0 or worse <del class="diffchange diffchange-inline">starting</del> defense and Reinforced Armor<del class="diffchange diffchange-inline"> (-6)</del> are essential, and the Psi ability Distortion Field (+10 def to nearby allies except the Assault) is useful as well. You should also be in low cover as well, unless all of your allies are in high cover or outside line-of-sight. Stack Will to Survive (perk), Cover (low or high), Fortiores Una (officer perk), Iron Skin (gene mod), Reinforced Armor (item), and Titan Armor (armor) for 5.3-7.5 flat DR; you can optionally add Psi Screen (item), and/or Mind Merge (psi perk) on top of this for up to ~11 flat DR. This build should always be fitted out with a shotgun, its massive range bonus in close proximity make starting aim and aim perks unnecessary even when firing at enemies in cover. If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling or supporting with psi abilities while the rest of the squad dispatches of the first wave of enemies. Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=Assaults tank by baiting attacks towards them by dropping their Defense as low as possible while increasing their<ins class="diffchange diffchange-inline"> flat</ins> DR and HP as high as possible. The AIs targeting priority is roughly as follows: #1 potential one shot kills (including but not limited to flanks), #2 flank shots (even if unlikely to kill), #3 groups of 2 or more they can grenade/acid spit, #4 foes using suppression that they can get LoS on, and #5 the highest accuracy shot they have. You must avoid presenting them with #1, #2, #3, and #4 with good play and positioning (LMG squadsight suppression is good here if you want to use an assault tank while also using Suppression), then drop your defense <ins class="diffchange diffchange-inline">lower</ins> <ins class="diffchange diffchange-inline">than</ins> <ins class="diffchange diffchange-inline">all</ins> <ins class="diffchange diffchange-inline">nearby allies</ins> in order to be the main target for #5. 0 <ins class="diffchange diffchange-inline">(</ins>or worse<ins class="diffchange diffchange-inline">)</ins> <ins class="diffchange diffchange-inline">base</ins> defense and Reinforced Armor are essential<ins class="diffchange diffchange-inline"> here</ins>, and the Psi ability Distortion Field (+10 def to nearby allies except the Assault) is useful as well. You should also be in low cover as well, unless all of your allies are in high cover or outside line-of-sight. Stack Will to Survive (perk), Cover (low or high), Fortiores Una (officer perk), Iron Skin (gene mod), Reinforced Armor (item), and Titan Armor (armor) for 5.3-7.5 flat DR<ins class="diffchange diffchange-inline"> depending on the circumstance</ins>; you can optionally add Psi Screen (item), and/or Mind Merge (psi perk) on top of this for up to ~11 flat DR. This build should always be fitted out with a shotgun, its massive range bonus in close proximity make starting aim and aim perks unnecessary even when firing at enemies in cover. If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling or supporting with psi abilities while the rest of the squad dispatches of the first wave of enemies. Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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</table>DjinnForhttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=103330&oldid=prevDjinnFor: /* Tank Psi Assault */2021-09-28T08:13:19Z<p><span dir="auto"><span class="autocomment">Tank Psi Assault</span></span></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 08:13, 28 September 2021</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Tank Psi Assault===</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Tank Psi Assault===</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Class Build (Long War)|</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Class Build (Long War)|</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|LCL={{ Close Combat Specialist (Long War)}} </div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|LCL={{ Close Combat Specialist (Long War)}} <ins class="diffchange diffchange-inline">or {{Steadfast (Long War)}}</ins></div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|CPL={{ Will To Survive (Long War)}} </div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|CPL={{ Will To Survive (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|SGT={{ Close Encounters (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|SGT={{ Close Encounters (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{ Sprinter (Long War)}} </div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{ Sprinter (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{ Extra Conditioning (Long War)}}</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{ Extra Conditioning (Long War)}}</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+10 will, +<del class="diffchange diffchange-inline">1</del> <del class="diffchange diffchange-inline">mobility</del></div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+10<ins class="diffchange diffchange-inline">-15</ins> will, +<ins class="diffchange diffchange-inline">4</ins> <ins class="diffchange diffchange-inline">Aim, +4 Mobility</ins></div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=very tanky, good will for psi training</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=very tanky, good will for psi training</div></td>
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<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Weakness=must get close with shotgun to attack reliably</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Weakness=must get close with shotgun to attack reliably</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=All</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=All</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Reinforced Armor, <del class="diffchange diffchange-inline">other</del> <del class="diffchange diffchange-inline">tank</del> <del class="diffchange diffchange-inline">items</del>, Alien Trophy</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Reinforced Armor, <ins class="diffchange diffchange-inline">Alloy</ins> <ins class="diffchange diffchange-inline">Plating/Chitin</ins> <ins class="diffchange diffchange-inline">Plating/Impact Vest</ins>, Alien Trophy<ins class="diffchange diffchange-inline">/Mind Shield/Psi Screen</ins></div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=CPL and MSG for tanking, SGT<ins class="diffchange diffchange-inline"> and GSG</ins> for shotgun brawling</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Description=A durable, tanky assault for early-mid game, especially before you get MECs <del class="diffchange diffchange-inline">(which</del> <del class="diffchange diffchange-inline">will</del> <del class="diffchange diffchange-inline">take</del> <del class="diffchange diffchange-inline">over</del> <del class="diffchange diffchange-inline">the</del> tanking <del class="diffchange diffchange-inline">role)</del>. Perks also provide plenty of bonus will to make a good psi soldier later in the game.<del class="diffchange diffchange-inline"> </del> Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will want to carry a <del class="diffchange diffchange-inline">mind</del> <del class="diffchange diffchange-inline">shield</del> which grants <del class="diffchange diffchange-inline">steadfast</del> anyways.<del class="diffchange diffchange-inline"> </del> Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Description=A durable, tanky assault for early-mid game, especially before you get MECs<ins class="diffchange diffchange-inline">.</ins> <ins class="diffchange diffchange-inline">With</ins> <ins class="diffchange diffchange-inline">the</ins> <ins class="diffchange diffchange-inline">right</ins> <ins class="diffchange diffchange-inline">build</ins> <ins class="diffchange diffchange-inline">and equipment, can be about as good as MECs at</ins> tanking <ins class="diffchange diffchange-inline">even in the lategame while also being a lot cheaper to field, though MECs can bring flamethrowers for CC as well as significantly higher base damage</ins>. Perks also provide plenty of bonus will to make a good psi soldier later in the game. Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will<ins class="diffchange diffchange-inline"> likely</ins> want to carry a <ins class="diffchange diffchange-inline">Mind</ins> <ins class="diffchange diffchange-inline">Shield</ins> which grants <ins class="diffchange diffchange-inline">Steadfast</ins> anyways. Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=This build should always be fitted out with a shotgun, its massive range bonus in close proximity make aim perks unnecessary even when firing at enemies in cover.<del class="diffchange diffchange-inline"> </del> If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling with psi abilities while the rest of the squad dispatches of the first wave of enemies. Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=<ins class="diffchange diffchange-inline">Assaults tank by baiting attacks towards them by dropping their Defense as low as possible while increasing their DR and HP as high as possible. The AIs targeting priority is roughly as follows: #1 potential one shot kills (including but not limited to flanks), #2 flank shots (even if unlikely to kill), #3 groups of 2 or more they can grenade/acid spit, #4 foes using suppression that they can get LoS on, and #5 the highest accuracy shot they have. You must avoid presenting them with #1, #2, #3, and #4 with good play and positioning (LMG squadsight suppression is good here if you want to use an assault tank while also using Suppression), then drop your defense as low as possible in order to be the main target for #5. 0 or worse starting defense and Reinforced Armor (-6) are essential, and the Psi ability Distortion Field (+10 def to nearby allies except the Assault) is useful as well. You should also be in low cover as well, unless all of your allies are in high cover or outside line-of-sight. Stack Will to Survive (perk), Cover (low or high), Fortiores Una (officer perk), Iron Skin (gene mod), Reinforced Armor (item), and Titan Armor (armor) for 5.3-7.5 flat DR; you can optionally add Psi Screen (item), and/or Mind Merge (psi perk) on top of this for up to ~11 flat DR. </ins>This build should always be fitted out with a shotgun, its massive range bonus in close proximity make<ins class="diffchange diffchange-inline"> starting aim and</ins> aim perks unnecessary even when firing at enemies in cover. If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling<ins class="diffchange diffchange-inline"> or supporting</ins> with psi abilities while the rest of the squad dispatches of the first wave of enemies. Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.</div></td>
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</table>DjinnForhttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=101106&oldid=prevPac230 at 17:20, 2 June 20212021-06-02T17:20:09Z<p></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=All</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Gauss Stuttergun, Shredder Ammo, situational items</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Gauss Stuttergun, Shredder Ammo, situational items</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=SGT for <del class="diffchange diffchange-inline">damage</del>, <del class="diffchange diffchange-inline">GSG</del> for <del class="diffchange diffchange-inline">mobility</del></div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=SGT for <ins class="diffchange diffchange-inline">performance</ins>, <ins class="diffchange diffchange-inline">GSGT</ins> for <ins class="diffchange diffchange-inline">damage</ins></div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game SMGs are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Aggression and Executioner compensate for the lack of base crit rate, resulting in a mobile soldier that can contribute in all types of engagement. (At MSGT, VPT can be dropped for Extra Conditioning for a more survivable soldier.)</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game SMGs are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Aggression and Executioner compensate for the lack of base crit rate, resulting in a mobile soldier that can contribute in all types of engagement. (At MSGT, VPT can be dropped for Extra Conditioning for a more survivable soldier.)</div></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Also note that, even with flanks and Aggression, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Also note that, even with flanks and Aggression, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.</div></td>
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</table>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=100565&oldid=prevPac230 at 21:00, 9 May 20212021-05-09T21:00:07Z<p></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=N/A</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=N/A</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=high dmg output, great mobility</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=high dmg output, great mobility</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Weakness=<del class="diffchange diffchange-inline">vulnerable</del> <del class="diffchange diffchange-inline">if</del> <del class="diffchange diffchange-inline">EXALT</del> <del class="diffchange diffchange-inline">ever</del> <del class="diffchange diffchange-inline">gets</del> <del class="diffchange diffchange-inline">to</del> <del class="diffchange diffchange-inline">shoot back</del> or <del class="diffchange diffchange-inline">uses their</del> <del class="diffchange diffchange-inline">explosives</del></div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Weakness=<ins class="diffchange diffchange-inline">limited</ins> <ins class="diffchange diffchange-inline">effectiveness</ins> <ins class="diffchange diffchange-inline">at</ins> <ins class="diffchange diffchange-inline">long-range,</ins> <ins class="diffchange diffchange-inline">and</ins> <ins class="diffchange diffchange-inline">vs</ins> <ins class="diffchange diffchange-inline">flying</ins> <ins class="diffchange diffchange-inline">and/</ins>or <ins class="diffchange diffchange-inline">armoured</ins> <ins class="diffchange diffchange-inline">targets</ins></div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=Covert Extractions and Data Recoveries, Terror missions</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=Covert Extractions and Data Recoveries, Terror missions</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun</div></td>
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</table>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=100510&oldid=prevPac230: Ditto: Anti-EXALT2021-05-02T05:12:58Z<p>Ditto: Anti-EXALT</p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=SGT for dmg, GSG for mobility</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=SGT for dmg, GSG for mobility</div></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Description=EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions <del class="diffchange diffchange-inline">assaults</del> with this build supported by a few other soldiers <del class="diffchange diffchange-inline">should</del> <del class="diffchange diffchange-inline">effortlessly</del> <del class="diffchange diffchange-inline">rip</del> <del class="diffchange diffchange-inline">and</del> <del class="diffchange diffchange-inline">tear</del> <del class="diffchange diffchange-inline">through</del> the enemy, often not even giving them a single turn of effective fire. The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies<del class="diffchange diffchange-inline"> and lack of tank not usually being a major concern due to the alien AI’s tendency to shoot at civilians whenever possible. Resilience can be dropped for Executioner if you aren’t worried about any retaliatory fire and want to maximize damage dealing instead</del>.</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Description=EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions <ins class="diffchange diffchange-inline">two or three Assaults</ins> with this build<ins class="diffchange diffchange-inline">,</ins> supported by a few other soldiers<ins class="diffchange diffchange-inline">,</ins> <ins class="diffchange diffchange-inline">including some with</ins> <ins class="diffchange diffchange-inline">Overwatch</ins> <ins class="diffchange diffchange-inline">builds,</ins> <ins class="diffchange diffchange-inline">should</ins> <ins class="diffchange diffchange-inline">make</ins> <ins class="diffchange diffchange-inline">short work of</ins> the enemy, often not even giving them a single turn of effective fire. The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=The plan is simple: charge headlong into EXALT positions and blast them apart while the comm hack prevents them from fighting back.<del class="diffchange diffchange-inline"> </del> After using Run and Gun to close the initial gap, take aggressive Hit and Run flanks to kill at least two EXALT per turn.<del class="diffchange diffchange-inline"> </del> Keep in mind you can use the Ranger<del class="diffchange diffchange-inline"> </del>boosted machine pistol to hit long range flanks.<del class="diffchange diffchange-inline"> </del> EXALT love to dash toward the “hack zones” presented by the Encoder and Relay, so position your Assault accordingly to punish them with CCS shotgun blasts whenever you can.</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=The plan is simple: charge headlong into EXALT positions and blast them apart while the comm hack prevents them from fighting back. After using Run and Gun to close the initial gap, take aggressive Hit and Run flanks to kill at least two EXALT per turn. Keep in mind you can use the Ranger<ins class="diffchange diffchange-inline">-</ins>boosted machine pistol to hit long range flanks. EXALT love to dash toward the “hack zones” presented by the Encoder and Relay, so position your Assault accordingly to punish them with CCS shotgun blasts whenever you can.</div></td>
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</table>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=100509&oldid=prevPac230: Fixing up odd changes to Stormtrooper build (build does not use Sprinter!!)2021-05-02T05:06:02Z<p>Fixing up odd changes to Stormtrooper build (build does not use Sprinter!!)</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 05:06, 2 May 2021</td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|GSG={{ <ins class="diffchange diffchange-inline">Bring Em On</ins> (Long War)}} </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|MSG={{ Vital Point Targeting (Long War)}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+2 aim, +2 will</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Boost=+2 aim, +2 will</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=great mix of utility and damage</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Strength=great mix of utility and damage</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Weakness=requires tech and soldier development to unlock build's potential</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Weakness=burns through ammo quickly, lacks raw power of traditional shotgun assaults</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=All</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Battles=All</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=<del class="diffchange diffchange-inline">SMG</del> <del class="diffchange diffchange-inline">or Carbine</del>, Shredder Ammo<del class="diffchange diffchange-inline">, Hi Cap Mags</del>, situational items</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Loadout=<ins class="diffchange diffchange-inline">Gauss</ins> <ins class="diffchange diffchange-inline">Stuttergun</ins>, Shredder Ammo, situational items</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=SGT for damage, GSG for mobility</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Power Ranks=SGT for damage, GSG for mobility</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game <del class="diffchange diffchange-inline">they</del> are severely limited by their low ammunition (2), poor base damage, and poor crit rate.<del class="diffchange diffchange-inline"> </del> However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. <del class="diffchange diffchange-inline">Carbines</del> <del class="diffchange diffchange-inline">can</del> <del class="diffchange diffchange-inline">also</del> <del class="diffchange diffchange-inline">be</del> <del class="diffchange diffchange-inline">used</del> <del class="diffchange diffchange-inline">if</del> <del class="diffchange diffchange-inline">you</del> <del class="diffchange diffchange-inline">value</del> <del class="diffchange diffchange-inline">the</del> <del class="diffchange diffchange-inline">ammo</del> <del class="diffchange diffchange-inline">and</del> <del class="diffchange diffchange-inline">aim</del> <del class="diffchange diffchange-inline">bonus</del> <del class="diffchange diffchange-inline">over</del> <del class="diffchange diffchange-inline">mobility.</del> <del class="diffchange diffchange-inline">Sprinter</del> can <del class="diffchange diffchange-inline">be</del> <del class="diffchange diffchange-inline">dropped</del> <del class="diffchange diffchange-inline">for</del> <del class="diffchange diffchange-inline">Bring</del> <del class="diffchange diffchange-inline">Em</del> <del class="diffchange diffchange-inline">On</del> <del class="diffchange diffchange-inline">if</del> <del class="diffchange diffchange-inline">you want more damage rather than more mobility</del>,<del class="diffchange diffchange-inline"> and</del> VPT can be dropped for Extra Conditioning <del class="diffchange diffchange-inline">if</del> <del class="diffchange diffchange-inline">you want</del> more <del class="diffchange diffchange-inline">durability</del>.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game <ins class="diffchange diffchange-inline">SMGs</ins> are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. <ins class="diffchange diffchange-inline">Aggression</ins> <ins class="diffchange diffchange-inline">and</ins> <ins class="diffchange diffchange-inline">Executioner</ins> <ins class="diffchange diffchange-inline">compensate</ins> <ins class="diffchange diffchange-inline">for</ins> <ins class="diffchange diffchange-inline">the</ins> <ins class="diffchange diffchange-inline">lack</ins> <ins class="diffchange diffchange-inline">of</ins> <ins class="diffchange diffchange-inline">base</ins> <ins class="diffchange diffchange-inline">crit</ins> <ins class="diffchange diffchange-inline">rate,</ins> <ins class="diffchange diffchange-inline">resulting</ins> <ins class="diffchange diffchange-inline">in</ins> <ins class="diffchange diffchange-inline">a</ins> <ins class="diffchange diffchange-inline">mobile</ins> <ins class="diffchange diffchange-inline">soldier</ins> <ins class="diffchange diffchange-inline">that</ins> can <ins class="diffchange diffchange-inline">contribute</ins> <ins class="diffchange diffchange-inline">in</ins> <ins class="diffchange diffchange-inline">all</ins> <ins class="diffchange diffchange-inline">types</ins> <ins class="diffchange diffchange-inline">of</ins> <ins class="diffchange diffchange-inline">engagement.</ins> <ins class="diffchange diffchange-inline">(At</ins> <ins class="diffchange diffchange-inline">MSGT</ins>, VPT can be dropped for Extra Conditioning <ins class="diffchange diffchange-inline">for</ins> <ins class="diffchange diffchange-inline">a</ins> more <ins class="diffchange diffchange-inline">survivable soldier</ins>.<ins class="diffchange diffchange-inline">)</ins></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit.<del class="diffchange diffchange-inline"> Flush with shredder ammo synergizes extremely well with Overwatch specialized squadmates for nearly guaranteed oneshot kill combos on most aliens. Hit and Run flanks or shots against exposed enemies are also devastating. Make sure you keep track of your ammo (which goes away very quickly between HnR and Flush) and try to reload whenever possible. </del> Also note that, even with flanks and Aggression<del class="diffchange diffchange-inline">, and relying on crits for its high damage rate</del>, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Also note that, even with flanks and Aggression, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td>
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</table>Pac230