Difference between revisions of "Classes (EU2012)"

From UFOpaedia
Jump to navigation Jump to search
Line 207: Line 207:
 
|- align="center"  
 
|- align="center"  
 
! rowspan="1" | '''Psionic'''
 
! rowspan="1" | '''Psionic'''
| colspan="2" | '''Mindfray''' <br/> Use psi abilites in combat to unlock further psi training. <br/> Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.   
+
| colspan="2" | '''Mindfray''' <br/> Use psi abilites in combat to unlock further psi training. <br/> Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will, and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.   
 
|- align="center"
 
|- align="center"
 
! rowspan="1" | '''Specialist'''
 
! rowspan="1" | '''Specialist'''

Revision as of 09:19, 31 October 2012

Soldiers in Enemy Unknown 2012 are divided into Classes, where each class has specialized stats and weapons, whilst also possessing unique abilities (a.k.a. 'perks'). When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability. As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.

The system of different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to design squads with the right combination of abilities required for each mission, terrain, type of hostile presence and other factors. There are five classes of XCOM soldiers present in the game.


Assault

A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision. The Run & Gun ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run & Gun.

  • The Assault class primary weapon is the Shotgun, a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.
  • The Shotgun can later be replaced by the Laser Scatter and Alloy Cannon models, which offer greater damage capability.
  • As an alternative, Assault Rifles may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects.
  • Finally the Assault may also carry 1 Pistol as its secondary weapon and other equipment as required.
Rank Ability
Squaddie Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Corporal Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Sergeant Lightning Reflexes
Forces the first reaction shot against this unit each turn to miss.
Close & Personal
Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Lieutenant Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Captain Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Major Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Colonel Resilience
Confers immunity to critical hits.
Killer Instinct
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.

Additional Notes

  • The Assault's abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities.
  • Assault is the only class that can gain the Flush ability, allowing it to force enemies into the open and out of cover.
  • Another ability unique to Assault is Lightning Reflexes, allowing it to evade the first reaction shot fired by the aliens.
  • The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.
  • Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like Aggression and Close & Personal would suit a combat style involving multiple Assault units moving fast and aggressively using Run & Gun continuously. A Sniper with Squad Sight could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to Run & Gun into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired. This Assault soldier may be particularly useful in time-sensitive missions like Terror Missions and Bomb Disposals.
  • "Close Quarters Specialist" will trigger any time ANY hostile unit closes within four tiles, at any time, during anyone's turn. As a practical matter, this means that an Assault can shoot reactions during YOUR turn against aliens who have just been 'triggered', or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot...even if the Assault triggered them to start with!

Heavy

Firepower and damage specialist, carrying both a Light Machinegun and a Rocket Launcher. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher.

  • The LMG is the Heavy's main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to Heavy Laser or Heavy Plasma advanced models.
  • The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the Shredder Rocket ability, which gives an extra, special rocket; and the Rocketeer perk, which allows for further rockets to be brought to a mission.
  • Frag Grenades will be essential for Heavies with the Grenadier ability during combat missions.
Rank Required Ability
Squaddie Fire Rocket
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
Corporal Bullet Swarm
Firing the primary weapon as the first action no longer ends the turn.
Holo-Targeting
Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Sergeant Shredder Rocket
Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
Suppression
Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
Lieutenant HEAT Ammo
+100% to damage against robotic enemies.
Rapid Reaction
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Captain Grenadier
Allows to carry 2 grenades in a single inventory slot.
Danger Zone
Increases hit area of rockets and suppression by 2 tiles.
Major Will to Survive
Reduces all normal damage taken by 2 if in cover and not flanked.
Colonel Rocketeer
Allows 1 additional standard rocket to be fired per battle.
Mayhem
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.

Additional Notes

  • The Heavy's initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with Bullet Swarm or turning it into a team tagger of aliens by choosing Holo-Targeting and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together.
  • Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include Shredder Rocket, HEAT Ammo, Grenadier, Rocketeer, Danger Zone and Mayhem. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots. This build could be particularly effective combined with Squad Sight Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.
  • Heavy Suppression: Focuses on perks that improve the rest of your squad like Holo-Targeting, Suppression, and Rapid Reaction. Combined with Rifle Suppression Support units, the player can pin down the enemy and freely move around Run & Gun Assault units to systematically eliminate the enemy. This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences. Later this unit can be upgraded heavier firepower or by increasing its Damage/Suppression abilities.
  • Both Holo-Targeting and Shredder Rocket are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present.
  • Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.
  • The Shredder Rocket deals 4 damage as opposed to the regular rocket's 6 damage.
  • The damage bonus for HEAT Ammo is applied to all of the Heavy's damaging attacks, be it regular shooting, grenades, rockets, or Mayhem.
  • Mayhem deals 1 damage per tech level of the heavy's primary weapon, so the LMG will deal 1 damage, the heavy laser will do 2 damage, and the heavy plasma will dish out 3 damage.

Sniper

The sniper's main role is to inflict long-range critical damage on enemy units by using its Headshot ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon.

  • The Sniper's primary weapon is the Sniper Rifle. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from Laser Sniper Rifle to Plasma Sniper Rifle.
  • Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units' view, using the Squad Sight Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the Snap Shot ability.
  • Snipers may also be trained to use their Pistols for greater damage (+2 points) with the Gunslinger ability.
Rank Ability
Squaddie Headshot
Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.
Corporal Snap Shot
Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Squad Sight
Allows firing at targets in any ally's sight radius.
Sergeant Gunslinger
Confers 2 bonus damage with pistols.
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Lieutenant Disabling Shot
Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty
Battle Scanner
Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Captain Executioner
+10% Aim against targets with less than 50% Health.
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Major Low Profile
Makes partial cover count as full.
Colonel In The Zone
Killing a flanked or uncovered target with the sniper srifle does not cost an action.
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.

Additional Notes

  • Sniper's initial choices focus between improving its aim and range, with perks like Squad Sight or Damn Good Ground or to address its close range limitations, with Snap Shot and Gunslinger.
  • Afterwards Snipers can specialize on a number of areas, with perks like Opportunist, Executioner, Double Tap and In The Zone useful on a variety of situations.
  • If equipped with the Battle Scanner Snipers may also scout for hostiles without the need to send (and risk) a squad member.
    • Battle Scanners do not trigger alien "duck for cover" actions.
  • Snipers can also train on their unique Disabling Shot perk, allowing them to temporarily disable an alien's weapon.
  • Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).
  • Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the Squad Sight and Damn Good Ground perks.

Support

Multipurpose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad's advance, helping to outflank opponents, if Assaults are pinned down or have been lost, or to provide Overwatch. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover.

  • The Support's primary weapon is its Assault Rifle, which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to Laser Rifle, Plasma Light Rifle or Plasma Rifle variants.
  • The Support also carries Smoke Grenades which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud.
  • The Medikit is also essential to a Support, due to its abilities which allow it to serve as a specialized Field Medic.
Rank Ability
Squaddie Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
Corporal Sprinter
Allows the support to move 3 additional tiles.
Covering Fire
Allows reaction shot to trigger on enemy attacks, not just movement.
Sergeant Field Medic
Allows medikits to be used 3 times per battle instead of once.
Smoke and Mirrors
Allows 1 additional use of Smoke Grenade each mission.
Lieutenant Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle Suppression
Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Captain Dense Smoke
Smoke Grenades have increased area of effect and further increase units' Defense by 20.
Combat Drugs
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
Major Deep Pockets
Confers an additional item slot in inventory.
Colonel Savior
Medikits restore 4 more health per use.
Sentinel
Allows two reaction shots during Overwatch, instead of only one.

Additional Notes

  • Support abilities upgrades are centered on medical, scout and sentry roles.
  • A Field Medic will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing Combat Drugs to enhance units stats.
  • The Sprinter perk and additional smoke capacity are good for scouts.
  • Support's two other specialized abilities are Rifle Suppress, allowing scouts or sentries to support attacks and Covering Fire (making it the only class that can react to enemy fire on Overwatch).
  • The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.

Psionic

A Psionic is a late game 'extra' class that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.

Rank Ability
Psionic Mindfray
Use psi abilites in combat to unlock further psi training.
Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will, and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.
Specialist Psi Inspiration
Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown.
Psi Panic
Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
Operative Telekinetic Field
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.
Mind Control
Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.

Additional Notes

  • Telekinetic Field will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.
  • An alien under the effects of Mind Control is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC'd, his weapon does not explode, allowing you to capture it at the end of the mission.
  • Psionics can only be used on an alien that can only be seen by the unit.
  • Psi Inspiration removes the Fallen Comrade will debuff. This is especially useful when using Mind Control.

See Also

  • Abilities - For a list of all abilities and ingame descriptions
  • Ranks - For detailed information on promotion skill bonuses
  • Gameplay Mechanics - Explanation of the Action system
  • Equipment - list of all XCOM weapons and equipment
  • Squads