Classes (EU2012)

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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 soldier Classes follows a 'Rock, Paper, Scissor' logic, where the 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
  • Heavy
  • Sniper
  • Support
  • Psionic (subclass)

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 Required 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.

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.
Heavy Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Fire Rocket Squaddie 1 rocket per mission Requires both Actions to fire
Bullet Swarm Corporal Fire/Fire
Fire/Move
Unit can now fire twice or fire before moving on the same turn
Holo-Targeting Corporal +10 Aim Bonus also benefits team members that fire at the same alien
Shredder Rocket Sergeant + 33% Damage for 4 turns Bonus also benefits team members that fire at the same alien; lesser damage (4 points) on initial impact; gives 1 extra rocket - doesn't replace the normal rocket
Suppression Sergeant Suppress ability -30 Aim to enemy, allows reaction shot if the target moves
HEAT Ammo Lieutenant +100% Damage robotic enemies For use against Cyberdiscs and Sectopods
Rapid Reaction Lieutenant 2 shots on Overwatch Unit gets another shot if reaction fire hits
Grenadier Captain 2 grenades Each item slot can now carry 2 grenades
Danger Zone Captain Increase hit area Increases area of engagement of rockets and suppression by 2 spaces
Will to Survive Major Reduces damage Reduces Damage taken if not exposed or flanked
Rocketeer Colonel 1 extra rocket
Mayhem Colonel Additional damage Damage from Suppression and area-effect weapons is increased based on tech level

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 Rounds, Grenadier, Rocketeer, Danger Zone andMayhem. 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.
  • 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.
  • 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.

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.
Sniper Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Headshot Squaddie + 30% Critical Chance Extra Critical Damage; 2 turn cool down
Squad Sight Corporal Can fire on any sighted enemy Sniper can target any hostiles seen by the squad; requires clear line of fire
Snap Shot Corporal Unit can Move/Fire -20 Aim penalty
Damn Good Ground Sergeant +10 Aim +10 Defense Aim bonus given in addition to existing one for height
Gunslinger Sergeant +2 damage to pistols
Disabling Shot Lieutenant Shot to disable a target's weapon If successful target may try to repair using reload; no critical hits; ??? turn cool down
Battle Scanner Lieutenant + Vision Unit can deploy a scanner that creates a source of vision for 2 turns; can be used twice
Executioner Captain +10 Aim on injured targets With targets at less that 50% health
Opportunist Captain No Aim penalty on overwatch In addition, reaction fire can now cause Critical Hits
Low Profile Major Partial cover counts as full
In The Zone Colonel Extra Action after a kill Kills made against flanked or exposed enemies with the sniper rifle don't cost an action
Double Tap Colonel Unit can Fire/Fire 1 turn cool down

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.
  • 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

Multipropose 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.
Support Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Smoke Grenade Squaddie 1 smoke grenade +20 Defense Allows unit to carry 1 smoke grenade - smoke cloud gives half cover (+20 Defense) to all units inside it; cloud lasts for 2 turns
Sprinter Corporal 3 extra tiles Movement
Covering Fire Corporal Overwatch on enemy attacks Reaction fire can now be triggered by enemy fire, in addition to movement
Field Medic Sergeant 3 use Medikit Unit can use each Medikit 3 times
Smoke and Mirrors Sergeant 1 extra smoke grenade Each equipment item slot can now carry 2 smoke grenades
Revive Lieutenant Improved unit heal Medikits can revive critically injured soldiers at 33% of Health instead of just stabilizing them
Rifle Suppression Lieutenant Unit can Surpress -30 penalty Aim to target; will fire a reaction shot if target moves
Combat Drugs Captain +10 Critical Chance +20 Will
Dense Smoke Captain Larger cloud area +20 Defense
Deep Pockets Major 1 more item slot
Savior Colonel Improved unit heal Medikits restore 4 more Health per use
Sentinel Colonel 2 shots on Overwatch Unit will reaction fire twice

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 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 Ability/Rank Tree
Ability Rank Actions Attack Defense Notes
Mindfray Psionic 5 damage. Chance to hit based on Will. Deals 5 damage and causes penalties to Aim, mobility, and Will for 2 turns. 1 turn cooldown.
Psi Inspiration Specialist Within 3 tiles, remove Mindfray & panic. +30 Will for 2 turns. Removes Mindfray and panic from all allies within 3 tiles, and strengthens their Will by +30 Will for 2 turns. 4 turn cooldown.
Psi Panic Specialist Causes panic. Causes target to panic on its following turn, if the target's will is overcome. Robotic enemies are immune. 2 turn cooldown.
Telekinetic Field Operative +40 Defense within large field. Create an immobile telekinetic field that lasts through the enemy's turn. The field distorts and deflects incoming attacks, granting +40 defense to both allies and enemies in the field. 4 turn cooldown.
Mind Control Operative Controls target. Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.

Additional Notes

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