Difference between revisions of "Engineer (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
 
[[File: Class Engineer (Long War).png|left|frame|64px| '''''Engineer''''']]
 
[[File: Class Engineer (Long War).png|left|frame|64px| '''''Engineer''''']]
The '''Engineer''' is specialized in supporting and fighting mechanical units and the use of grenades, with their starting '''Mechanic''' ability giving them 3 uses of '''Repair''', and +1 penetration vs. mechanical units.
+
The '''Engineer''' is specialized in supporting and fighting mechanical units and the use of grenades, with their starting '''Mechanic''' ability giving them 3 uses of '''Repair'''.
  
 
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
 
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
 
:'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off shotgun.
 
:'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off shotgun.
 
:'''Class-Limited items''': None.
 
:'''Class-Limited items''': None.
 +
:'''Attribute Growth''': HP x2, Mob x2.
 
<br/>
 
<br/>
  
 
== Abilities ==
 
== Abilities ==
 
{{Class Tree (LWR)|
 
{{Class Tree (LWR)|
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}
+
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}  
 
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}
 
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}
 
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}
 
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}
 
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}
 
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}
+
|Corporal1={{Sapper (LWR) |text=1|topbotpad=10}}  
 
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}
 
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}
|Corporal3={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
+
|Corporal3={{Fragmentation (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}
+
|Sergeant1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}
 
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}
 
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}
+
|Sergeant3={{Critical System Targeting (LWR) |text=1|topbotpad=10}}
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}
+
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}
+
|GunSgt1={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}
+
|GunSgt2={{HEAT Warheads (LWR) |text=1|topbotpad=10}}
|GunSgt3={{Lock n' Load (LWR) |text=1|topbotpad=10}}
+
|GunSgt3={{Acid Tech (LWR) |text=1|topbotpad=10}}
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}
+
|MSgt1={{Lock n' Load (LWR) |text=1|topbotpad=10}}
 
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
 
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
}}
 
 
== Stat Progression ==
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12
 
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3
 
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3
 
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3
 
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2
 
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23
 
}}
 
 
'''Predictable Potential:'''
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8
 
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2
 
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2
 
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2
 
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1
 
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15
 
 
}}
 
}}
  
Line 65: Line 40:
  
 
===Grenadier Engineer===
 
===Grenadier Engineer===
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. ''Grenadier'' is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. ''Mayhem'' and ''Tandem Warheads'' improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.
+
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineer's explosives. ''Grenadier'' is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. ''Fragmentation'' or ''Sapper'' combined with ''Tandem Warheads'' and ''HEAT Warheads'' improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.
  
 
Sample Grenadier Build:
 
Sample Grenadier Build:
''Grenadier -> Tandem Warheads ->  Mayhem -> Master Mechanic -> Packmaster or Sapper -> Danger Zone.''
+
''Grenadier -> Sapper or Fragmentation -> Tandem Warheads -> Master Mechanic -> HEAT Warheads or Packmaster -> Extra Conditioning''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
 
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}
+
|level2={{Sapper (LWR)|align=center|topbotpad=7}} {{Fragmentation (LWR)|align=center|topbotpad=7}}
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}
+
|level3={{Tandem Warheads (LWR)|align=center|topbotpad=7}}
 
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}
 
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}
+
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Packmaster (LWR)|align=center|topbotpad=7}}
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}
+
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
'''Recommended Weapons:''' Assault rifle, SMG, Carbine, Arc Rifle<br>
+
'''Recommended Weapons:''' SMG, Carbine, Arc Rifle<br>
'''Recommended Equipment:''' HE Grenades, AP Grenades, Alien/Plasma Grenades
+
'''Recommended Equipment:''' HE Grenades, AP Grenades, Alien/Plasma Grenades, Mobility-increasers
  
 
Notes:  
 
Notes:  
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.
+
* The choice between Sapper and Fragmentation is mostly one of consistency; ''Sapper'' always increases damage (including to the environment) and increases throw range, while ''Fragmentation'' gives your grenades a higher damage cap.
* Good Psi candidate for some more useful options.
+
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusuable, or not worth using.
  
 
===Support Engineer===
 
===Support Engineer===
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to ''Smoke and Mirrors''. ''Dense Smoke'' is a significant upgrade to Smoke Grenades, providing 60 total defence to physical and psionic attacks as well as 20% extra DR. ''Holo Rounds'' and ''Mechanic'' adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.
+
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion, or Acid grenades thanks to ''Smoke and Mirrors''. ''Dense Smoke'' is a significant upgrade to Smoke Grenades, providing 60 total defence to physical and psionic attacks as well as 1 penetration resistance. ''Holo Rounds'' and ''Mechanic'' adds reliable utility to assist the rest of the squad in hitting a target or repairing a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.
  
  
 
Sample Support Build:
 
Sample Support Build:
''Smoke and Mirrors -> Holo Rounds ->  Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning.''
+
''Smoke and Mirrors -> Sapper or Holo Rounds ->  Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
 
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}
+
|level2={{Sapper (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}
 
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}
 
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}
 
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}
 
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}
Line 102: Line 77:
 
}}
 
}}
  
'''Recommended Weapons:''' Carbine<br>
+
'''Recommended Weapons:''' Carbine, SMG, Arc Rifle<br>
'''Recommended Equipment:''' Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi)  
+
'''Recommended Equipment:''' Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Psi Frayer(psi)
  
 
Notes:  
 
Notes:  
* Psi training is a strong choice to add even more team support or single target debuffing. It will also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.
+
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when support grenades are expended, unusuable, or not worth using. It also unlocks Psi Grenades/Psi Frayer as options.
  
 
===Double Tap Engineer===
 
===Double Tap Engineer===
The DT Engineer focuses on building an effective shooter that doesn't rely on consumables as the other Engineer builds do. With an early damage boost from ''Bring Em' On'' and good accuracy thanks to ''Bullseye'', the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. ''Mechanic'' and ''Master Mechanic'' boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in ''Disabling Shot''). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.
+
The DT Engineer focuses on building an effective shooter that doesn't rely on consumables as the other Engineer builds do. With an early damage/accuracy boost from ''Double Tap'' and ''Holo Rounds'', the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively to deliver two flanking shots to an unwary alien. ''Mechanic'' and ''Master Mechanic'' boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle or ''Critical System Targeting''. This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.
  
 
Sample Anti-Mech Build:
 
Sample Anti-Mech Build:
''Double Tap -> Bring Em' On or Holo Rounds-> Bullseye -> Master Mechanic -> Lock N' Load -> Extra Conditioning.''
+
''Double Tap -> Holo Rounds -> Critical System Targeting -> Master Mechanic -> Bring 'Em On -> Lock N' Load''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}
 
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}
|level2={{Bring 'Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}
+
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}
+
|level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}}
 
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}
 
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}
|level5={{Lock n' Load (LWR)|align=center|topbotpad=7}}
+
|level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
+
|level6={{Lock n' Load (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
 
'''Recommended Weapons:''' Battle Rifle, Assault Rifle, Arc Rifle<br>
 
'''Recommended Weapons:''' Battle Rifle, Assault Rifle, Arc Rifle<br>
'''Recommended Equipment:''' Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags
+
'''Recommended Equipment:''' Aim-increasers, Ammo-increasers, Damage-increasers, Special Ammo
  
 
Notes:  
 
Notes:  
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.
+
* If planning on using an Arc Rifle, it may be best to opt for ''Dense Smoke'' to get a niche utility option since ''Critical System Targeting'' does not benefit the Arc Rifle.
* On close quarter maps this build can choose to use a shotgun or a SMG, disregarding ''Bullseye'' entirely for some more flanking power.
+
* On close quarters maps this build can choose to use a shotgun or a SMG, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe.
* Psi, Gene Mods and Officers are all viable enhancement paths.
+
* None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine.
  
 
</div>
 
</div>

Latest revision as of 08:11, 4 February 2024

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 Engineer

The Engineer is specialized in supporting and fighting mechanical units and the use of grenades, with their starting Mechanic ability giving them 3 uses of Repair.

Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items: None.
Attribute Growth: HP x2, Mob x2.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Mechanic
Mechanic
Removes corrosion from all adjacent allies after each action. Grants +10 aim against mechanical units. Grants 2 uses of Repair [Heal a mechanical unit for 4 HP]. If idle and adjacent to a mechanical unit: When that unit takes damage heal it for 25% of the damage taken.
Repair
Repair
Heal a friendly mechanical unit for 4 of their missing HP.
RANK CORPORAL.png
Lance Corporal
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
Double Tap
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.
RANK SERGEANT.png
Corporal
Sapper
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range.
Holo Rounds
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
RANK LIEUTENANT.png
Sergeant
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
Dense Smoke
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well).
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
RANK CAPTAIN.png
Tech Sergeant
Master Mechanic
Master Mechanic
Increases the healing of repair by +3 HP.
Repair
Repair
Heal a friendly mechanical unit for 4 of their missing HP.
RANK MAJOR.png
Gunnery Sergeant
Bring 'Em On
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
HEAT Warheads
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred.
Acid Tech
Acid Tech
All shots have a 35% chance to apply corrosion. Acid grenades/spit damage armor on impact equal to 35% of armor HP (max 10, bypasses DR) and on biologic units will clear steady, overwatch, and suppression. Grants 10% throw range.
RANK COLONEL.png
Master Sergeant
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Extra Conditioning
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.


Tactical Advice

Role: Offensive Support / Defensive Support

Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting Mechanic perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their Grenadier doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with Sapper. With perks such as Dense Smoke and Smoke and Mirrors, Engineers can also become extremely proficient with support grenades.

As Engineers are mostly brought along for their consumable items, and therefore don't need high aim, they are great candidates to be your primary Psionic troopers or Officers.

Sample Builds

Grenadier Engineer

The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineer's explosives. Grenadier is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. Fragmentation or Sapper combined with Tandem Warheads and HEAT Warheads improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.

Sample Grenadier Build: Grenadier -> Sapper or Fragmentation -> Tandem Warheads -> Master Mechanic -> HEAT Warheads or Packmaster -> Extra Conditioning

Recommended Weapons: SMG, Carbine, Arc Rifle
Recommended Equipment: HE Grenades, AP Grenades, Alien/Plasma Grenades, Mobility-increasers

Notes:

  • The choice between Sapper and Fragmentation is mostly one of consistency; Sapper always increases damage (including to the environment) and increases throw range, while Fragmentation gives your grenades a higher damage cap.
  • As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusuable, or not worth using.

Support Engineer

This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion, or Acid grenades thanks to Smoke and Mirrors. Dense Smoke is a significant upgrade to Smoke Grenades, providing 60 total defence to physical and psionic attacks as well as 1 penetration resistance. Holo Rounds and Mechanic adds reliable utility to assist the rest of the squad in hitting a target or repairing a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.


Sample Support Build: Smoke and Mirrors -> Sapper or Holo Rounds -> Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning

Recommended Weapons: Carbine, SMG, Arc Rifle
Recommended Equipment: Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Psi Frayer(psi)

Notes:

  • As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when support grenades are expended, unusuable, or not worth using. It also unlocks Psi Grenades/Psi Frayer as options.

Double Tap Engineer

The DT Engineer focuses on building an effective shooter that doesn't rely on consumables as the other Engineer builds do. With an early damage/accuracy boost from Double Tap and Holo Rounds, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively to deliver two flanking shots to an unwary alien. Mechanic and Master Mechanic boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle or Critical System Targeting. This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.

Sample Anti-Mech Build: Double Tap -> Holo Rounds -> Critical System Targeting -> Master Mechanic -> Bring 'Em On -> Lock N' Load

Recommended Weapons: Battle Rifle, Assault Rifle, Arc Rifle
Recommended Equipment: Aim-increasers, Ammo-increasers, Damage-increasers, Special Ammo

Notes:

  • If planning on using an Arc Rifle, it may be best to opt for Dense Smoke to get a niche utility option since Critical System Targeting does not benefit the Arc Rifle.
  • On close quarters maps this build can choose to use a shotgun or a SMG, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe.
  • None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine.

See also

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