Difference between revisions of "Engineer (LWR)"
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===Grenadier=== | ===Grenadier=== | ||
− | The Engineer excels in putting out pinpoint explosive firepower | + | |
+ | |||
+ | 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. HEAT warheads, Tandem warheads and Fragmentation improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. Packmaster grants the Engineer an addition grenade per item, potentially granting the Engineer up to three uses per different grenade type equipped. | ||
+ | |||
+ | Compared to Assault or Infantry Grenadiers, the Engineer Grenadier's perks focus on ensuring consistency of explosive damage no matter where the grenade lands, superior penetration (especially against mechanised units) and either better cover destruction or more grenades than average. | ||
This build is reliant on the Engineer having explosives, once the Engineer uses all their grenades, they become a mediocre shooter who can repair mechanical units. | This build is reliant on the Engineer having explosives, once the Engineer uses all their grenades, they become a mediocre shooter who can repair mechanical units. | ||
− | This Engineer build can make an effective Arc Rifle user to help counter mechanical threats, as well as Grenadier helping keep the Engineer away from the frontline. Alternatively this Engineer build can make an acceptable secondary Stun Rifle user, at the cost of a item slot which could carry more grenades. | + | This Engineer build can make an effective Arc Rifle or Arc Pistol user to help counter mechanical threats, as well as Grenadier helping keep the Engineer away from the frontline. Alternatively this Engineer build can make an acceptable secondary Stun Rifle user, at the cost of a item slot which could carry more grenades. |
Sample Grenadier Build: | Sample Grenadier Build: |
Revision as of 10:06, 11 September 2021
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.
- Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items:
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
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
Heal a friendly mechanical unit for 4 of their missing HP. | ||||||
Lance Corporal |
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
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
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. | ||||
Corporal |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
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. |
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. | ||||
Sergeant |
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred. |
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well). |
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both). | ||||
Tech Sergeant |
Master Mechanic
Increases the healing of repair by +3 HP. | ||||||
Gunnery Sergeant |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. | ||||
Master Sergeant |
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. |
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. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | +1 | +6 | - | +8 |
Lance Corporal | - | +2 | - | +2 |
Corporal | - | +2 | - | +2 |
Sergeant | - | - | +2 | |
Tech Sergeant | - | - | +1 | |
Gunnery Sergeant | - | - | - | - |
Master Sergeant | - | - | - | - |
Total | +1 |
+10 |
- |
+15 |
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 defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.
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
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. HEAT warheads, Tandem warheads and Fragmentation improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. Packmaster grants the Engineer an addition grenade per item, potentially granting the Engineer up to three uses per different grenade type equipped.
Compared to Assault or Infantry Grenadiers, the Engineer Grenadier's perks focus on ensuring consistency of explosive damage no matter where the grenade lands, superior penetration (especially against mechanised units) and either better cover destruction or more grenades than average.
This build is reliant on the Engineer having explosives, once the Engineer uses all their grenades, they become a mediocre shooter who can repair mechanical units.
This Engineer build can make an effective Arc Rifle or Arc Pistol user to help counter mechanical threats, as well as Grenadier helping keep the Engineer away from the frontline. Alternatively this Engineer build can make an acceptable secondary Stun Rifle user, at the cost of a item slot which could carry more grenades.
Sample Grenadier Build: Grenadier -> HEAT Warheads -> Tandem Warheads -> Master Mechanic -> Packmaster -> Fragmentation.
Notes: Packmaster can be replaced with Sapper, Sapper significantly increases grenades environmental destructive capabilities.
Recommended Equipment: HE Grenades, AP Grenades, Alien Grenades, Arc Rifle or Assault Rifle.
Support Specialist
This build eschews the explosive lethality of the Engineer for a dedicated support Engineer. This build focuses on improving the Engineers use of support grenades such as Smoke, Concussion or Acid grenades. Smoke and Mirrors gives the Engineer an additional use of support grenades and increases their throw range with them, Dense Smoke significantly improves the defensive utility of Smoke Grenades, with Smoke providing +50 defence, providing a significant bonus to defending against psionic attacks and preventing explosive damage within the smoke. Holo Rounds gives the Engineer the ability to assist the rest of the squad in hitting a target when the Engineer is not using a support grenade. Packmaster simply gives the Engineer more uses of their grenades, and Extra Conditioning improves the survivabilty of the Engineer.
Unlike a pure Grenadier build, a Support Engineer can still retain some utility once they have exhausted their grenades via their usage of Holo Targetting, which can continue to assist the team throughout the mission.
Sample Support Build: Smoke and Mirrors -> Holo Rounds -> Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning.
Recommended Equipment: Smoke Grenades, Concussion Grenades, Acid Grenades.
Double Tap Engineer
The DT Engineer focuses the Engineer in making them an effective shooter without having to rely on consumables as the other Engineer builds do. With quick access to Holo Rounds, the DT Engineer can setup in a defensive position and reliably output effective holo targeting on enemy targets while also being well positioned to deal effective damage. The inante '+2 penetration to mechanical units' that the Engineer gets from Mechanic also makes the Engineer an effective anti-mech unit. DT Engineers can benefit from the usage of Arc Pistols, or Arc Rifles if enemy mechanised forces are proving to be very difficult to defeat.
As the DT Engineer focuses on shooting, they can take items to further enhance their shooting abilities.
Late game, Bullseye and Lock N' Load further enchance the DT Engineers shooting abilities. Bullseye allows the Engineer to consistantly steady and fire their weapon on the same turn, while Lock N' Load makes ammo conversation less of an issue.
The lack of any perks to improve the usage of consumables means the DT Engineer will not be able to furfill the traditional Engineer role of offensive or defensive grenade support, which will need to be compensated elsewhere if at all.
Sample Anti-Mech Build: Double Tap -> Holo Rounds-> Bullseye -> Master Mechanic -> Lock N' Load -> Extra Conditioning.
Recommended Equipment: Assault Rifle, Battle Rifle, Arc Pistol, Scope, Shredder Ammo, Extended/Drum Mags