Difference between revisions of "Engineer (LWR)"

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[[File: Class Engineer (Long War).png|left|frame|64px|&nbsp;'''''Engineer''''']]
 
[[File: Class Engineer (Long War).png|left|frame|64px|&nbsp;'''''Engineer''''']]

Revision as of 17:13, 20 February 2021

Back To Main Page

 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.

Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items:


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
HEAT Warheads
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred.
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.
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 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).
Bull Rush
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
RANK CAPTAIN.png
Tech Sergeant
Master Mechanic
Master Mechanic
Increases the healing of repair by +3 HP.
RANK MAJOR.png
Gunnery Sergeant
Sapper
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range.
Packmaster
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
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
RANK COLONEL.png
Master Sergeant
Danger Zone
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.
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.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (50%) +2-6 - +4-12
RANK CORPORAL.png   Lance Corporal +0-1 (10%) +0-2 - +1-3
RANK SERGEANT.png   Corporal +0-1 (10%) - - +1-3
RANK LIEUTENANT.png   Sergeant +0-1 (10%) - - +1-3
RANK CAPTAIN.png   Tech Sergeant +0-1 (10%) - - +0-2
RANK MAJOR.png   Gunnery Sergeant +0-1 (10%) - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+0-7
Aim
+2-8
Mobility
-
Will
+7-23

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +4 - +8
RANK CORPORAL.png   Lance Corporal - +1 - +2
RANK SERGEANT.png   Corporal - - - +2
RANK LIEUTENANT.png   Sergeant - - - +2
RANK CAPTAIN.png   Tech Sergeant - - - +1
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+1
Aim
+5
Mobility
-
Will
+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 Engineer excels in putting out pinpoint explosive firepower, this build accentuates that. This build sacrifices support versitility 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.

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.

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.

Anti-Mech Engineer

This alternative build focuses the Engineer into an effective anti-mech unit, intended to effectively deal with aliens such as Cyberdisks or Mechtoids, perks are taken to help deal with alien mechs. This build sacrifices the grenade aspects of the class. An Anti-Mech Engineer can benefit significantly from an Arc Rifle, which is innately designed to counter mech units.

Engineers inherently gain +1 penetration against mechanical units due to their Mechanic perk, Double Tap significantly improves the Engineers fighting prowess while Critical System Targeting and Bullseye help in dealing greater damage to mechanical units, and assist in hitting flying enemies units respectively. The mandatory Master Mechanic perk grants an additional +2 penetration to mechanical units. Lock N' Load and Extra Conditioning assist with keeping the Engineer loaded with ammo and survivability respectively.

Sample Anti-Mech Build: Double Tap -> Critical System Targeting -> Bullseye -> Master Mechanic -> Lock N' Load -> Extra Conditioning.

Recommended Equipment: Arc Rifle, Scope,

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