Difference between revisions of "Gunner (LWR)"

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'''Role''': Medium Range Offense / Offensive Support
 
'''Role''': Medium Range Offense / Offensive Support
  
The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG Gunners will be more interested in offense.
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The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved ''Suppression'' thanks to the weapon's ''Danger Zone'' and a deep pull of ammo to draw from.
  
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo Rounds''' and '''Shredder''' and of course '''Suppression'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE using an LMG, apply '''Holo Rounds''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder'''. Some strong offensive perks are also available in '''Double Tap''', '''Penetrator''' and '''Critical System Targeting'''.
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''Suppression'' is a powerful tool used to chip down exposed targets or pin down ennemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations.  
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They enjoy the high power of their class weapons, granting them a sizable damage output that will put ''Shredder'' to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don't require a lot of repositioning.
  
 
== Sample Builds ==
 
== Sample Builds ==
  
===Overwatch Gunner===
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===Tank Gunner===
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The Tank Gunner mixes sturdyness with high damage in a threatening package. It is the only biological class with access to ''Grit'' and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. ''Double Tap'' rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored ennemies. ''Supression'' remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial ''Double Tap'' opportunity be missed.
  
To Be Added
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Sample Tank Build:
 
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''Will To Survive -> Grit or Critical System Targeting -> Double Tap-> Shredder -> Tenacious Defense or Lock N' Load -> Extra Conditioning or Bring 'Em On''
Sample Overwatch Build:
 
''Sentinel -> Critical System Targeting -> Ready For Anything -> Shredder -> Lock N' Load -> Bring 'Em On.''
 
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}
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|level1={{Will to Survive (LWR)|align=center|topbotpad=7}}
|level2={{Critical System Targeting (LWR)|align=center|topbotpad=7}}
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|level2={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level3={{Ready For Anything (LWR)|align=center|topbotpad=7}}
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|level3={{Double Tap (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level5={{Lock n' Load (LWR)|align=center|topbotpad=7}}
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|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level6={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
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|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: SAW, Scope, Ceramic/Alloy Plate
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'''Recommended Weapons:''' SAW<br>
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'''Recommended Equipment:''' Reinforced plating/Alloy plating/Regenerative plating, Flak Ammo, Combat Stims, Walker Servos.
  
===Damage/Tank Gunner===
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Notes:
 +
* ''Critical System Targeting'' sacrifices the tanking potential of Grit in favor of absurd shredding numbers on Mech opponents. A choice for bold Commanders.
 +
* Tenacious Defense can be switched for Lock'n Load for more offensive uptime, although the lost crit mitigation will hurt late game when out of smoke.
 +
* Extra Conditioning is a good all-rounder choice. Bring 'Em On will boost damage to even more impressive levels.
 +
* Defensive Gene Mods will noticably boost tanking abilities
 +
  
The aim of this build is to focus the Gunner on being able to dish out powerful damage while being able to tank incoming fire. The SAW deals 150% base damage, and has a large pool of ammo to draw on, this grants the Gunner the ability to deal significant damage and be able to constantly fire.  
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===Overwatch Gunner===
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The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with ''Sentinel'' and ''Shredder'' to deliver hefty damage through reaction fire and lock down ennemy movement. ''Ready for Anything'' grants some much needed aim as well as free overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another overwatch class will wear down ennemy battle lines at an alarming pace. ''Supression'' - while still useful - is less optimal than on other builds.
  
Penetrator not only helps the Gunner be able to effectively punch through enemy mechanical armour, but also helps in punching through cover defence which can help against certain aliens such as Mutons. Double Tap gives the Gunner more ability to lay out significant fire per turn. Will to Survive, Tenacious Defence and Extra Conditioning grant this Gunner a signficant boost to their survivability and help them tank damage, however TD and EC only come online for high ranked Gunners.
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Sample Tank Build:
 
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''Sentinel -> Penetrator or Critical System Targeting -> Ready for Anything-> Shredder -> Lock N' Load -> Bring 'Em On''
Sample Damage/Tank Build:
 
''Will To Survive -> Penetrator -> Double Tap -> Shredder -> Tenacious Defense -> Extra Conditioning.''
 
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
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|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}
|level2={{Penetrator (LWR)|align=center|topbotpad=7}}
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|level2={{Penetrator (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level3={{Double Tap (LWR)|align=center|topbotpad=7}}
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|level3={{Ready for Anything (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}}
+
|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
+
|level6={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: SAW, Scope, Ceramic/Alloy Plate
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'''Recommended Weapons:''' SAW, Assault Rifle, LMG<br>
 +
'''Recommended Equipment:''' Scope, Alloy Bipod, Flak Ammo, Respirator Implant, Alien Trophy, Damage boosting ammo.
  
===Debuffer Gunner===
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Notes:
 +
* ''Critical System Targeting'' combined with Flak ammo allow a high specialization against Mechs. Penetrator is less specialized but usable against many targets.
 +
* This build will put Gene Mods to good use, especially Predictive Tracking to nullify Cover defense on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
 +
* The LMG is an uncoventionnal choice for this build due to the steep aim penalty. Sufficently mitigated however (e.g Psi inspire + Holo Rounds), the resulting damage will put most other offensive builds to shame.
  
A Debuff build focuses on making the Gunner provide effective debuffs to hostile targets to allow other squad members to provide more accurate and damaging fire, it also allows the Gunner to be able to deliver reliable, albeit minor, damage if needed. The debuffer Gunner can also provide effective supressive fire on troublesome hostile targets. The LMG is a heavier weapon to wield, incurring mobility and accuracy penalties, however it deals 175% base damage, thus making it very effective for a support debuffer Gunner who relies more on suppressing the enemy.  
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===Mayhem Gunner (Bullet Wizard)===
 +
The Mayhem Gunner build focuses on debuffing and crowd control through ''Suppression'' boosted by ''Holo Rounds'' and ''Shredder'' to allow other squad members to provide more accurate and damaging fire. With ''Mayhem'' and ''Danger Zone'' from the LMG, the Gunner can suppress and debuff entire groups of ennemies; denting targets and pinning them down if in cover. The cooldown turn of ''Suppression'' can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful if innacurate (''Flush'' is advised) shredding shot to a target. While slow, this build can fix this problem thanks to a great freedom in terms of equipment choices.
  
Mayhem guarantees a small amount of damage on a target via surpression, which scales with weapon tech, this ensures you can guarantee apply debuff Shredder on a target, this can be combined with the Flush ability to grant +20 aim bonus to a shot and deal near comparable damage to a regular shot. Shredder is an effective way to provide overall bonus damage to anyone else engaging the target. Holo Rounds ensures allies will have a better chance to hit the target. Tenacious Defence and Extra conditioning provide a survivability buff and help offset the Gunner's poor mobility.
 
  
 
Sample Debuffer Build:
 
Sample Debuffer Build:
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|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}
 
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}}
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|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
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|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
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'''Recommended Weapons:''' LMG<br>
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'''Recommended Equipment:''' Alien trophy, Respirator Implant, Proximity Sensor/Extrasensory Vest, Walking Servos, Medikit.
  
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Notes:
 +
* First Aid can picked over Lock N' Load to offer some more staying power to the squad.
 +
* Extra Conditioning offers some added mobility. Bring 'Em On might up suppressive fire damage by a few points if enough opponents are visible.
 +
* Predictive Tracking is a good choice for the ''Suppression'' reaction shot and the boost to ''Flush'' Damage
 +
* This build has the particularity to be very stat-independant, even Gunners cursed by low stat totals are salvageable as a Mayhem Gunner.
  
Recommended Equipment: LMG, Hi Cap Mags.
 
  
 
</div>
 
</div>

Revision as of 19:33, 19 January 2022

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  Gunner

The Gunner class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM's arsenal to either inflict heavy damage, or lock down and debuff hostiles.

Primary Weapon: SAWs, LMGs, Assault Rifles, Carbines, SMGs.
Secondary Weapon: None.
Class-Limited items: SAWs, LMGs.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Suppression
Suppression
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. Suppressing makes this unit 30% more likely to be critically hit. 2 turn cooldown.
RANK CORPORAL.png
Lance Corporal
Will To Survive
Will To Survive
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast.
Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Sentinel
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.
Mayhem
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately.
RANK SERGEANT.png
Corporal
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.
Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
Penetrator
Penetrator
The primary weapon gains +2 penetration.
RANK LIEUTENANT.png
Sergeant
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.
Ready For Anything
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Grants +2 ammo to non-arc primary weapons.
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.
RANK CAPTAIN.png
Tech Sergeant
Shredder
Shredder
Primary weapon shots during this unit's turn apply Shred equal to the dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) to any unit they damage for the remainder of the battle.
RANK MAJOR.png
Gunnery Sergeant
Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
First Aid
First Aid
Grants 2 medikits.
RANK COLONEL.png
Master Sergeant
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.
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.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (58%) +2-6 - +3-9
RANK CORPORAL.png   Lance Corporal +0-1 (57%) +0-2 - +1-3
RANK SERGEANT.png   Corporal +0-1 (57%) - - +1-3
RANK LIEUTENANT.png   Sergeant +0-1 (57%) - - -
RANK CAPTAIN.png   Tech Sergeant +0-1 (57%) - - -
RANK MAJOR.png   Gunnery Sergeant +0-1 (57%) - - -
RANK COLONEL.png   Master Sergeant +0-1 (57%) - - -
Total Health
+0-7
Aim
+2-8
Mobility
-
Will
+5-15

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +2 +4 - +6
RANK CORPORAL.png   Lance Corporal +1 +1 - +2
RANK SERGEANT.png   Corporal +1 - - +2
RANK LIEUTENANT.png   Sergeant - - - -
RANK CAPTAIN.png   Tech Sergeant - - - -
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+4
Aim
+5
Mobility
-
Will
+10

Tactical Advice

Role: Medium Range Offense / Offensive Support

The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved Suppression thanks to the weapon's Danger Zone and a deep pull of ammo to draw from.

Suppression is a powerful tool used to chip down exposed targets or pin down ennemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations.

They enjoy the high power of their class weapons, granting them a sizable damage output that will put Shredder to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don't require a lot of repositioning.

Sample Builds

Tank Gunner

The Tank Gunner mixes sturdyness with high damage in a threatening package. It is the only biological class with access to Grit and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. Double Tap rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored ennemies. Supression remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial Double Tap opportunity be missed.

Sample Tank Build: Will To Survive -> Grit or Critical System Targeting -> Double Tap-> Shredder -> Tenacious Defense or Lock N' Load -> Extra Conditioning or Bring 'Em On

Recommended Weapons: SAW
Recommended Equipment: Reinforced plating/Alloy plating/Regenerative plating, Flak Ammo, Combat Stims, Walker Servos.

Notes:

  • Critical System Targeting sacrifices the tanking potential of Grit in favor of absurd shredding numbers on Mech opponents. A choice for bold Commanders.
  • Tenacious Defense can be switched for Lock'n Load for more offensive uptime, although the lost crit mitigation will hurt late game when out of smoke.
  • Extra Conditioning is a good all-rounder choice. Bring 'Em On will boost damage to even more impressive levels.
  • Defensive Gene Mods will noticably boost tanking abilities


Overwatch Gunner

The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with Sentinel and Shredder to deliver hefty damage through reaction fire and lock down ennemy movement. Ready for Anything grants some much needed aim as well as free overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another overwatch class will wear down ennemy battle lines at an alarming pace. Supression - while still useful - is less optimal than on other builds.

Sample Tank Build: Sentinel -> Penetrator or Critical System Targeting -> Ready for Anything-> Shredder -> Lock N' Load -> Bring 'Em On

Recommended Weapons: SAW, Assault Rifle, LMG
Recommended Equipment: Scope, Alloy Bipod, Flak Ammo, Respirator Implant, Alien Trophy, Damage boosting ammo.

Notes:

  • Critical System Targeting combined with Flak ammo allow a high specialization against Mechs. Penetrator is less specialized but usable against many targets.
  • This build will put Gene Mods to good use, especially Predictive Tracking to nullify Cover defense on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
  • The LMG is an uncoventionnal choice for this build due to the steep aim penalty. Sufficently mitigated however (e.g Psi inspire + Holo Rounds), the resulting damage will put most other offensive builds to shame.

Mayhem Gunner (Bullet Wizard)

The Mayhem Gunner build focuses on debuffing and crowd control through Suppression boosted by Holo Rounds and Shredder to allow other squad members to provide more accurate and damaging fire. With Mayhem and Danger Zone from the LMG, the Gunner can suppress and debuff entire groups of ennemies; denting targets and pinning them down if in cover. The cooldown turn of Suppression can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful if innacurate (Flush is advised) shredding shot to a target. While slow, this build can fix this problem thanks to a great freedom in terms of equipment choices.


Sample Debuffer Build: Mayhem -> Penetrator -> Holo Rounds -> Shredder -> Tenacious Defense -> Extra Conditioning

Recommended Weapons: LMG
Recommended Equipment: Alien trophy, Respirator Implant, Proximity Sensor/Extrasensory Vest, Walking Servos, Medikit.

Notes:

  • First Aid can picked over Lock N' Load to offer some more staying power to the squad.
  • Extra Conditioning offers some added mobility. Bring 'Em On might up suppressive fire damage by a few points if enough opponents are visible.
  • Predictive Tracking is a good choice for the Suppression reaction shot and the boost to Flush Damage
  • This build has the particularity to be very stat-independant, even Gunners cursed by low stat totals are salvageable as a Mayhem Gunner.


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