Difference between revisions of "Gunner (Long War)"

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'''Role''': Medium Range Offense / Offensive Support
 
'''Role''': Medium Range Offense / Offensive Support
  
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing. In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that's being suppressed.
+
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.
 +
 
 +
In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that's being suppressed. 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. Note that Suppression works at the LMG's full range.
  
 
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo-Targeting''' and '''Shredder Ammo''' and of course '''Suppression'''. Gunners can make Suppression area effect with '''Danger Zone''' and make it inflict damage with '''Mayhem'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''.
 
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo-Targeting''' and '''Shredder Ammo''' and of course '''Suppression'''. Gunners can make Suppression area effect with '''Danger Zone''' and make it inflict damage with '''Mayhem'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''.

Revision as of 09:06, 9 July 2014

The Gunner class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is Suppression, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.

Primary Weapon: SAWs, LMGs, Assault Rifles
Secondary Weapon: None

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
HEAVY SUPPRESSION.png
Suppression
Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.
-1 Mobility
RANK CORPORAL.png
Lance Corporal
HEAVY HOLO.png
Holo-Targeting
Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
ASSAULT FLUSH.png
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
SUPPORT COVERINGFIRE.png
Covering Fire
Allow reaction shots to trigger on enemy attacks, not just enemy movement
' ' Aim +3
RANK SERGEANT.png
Corporal
ALIEN CANNONFIRE.png
Ranger
+1 damage with primary weapon.
HEAVY HEAT AMMO.png
HEAT Ammo
Your primary weapon does additional damage against robotic enemies.
HEAVY SHREDDER.png
Shredder Ammo
Any unit hit takes additional damage from all sources for the next 4 turns.
Aim +2, Will +2 ' '
RANK LIEUTENANT.png
Sergeant
HEAVY DANGERZONE.png
Danger Zone
'
SNIPER EXECUTIONER.png
Executioner
'
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
' ' '
RANK CAPTAIN.png
Tech Sergeant
SNIPER DOUBLETAP.png
Double Tap
'
ASSAULT RAPIDFIRE.png
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
MEC ADVANCED FIRE CONTROL.png
Ready For Anything
If the unit fires without moving, it automatically enters overwatch.
' ' '
RANK MAJOR.png
Gunnery Sergeant
HEAVY WILLTOSURVIVE.png
Will to Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
ASSAULT RESILLIENCE.png
Resilience
Confers immunity to critical hits.
ASSAULT BRINGTHEMON.png
Bring 'Em On
'
' ' '
RANK COLONEL.png
Master Sergeant
HEAVY MAYHEM.png
Mayhem
'
SUPPORT SENTINEL.png
Sentinel
'
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
' ' '


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 3 3
Lance Corporal 0 1 3 6
Corporal 1 2 3 9
Sergeant 0 2 3 12
Tech Sergeant 1 3 3 15
Gunnery Sergeant 0 3 3 18
Master Sergeant 1 4 3 21

Tactical Advice

Role: Medium Range Offense / Offensive Support

The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.

In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that's being suppressed. 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. Note that Suppression works at the LMG's full range.

Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including Holo-Targeting and Shredder Ammo and of course Suppression. Gunners can make Suppression area effect with Danger Zone and make it inflict damage with Mayhem. Some strong offensive perks are also available in Double Tap, Rapid Fire and HEAT Ammo.