Difference between revisions of "Gunner (Long War)"
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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'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with '''Danger Zone''', apply '''Holo Targeting''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder Ammo'''. 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'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with '''Danger Zone''', apply '''Holo Targeting''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder Ammo'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''. | ||
+ | |||
+ | == Sample Builds == | ||
+ | |||
+ | '''Machine Gunner''' - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.) | ||
+ | At Lance Cpl: '''Covering Fire''' for the bonus aim and improved overwatch efficiency. | ||
+ | At Corporal: '''HEAT Ammo''' if you don't have enough anti-mech solutions yet. OR '''Ranger''' if you'd like the bonus Aim and Will. | ||
+ | At Sergeant: '''Executioner''' for the bonus stats and circumstantial aim/crit bonus. | ||
+ | At Tech Sgt: '''Double Tap''' to gain an aimable bonus shot every two turns (especially useful if you're using HEAT Ammo!). OR '''Ready for Anything''' for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don't choose who eats overwatch fire). | ||
+ | At Gun Sgt: '''Resilience''' for the bonus Aim and Will; your Gunner should have extremely high aim at this point. | ||
+ | At Master Sgt: '''Sentinel''' for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren't generally close to the front, so '''Extra Conditioning''' isn't as helpful. | ||
+ | Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn't subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available. | ||
+ | Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods. | ||
+ | |||
+ | '''Juggernaut''' - Gene-modded Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.) | ||
+ | At Lance Cpl: '''Covering Fire''' for the bonus aim and improved overwatch efficiency. | ||
+ | At Corporal: '''HEAT Ammo''' if you don't have enough anti-mech solutions yet. OR '''Ranger''' if you'd like the bonus Aim and Will. | ||
+ | At Sergeant: '''Tactical Sense''' for improved survivability; this gunner will draw a lot of fire if used properly. | ||
+ | At Tech Sgt: '''Rapid Fire''' for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful. | ||
+ | At Gun Sgt: '''Will to Survive''' for improved damage reduction when actually injured. '''Resilience''' is also an acceptable choice. | ||
+ | At Master Sgt: '''Extra Conditioning''' for bonus HP, along with several bonus stats. | ||
+ | Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together) | ||
+ | Gene mod Iron Skin, Smart Macrophages, Secondary Heart, and Smart Bone Marrow. No core psi talents. | ||
+ | |||
+ | '''Support Gunner''' - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.) | ||
+ | At Lance Cpl: '''Flush''' for isolating and killing squad leaders. OR '''Holo-Targeting''' to improve anti-group effectiveness. | ||
+ | At Corporal: '''Shredder Ammo''' as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don't hesitate to target different groups of enemies to spread the debuff around.) | ||
+ | At Sergeant: '''Danger Zone''' as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target). | ||
+ | At Tech Sgt: '''Rapid Fire''' to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first. | ||
+ | At Gun Sgt: '''Resilience''' for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier. | ||
+ | At Master Sgt: '''Mayhem''' as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses. | ||
+ | Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational. | ||
+ | No core gene mods or psi abilities. | ||
==See also== | ==See also== |
Revision as of 02:34, 9 October 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.
- Class-Limited items: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.
Abilities
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. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with Danger Zone, apply Holo Targeting on those targets, make it inflict damage with Mayhem, and thus shred them with Shredder Ammo. Some strong offensive perks are also available in Double Tap, Rapid Fire and HEAT Ammo.
Sample Builds
Machine Gunner - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.) At Lance Cpl: Covering Fire for the bonus aim and improved overwatch efficiency. At Corporal: HEAT Ammo if you don't have enough anti-mech solutions yet. OR Ranger if you'd like the bonus Aim and Will. At Sergeant: Executioner for the bonus stats and circumstantial aim/crit bonus. At Tech Sgt: Double Tap to gain an aimable bonus shot every two turns (especially useful if you're using HEAT Ammo!). OR Ready for Anything for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don't choose who eats overwatch fire). At Gun Sgt: Resilience for the bonus Aim and Will; your Gunner should have extremely high aim at this point. At Master Sgt: Sentinel for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren't generally close to the front, so Extra Conditioning isn't as helpful. Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn't subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available. Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.
Juggernaut - Gene-modded Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.) At Lance Cpl: Covering Fire for the bonus aim and improved overwatch efficiency. At Corporal: HEAT Ammo if you don't have enough anti-mech solutions yet. OR Ranger if you'd like the bonus Aim and Will. At Sergeant: Tactical Sense for improved survivability; this gunner will draw a lot of fire if used properly. At Tech Sgt: Rapid Fire for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful. At Gun Sgt: Will to Survive for improved damage reduction when actually injured. Resilience is also an acceptable choice. At Master Sgt: Extra Conditioning for bonus HP, along with several bonus stats. Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together) Gene mod Iron Skin, Smart Macrophages, Secondary Heart, and Smart Bone Marrow. No core psi talents.
Support Gunner - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.) At Lance Cpl: Flush for isolating and killing squad leaders. OR Holo-Targeting to improve anti-group effectiveness. At Corporal: Shredder Ammo as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don't hesitate to target different groups of enemies to spread the debuff around.) At Sergeant: Danger Zone as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target). At Tech Sgt: Rapid Fire to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first. At Gun Sgt: Resilience for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier. At Master Sgt: Mayhem as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses. Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational. No core gene mods or psi abilities.