Difference between revisions of "Gunner (Long War)"

From UFOpaedia
Jump to navigation Jump to search
Line 99: Line 99:
  
  
'''Juggernaut''' - Gene-modded CQB 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.), particularly before advanced MECs are available.
+
'''Juggernaut''' - Gene-modded CQB-Flank 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.), particularly before advanced MECs are available.
  
 
At Lance Cpl: '''Covering Fire''' for the bonus aim and improved overwatch efficiency.
 
At Lance Cpl: '''Covering Fire''' for the bonus aim and improved overwatch efficiency.
Line 111: Line 111:
 
At Gun Sgt: '''Will to Survive''' for improved damage reduction when actually injured. '''Resilience''' is also an acceptable choice if you find yourself flanked often.
 
At Gun Sgt: '''Will to Survive''' for improved damage reduction when actually injured. '''Resilience''' is also an acceptable choice if you find yourself flanked often.
  
At Master Sgt: '''Extra Conditioning''' for bonus HP, along with several bonus stats.
+
At Master Sgt: '''Extra Conditioning''' for bonus HP, mobility, aim, and will.
  
 
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)
 
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)

Revision as of 02:42, 9 October 2014

Gunner

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

Rank Ability
RANK SQUADDIE.png
Specialist
HEAVY SUPPRESSION.png
Suppression
Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.
No others bonuses.
RANK CORPORAL.png
Lance Corporal
SUPPORT COVERINGFIRE.png
Covering Fire
Allows reaction shots to trigger on enemy attacks, not just enemy movement
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.
HEAVY HOLO.png
Holo-Targeting
Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Provides +3 Aim. No other bonuses. No other bonuses.
RANK SERGEANT.png
Corporal
HEAVY SHREDDER.png
Shredder Ammo
Any unit hit takes additional damage from all sources for the next 4 turns.
HEAVY HEAT AMMO.png
HEAT Ammo
Your primary weapon does additional damage against robotic enemies.
ALIEN CANNONFIRE.png
Ranger
Primary weapons do one additional damage.
No other bonuses. No other bonuses. Provides +2 Aim, +2 Will.
RANK LIEUTENANT.png
Sergeant
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
SNIPER EXECUTIONER.png
Executioner
Confers +10 Aim and + 10 critical chance against targets at or below 50% health.
HEAVY DANGERZONE.png
Danger Zone
Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.
Provides +2 Aim, +1 Mobility. Provides +4 Aim, +2 Will, +1 Mobility. Provides +1 Mobility.
RANK CAPTAIN.png
Tech Sergeant
MEC ADVANCED FIRE CONTROL.png
Ready For Anything
If the unit fires without moving, it automatically enters overwatch.
ASSAULT RAPIDFIRE.png
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
SNIPER DOUBLETAP.png
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.
Provides +2 Aim. No other bonuses. No others bonuses.
RANK MAJOR.png
Gunnery Sergeant
ASSAULT BRINGTHEMON.png
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
ASSAULT RESILLIENCE.png
Resilience
Confers immunity to critical hits.
HEAVY WILLTOSURVIVE.png
Will to Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
Provides +1 Aim, +1 Will. Provides +4 Aim, +4 Will. No other bonuses.
RANK COLONEL.png
Master Sergeant
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
SUPPORT SENTINEL.png
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
HEAVY MAYHEM.png
Mayhem
Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.
Provides +3 Aim, +3 Will, +1 Mobility. Provides +2 Aim, +2 Will. No other bonuses.


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 CQB-Flank 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.), particularly before advanced MECs are available.

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 if you find yourself flanked often.

At Master Sgt: Extra Conditioning for bonus HP, mobility, aim, and will.

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

Lone Wolf (EU2012).jpg Long War: 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 Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
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