Difference between revisions of "Infantry (LWR)"
Line 32: | Line 32: | ||
{{Stat Progression Table (LWR) | {{Stat Progression Table (LWR) | ||
− | | rank1-hp=+0-1 (50%) | rank1-aim=+ | + | | rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15 |
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3 | | rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3 | ||
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3 | | rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3 | ||
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3 | | rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3 | ||
− | | rank5-hp=+0-1 (20%) | rank5-aim=+ | + | | rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3 |
− | | rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=+1-3 | + | | rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3 |
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=- | | rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=- | ||
− | | hptotal=+0-7 | aimtotal=+ | + | | hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30 |
}} | }} | ||
Line 45: | Line 45: | ||
{{Stat Progression Table (LWR) | {{Stat Progression Table (LWR) | ||
− | | rank1-hp=+1 | rank1-aim=+ | + | | rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 |
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2 | | rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2 | ||
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2 | | rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2 | ||
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2 | | rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2 | ||
− | | rank5-hp=- | rank5-aim=+ | + | | rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2 |
− | | rank6-hp=- | rank6-aim= | + | | rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2 |
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=- | | rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=- | ||
− | | hptotal=+2 | aimtotal=+ | + | | hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20 |
}} | }} | ||
Revision as of 17:35, 10 August 2021
The Infantry class borrows elements from the Assault and Heavy classes. Their signature ability is Light 'Em Up, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Light 'Em Up
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn. | ||||||
Lance Corporal |
Will To Survive
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Opportunist
Reaction shots gain +10 aim and can critically hit. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility. | ||||
Corporal |
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. | ||||
Sergeant |
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. |
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
|
First Aid
Grants 2 medikits. | ||||
Tech Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. | ||||||
Gunnery Sergeant |
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. |
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. | ||||
Master Sergeant |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. |
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. |
Stat Progression
Predictable Potential:
Tactical Advice
Role: Medium Range Offense
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the Assault class. The Infantry's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in Sentinel, and Lock n' Load, and Ranger.
Sample Builds
Line Infantry
This build focuses on improving the Infantry's ability to take a position and shoot the enemy twice per turn. A relativity simple task that the Infantry excels in. Mobility is not as desirable so this build can focus on taking the heavier Battle Rifle and Drum Mag to improve their damage output.
Will To Survive improve the Infantry's survivability and grants them Steadfast, which better ensures your Infantry won't panic outside of psionic attacks. Lock N' Load helps compensate for the Infantry's heavy ammo usage by making reloading only consume a single action point, ensuring the Infantry can always shoot at least once. Bullseye helps the Infantry hit flying enemies while Sharpshooter further helps the Infantry fire at enemies in cover. Packmaster simply helps the Infantry have more ammo to shoot with.
Sample Infantry Build: Will To Survive -> Bullseye -> Lock N' Load-> Ranger -> Vital Point Targeting -> Packmaster.
Recommended Equipment: Drum Mag, Battle Rifle, Armour Piercing Ammo/Shredding Ammo.
Notes:
- Snapshot can replace Lock N' Load as this will allow the Infantry to fire through enemy overwatch, you will need to be more careful of their ammo level.
- Tenacious Defence can replace Bullseye to make the Infantry a more harder target to hurt, at the cost of losing accuracy against flying targets.
- CST can replace VPT as a source of anti-mech damage.
OW Infantry
This build focuses on using mid-range reaction shots to cover front line tanking soldiers, namely using Steady -> Overwatch to fire one shot with +50 aim and a second shot for good measure. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. Because Sentinel reaction shots ignore cover DR and can crit, this build is very effective for causing damage against enemies in cover if the squad is out of explosives.
Sample OW Build: Sentinel -> Bullseye -> Loch N' Load -> Ranger -> Impact -> Aggression
Recommended Equipment: Extended/Drum Mag, Alien Trophy, Battle Rifle
Notes:
- Snapshot can replace Lock N' Load to avoid reaction fire pulled when shooting, but ammo management is not as flexible.
- If Snapshot is chosen, then Packmaster is suggested to be taken over Aggression for better flexibility.