Difference between revisions of "Infantry (LWR)"

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== Abilities ==
 
== Abilities ==
 
{{Class Tree (LWR)|
 
{{Class Tree (LWR)|

Revision as of 17:52, 16 February 2022

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  Infantry

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
RANK SQUADDIE.png
Specialist
Light 'Em Up
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.
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.
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
RANK SERGEANT.png
Corporal
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.
Mayhem
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately.
RANK LIEUTENANT.png
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.
Impact
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
First Aid
Grants 2 medikits.
RANK CAPTAIN.png
Tech Sergeant
Ranger
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.
RANK MAJOR.png
Gunnery Sergeant
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.
Snap Shot
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
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.
RANK COLONEL.png
Master Sergeant
Aggression
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
Packmaster
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

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (50%) +5-15 +1.3 +5-15
RANK CORPORAL.png   Lance Corporal +0-1 (50%) +1-3 - +1-3
RANK SERGEANT.png   Corporal +0-1 (20%) +1-3 - +1-3
RANK LIEUTENANT.png   Sergeant +0-1 (20%) +1-3 - +1-3
RANK CAPTAIN.png   Tech Sergeant +0-1 (20%) +1-3 - +1-3
RANK MAJOR.png   Gunnery Sergeant +0-1 (20%) +1-3 - +1-3
RANK COLONEL.png   Master Sergeant +0-1 (20%) - - -
Total Health
+0-7
Aim
+10-30
Mobility
+1.3
Will
+10-30

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +10 +1.3 +10
RANK CORPORAL.png   Lance Corporal +1 +2 - +2
RANK SERGEANT.png   Corporal - +2 - +2
RANK LIEUTENANT.png   Sergeant - +2 - +2
RANK CAPTAIN.png   Tech Sergeant - +2 - +2
RANK MAJOR.png   Gunnery Sergeant - +2 - +2
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+2
Aim
+20
Mobility
+1.3
Will
+20

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

Tank Infantry

The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of Light 'Em Up to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.
Sample Tank Build: Will To Survive -> Tenacious Defense or Lock n' Load -> Extra Conditioning or First Aid -> Ranger -> Critical System Targeting or Snapshot or Vital Point Targeting -> Aggression

Recommended Weapons: Assault rifle, Battle Rifle
Recommended Equipment: Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .

Notes

  • Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).
  • Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.
  • The Gunnery Sergeant perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)

Overwatch Infantry

This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With Lock n' Load and Sentinel providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. Light 'Em Up also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn.
Sample OW Build: Sentinel -> Lock n' Load -> Impact -> Ranger -> Critical System Targeting or Vital Point Targeting -> Aggression

Recommended Weapons: Assault rifle, Battle Rifle, SMG
Recommended Equipment: Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).

Notes

  • CST vs VPT is left to the Commander's discretion.
  • This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
  • Psi is also a strong option thanks to the Infantry high will growth
  • An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.

Grenadier Infantry

The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains Packmaster very late on the build.
Sample Grenadier Build: Grenadier -> Mayhem -> Extra Conditioning -> Ranger -> Critical System Targeting or Snapshot or Vital Point Targeting -> Packmaster

Recommended Weapons: SMG, Carbine, Arc Rifle with secondary autopistol.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades.

Notes

  • This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.
  • High aim growth and Light 'Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.
  • The Gunnery Sergeant perk is left to the Commander's discretion. Do keep in mind that CST does not work with the Arc rifle.

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