Difference between revisions of "Infantry (LWR)"

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|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}
 
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}
 
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
 
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}
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|Sergeant2={{ Snapshot (LWR)|text=1|topbotpad=10}}
 
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}
 
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}
 
|GunSgt1={{ Bring 'Em On (LWR)|text=1|topbotpad=10}}
 
|GunSgt1={{ Bring 'Em On (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}
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|GunSgt2={{ Impact (LWR)|text=1|topbotpad=10}}
 
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
 
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
 
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}
 
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}
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===Tank Infantry===
 
===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.<br/>
+
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 enhancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.<br/>
 
Sample Tank Build:
 
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''
+
''Will To Survive -> Tenacious Defense or Lock n' Load -> Extra Conditioning or Kitted -> Ranger -> Bring 'Em On -> Aggression''
  
 
{{Ability List Display
 
{{Ability List Display
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|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
 
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
 
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
 
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level5={{Snapshot (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
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|level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
 
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
 
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
'''Recommended Weapons:''' Assault rifle, Battle Rifle<br>
+
'''Recommended Weapons:''' Assault rifle, Battle Rifle, Arc Rifle. Secondary Autopistol.<br>
'''Recommended Equipment:''' Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .
+
'''Recommended Equipment:''' Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.
  
 
Notes
 
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).
+
* This build is one of the most versatile builds in the game, as it covers offense, defense, and sometimes utility depending on item/perk choices.
 +
* Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways.
 
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.
 
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.
 +
* Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts.
 +
* Arc Rifles pair well with an Autopistol to cover both biological and mechanical threats, and LeU can even make the Arc Rifle do decent damage to biologicals in a pinch. Both MSGT perks are wasted when using one, however.
  
 
===Overwatch Infantry===
 
===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. This can be further increased with Snapshot (+1 OW shot) and Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 5 shots a turn.
+
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. This can be further increased with Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 4 shots per turn.
 
<br/>
 
<br/>
 
Sample OW Build:
 
Sample OW Build:
''Sentinel -> Lock n' Load -> Impact -> Ranger -> Snapshot -> Aggression''
+
''Sentinel -> Lock n' Load -> Any -> Ranger -> Impact or Bring 'Em On -> Aggression''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}
 
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}
 
|level2={{Lock n' Load (LWR)|align=center|topbotpad=7}}
 
|level2={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
+
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
 
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
 
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level5={{Snapshot (LWR)|align=center|topbotpad=7}}
+
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
 
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
 
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
 
'''Recommended Weapons:''' Assault rifle, Battle Rifle, SMG<br>
 
'''Recommended Weapons:''' Assault rifle, Battle Rifle, SMG<br>
'''Recommended Equipment:''' Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).
+
'''Recommended Equipment:''' Drum Mags, Damage-increasers, Aim-increasers, Special ammo.
  
 
Notes
 
Notes
* 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.
+
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots, Enhanced Metabolism for an extra Overwatch shot, 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
+
* Psi is also a strong option thanks to the Infantry's high will growth, Inner Fire, and the power of Conduit when taking multiple actions per turn.
* 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.
+
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and Overwatch exposed targets to disrupt enemy positions. Be warned, however, that some enemies are liable to shoot your vulnerable soldier even while flanked.
 +
* The choice at SGT is pretty open: Extra Conditioning is solid all around, Snapshot guarantees that Overwatching is safe and pairs nicely with Impact for situational Overwatch removal, and Kitted gives some utility and ammo.
  
 
===Grenadier Infantry===
 
===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.<br/>
+
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 into the build.<br/>
 
Sample Grenadier Build:
 
Sample Grenadier Build:
''Grenadier -> Mayhem -> Extra Conditioning -> Ranger -> HEAT Warheads -> Packmaster''
+
''Grenadier -> Mayhem -> Extra Conditioning -> Ranger -> Tandem Warheads -> Packmaster''
  
 
{{Ability List Display
 
{{Ability List Display
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|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
 
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}
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|level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}}
 
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
 
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
'''Recommended Weapons:''' SMG, Carbine, Arc Rifle with secondary autopistol.<br>
+
'''Recommended Weapons:''' Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.<br>
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades.
+
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit.
  
 
Notes
 
Notes
 
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.
 
* 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.
+
* 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.
  
 
</div>
 
</div>

Revision as of 02:15, 31 January 2023

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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.
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.
Kitted
Kitted
Grants a medikit, a smoke grenade, and +1 ammo to non-arc primary weapons.
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
Bring 'Em On
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
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.
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
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 enhancements (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 Kitted -> Ranger -> Bring 'Em On -> Aggression

Recommended Weapons: Assault rifle, Battle Rifle, Arc Rifle. Secondary Autopistol.
Recommended Equipment: Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.

Notes

  • This build is one of the most versatile builds in the game, as it covers offense, defense, and sometimes utility depending on item/perk choices.
  • Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways.
  • Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.
  • Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts.
  • Arc Rifles pair well with an Autopistol to cover both biological and mechanical threats, and LeU can even make the Arc Rifle do decent damage to biologicals in a pinch. Both MSGT perks are wasted when using one, however.

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. This can be further increased with Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 4 shots per turn.
Sample OW Build: Sentinel -> Lock n' Load -> Any -> Ranger -> Impact or Bring 'Em On -> Aggression

Recommended Weapons: Assault rifle, Battle Rifle, SMG
Recommended Equipment: Drum Mags, Damage-increasers, Aim-increasers, Special ammo.

Notes

  • This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots, Enhanced Metabolism for an extra Overwatch shot, 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's high will growth, Inner Fire, and the power of Conduit when taking multiple actions per turn.
  • An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and Overwatch exposed targets to disrupt enemy positions. Be warned, however, that some enemies are liable to shoot your vulnerable soldier even while flanked.
  • The choice at SGT is pretty open: Extra Conditioning is solid all around, Snapshot guarantees that Overwatching is safe and pairs nicely with Impact for situational Overwatch removal, and Kitted gives some utility and ammo.

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 into the build.
Sample Grenadier Build: Grenadier -> Mayhem -> Extra Conditioning -> Ranger -> Tandem Warheads -> Packmaster

Recommended Weapons: Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit.

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.

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