Difference between revisions of "Infantry (LWR)"

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== Sample Builds ==
 
== Sample Builds ==
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===Line Infantry===
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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.
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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.
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Sample Infantry Build:
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''Will To Survive -> Lock N' Load->  Bullseye -> Ranger -> Sharpshooter -> Packmaster.''
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{{Ability List Display
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|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
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|level2={{Lock n' Load (LWR)|align=center|topbotpad=7}}
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|level3={{Bullseye (LWR)|align=center|topbotpad=7}}
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|level4={{Ranger (LWR)|align=center|topbotpad=7}}
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|level5={{Sharpshooter (LWR)|align=center|topbotpad=7}}
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|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
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}}
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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.
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Recommended Equipment: Drum Mag, Battle Rifle, Armour Piercing Ammo/Shredding Ammo.
  
 
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==See also==
 
==See also==
 
{{Soldiers (LWR) Navbar}}
 
{{Soldiers (LWR) Navbar}}
 
[[Category: Long War Rebalance]]
 
[[Category: Long War Rebalance]]
 
[[Category: Soldiers (LWR)]]
 
[[Category: Soldiers (LWR)]]

Latest revision as of 10:42, 1 August 2020

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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.
RANK CORPORAL.png
Lance Corporal
Will To Survive
Will To Survive
Grants +30% DR and -10 defense when protected by cover, 30% reduced injury time, and Steadfast
Steadfast
Steadfast
Grants immunity to overpower and panic (except for psionic/fire-based panic).
Sentinel
Sentinel
Allows 2 reaction shots during overwatch. Grants Opportunist.
Opportunist
Opportunist
Reaction shots ignore DR from cover and can crit.
Grenadier
Grenadier
Using a destructive grenade costs only 1 AP. Equipped destructive grenades receive an additional use. Grants +20% throw range.
RANK SERGEANT.png
Corporal
Extra Conditioning
Extra Conditioning
Grants +2 armor health, +0.6 mobility, and reduces fatigue times by 20%.
Snap Shot
Snapshot
Standard/precision/disabling shots will not trigger non-suppression reaction shots. Grants a 30% chance (60% with strike rifles) for standard/precision/disabling shots to cost 0 AP (does not work for Exalt/Aliens).
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP.
RANK LIEUTENANT.png
Sergeant
Tenacious Defense
Tenacious Defense
Grants +3 armor health, +40% crit resistance, and 50% DR against explosives.
Bull Rush
Bullseye
Gain +20 aim against flying targets.
Mayhem
Mayhem
Grants +1 damage to suppression, +2 damage to explosives, +50% weapon damage to flush, and +100% weapon damage to sniper and strike rifles.
RANK CAPTAIN.png
Tech Sergeant
Ranger
Ranger
Grants +25 aim to sidearms, +1 damage to all weapons and equipment, and 20% throw range. Also negates the range accuracy penalty of sidearms.
RANK MAJOR.png
Gunnery Sergeant
Suppression
Suppression
Pin [no reaction fire, -30 aim, -1 AP, -50% AoE range, x2 scatter] non-melee targets down. Breaks with an opportunist reaction shot with -50% weapon damage if the target acts or moves. Reaction shots ignore cover def and cannot crit. Requires 2 ammo, and uses the 2nd ammo if a reaction shot was triggered. Not possible with shotguns, sniper rifles, or strike rifles. 1 turn cooldown..
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +1 penetration. Also grants +10 aim to shots with the primary weapon fired at targets through cover.
Vital Point Targeting
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 50% more damage if they are uncovered.
RANK COLONEL.png
Master Sergeant
Aggression
Aggression
Grants +25 crit and +1 damage during critical hits.
Packmaster
Packmaster
Equipped medikits, grenades, and beacons receive an additional use. Grants +1 ammo.


Stat Progression

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 -> Lock N' Load-> Bullseye -> Ranger -> Sharpshooter -> Packmaster.

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.

Recommended Equipment: Drum Mag, Battle Rifle, Armour Piercing Ammo/Shredding Ammo.

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