Difference between revisions of "Infantry (Long War)"
(Cleaned up formatting and fleshed out tactical info/suggestions) |
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|Loadout=Reinforced armor, other tank items |
|Loadout=Reinforced armor, other tank items |
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|Power Ranks=CPL and MSG for tanking, SGT and TSG for utility |
|Power Ranks=CPL and MSG for tanking, SGT and TSG for utility |
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− | |Description=Straightforward utility tank build that aims to draw aggro from aliens by suppressing and then survive the potential consequences. Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to kill as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits. Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main "tanks" or fire magnets. Assaults can get many of the same protective perks as Infantry, get slightly more Health per rank, and can stack defensive items without as much offensive penalty. |
+ | |Description=Straightforward utility tank build that aims to draw aggro from aliens by suppressing and then survive the potential consequences. Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to kill as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits. Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main "tanks" or fire magnets. Assaults can get many of the same protective perks as Infantry, get slightly more Health per rank, and can stack defensive items without as much offensive penalty but don't have access to suppression. |
|Strategic Analysis=Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). Similarly, don't give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too. It is more important that the cover be indestructible than low/high, as this soldier is vulnerable to cover destruction. Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption. Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry. |
|Strategic Analysis=Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). Similarly, don't give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too. It is more important that the cover be indestructible than low/high, as this soldier is vulnerable to cover destruction. Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption. Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry. |
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Revision as of 08:02, 19 April 2021
The Infantry class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is Light 'Em Up, which behaves identically to the vanilla Heavy's Bullet Swarm perk.
- 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 no longer end the turn, if taken as the first action. | |||
No other bonuses. | ||||
Lance Corporal |
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability. |
Covering Fire
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions). |
Executioner Confers +10 aim and +10 critical chance against targets at or below 50% health. | |
+5 Will. | No other bonuses. | No other bonuses. | ||
Corporal |
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. | ||
+3 Will. | No other bonuses. | No other bonuses. | ||
Sergeant |
Deadeye Confers +15 aim against flying targets. |
Suppression
Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.
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Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters. | |
No other bonuses. | No other bonuses. | No other bonuses | ||
Tech Sergeant |
Tactical Sense
Confers +5 Defense per enemy in sight (max +20). |
Lock N' Load Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn. |
Sharpshooter +10 critical chance in all situations, +10 Aim against enemies in full cover. | |
No other bonuses. | No other bonuses. | +2 Aim. | ||
Gunnery Sergeant |
Resilience Confers immunity to critical hits. |
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
|
Bring 'Em On Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus. |
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied. |
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
| |
+4 Aim, +4 Will, +1 Mobility. | No other bonuses. | No other bonuses. |
*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled
Stat Progression
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (
1 + rand(6)
).
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 assault rifles rather than shotguns, 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. Infantrymen'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 Covering Fire, Opportunist and Sentinel.
Sample Builds
Crit Infantry
Overwatch Fire Support
Tank Infantry