Difference between revisions of "Infantry (Long War)"
Line 83: | Line 83: | ||
|Boost=+6 aim, +4 will, +1 mobility | |Boost=+6 aim, +4 will, +1 mobility | ||
|Strength=massive dmg output | |Strength=massive dmg output | ||
− | |Weakness= | + | |Weakness=squishy until Extra Conditioning, relies heavily on allied support |
|Battles=All | |Battles=All | ||
− | |Loadout= | + | |Loadout=Scope/Neural Gunlink, Hi Cap Mags, Targeting Module, +1 Damage item |
|Power Ranks=SGT and GSG for dmg, MSG for survivability | |Power Ranks=SGT and GSG for dmg, MSG for survivability | ||
− | |Description=This build is a very straightforward mid-range damage dealer. | + | |Description=This build is a very straightforward mid-range damage dealer. Crit stacking guarantees crits on exposed enemies and gives you a coin flip to land them on Hardened or in cover enemies too. Executioner makes Infantry a very reliable cleanup option in the early game against weakened foes with its +10 aim bonus, especially since LEU gives them two shots for that +10 aim bonus to go to work on; it's less useful for its crit chance, though it can help against tough enemies with good HP and DR. Agg and BEO is core and forms the bulk of your damage output. SS can be dropped for LnL if you prefer having more shots over more consistent crits, though Ranger will mitigate some of the ammo issues you run into if you invest in a good sidearm in addition to its reliable +1 damage. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Rapid Fire can also be taken for maximum potential damage output, but will burn through your ammo at alarming rates if you don’t have Lock N’ Load to feed the gun. |
− | |Strategic Analysis=Crit Infantry greatly appreciate holo targeting | + | |Strategic Analysis=Like with all infantry, find a good spot to sit in pre-engagement so you can fire 2 shots a turn with LEU. Crit Infantry greatly appreciate holo targeting, shredder rockets, and cover destruction support from rocketeers, engineers, and Collateral Damage MECs. If possible, try to bring a target down to half hp before shooting to activate Executioner (conveniently this often happens for free while destroying cover, especially in early game). When you get swarmed by several aliens at once, aim for the big guy and let Bring ‘Em On do the rest. One massive crit on a dangerous threat can swing battle tempo in your favor, nevermind two. Just don't put yourself in a situation where you have to rely on crits landing against Hardened or in Cover enemies. Make your attempts relatively early in the turn: if one or both crit, great. If it doesn't, use the rest of your squads actions to mitigate the threat, like deploying Smoke, Suppressing the target, and so on. |
}} | }} | ||
Revision as of 05:47, 28 September 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.
|
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