Difference between revisions of "Infantry (Long War)"
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|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Aim and crit chance against low health targets +10'' |
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Aim and crit chance against low health targets +10'' |
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|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.'' |
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.'' |
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− | |LCorporalE1='''' |
+ | |LCorporalE1=''Aim +3'' |
|LCorporalE2='''' |
|LCorporalE2='''' |
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− | |LCorporalE3='''' |
+ | |LCorporalE3=''Will +5'' |
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Reaction shots no longer suffer aim penalty and are allowed to crit'' |
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Reaction shots no longer suffer aim penalty and are allowed to crit'' |
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|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.'' |
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.'' |
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|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.'' |
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.'' |
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|CorporalE1='''' |
|CorporalE1='''' |
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− | |CorporalE2='''' |
+ | |CorporalE2=''Aim +1'' |
|CorporalE3='''' |
|CorporalE3='''' |
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|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.'' |
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.'' |
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|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).'' |
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).'' |
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|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).'' |
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).'' |
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− | |SergeantE1='''' |
+ | |SergeantE1=''Mob +1'' |
− | |SergeantE2='''' |
+ | |SergeantE2=''Will +1, Mob +1'' |
− | |SergeantE3='''' |
+ | |SergeantE3=''Mob +1'' |
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.'' |
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.'' |
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|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.'' |
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.'' |
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|TechSgtE1='''' |
|TechSgtE1='''' |
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|TechSgtE2='''' |
|TechSgtE2='''' |
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− | |TechSgtE3='''' |
+ | |TechSgtE3=''Aim +3'' |
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>'Allows two reaction shots during Overwatch, instead of only one.''' |
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>'Allows two reaction shots during Overwatch, instead of only one.''' |
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|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.'' |
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.'' |
Revision as of 04:31, 27 June 2014
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: Assault Rifles, Shotguns
- Secondary Weapon: Pistols
Abilities
Stat Progression
Rank | HP at level | Total HP | Aim at level | Total Aim |
---|---|---|---|---|
Specialist | 1 | 1 | 5 | 5 |
Lance Corporal | 0 | 1 | 3 | 8 |
Corporal | 0 | 1 | 3 | 11 |
Sergeant | 1 | 2 | 3 | 14 |
Tech Sergeant | 0 | 2 | 3 | 17 |
Gunnery Sergeant | 0 | 2 | 3 | 20 |
Master Sergeant | 1 | 3 | 5 | 25 |
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.