Difference between revisions of "Infantry (Long War)"
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|LCorporalE3=''Will +5'' |
|LCorporalE3=''Will +5'' |
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|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 |
+ | |Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 1 bonus damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.'' |
|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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|TechSgtE2='''' |
|TechSgtE2='''' |
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|TechSgtE3=''Aim +3'' |
|TechSgtE3=''Aim +3'' |
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− | |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.'' |
|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.'' |
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|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).'' |
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).'' |
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|GunSgtE1='''' |
|GunSgtE1='''' |
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− | |GunSgtE2='''' |
+ | |GunSgtE2=''Aim +2, Will +3'' |
|GunSgtE3='''' |
|GunSgtE3='''' |
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|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.'' |
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.'' |
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|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.'' |
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.'' |
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|MSgtE1='''' |
|MSgtE1='''' |
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− | |MSgtE2='''' |
+ | |MSgtE2=''Aim +3, Will +3, Mob +1'' |
− | |MSgtE3='''' |
+ | |MSgtE3=''Aim +3, Will +1'' |
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}} |
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Revision as of 00:47, 16 July 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, Carbines, SMGs, Battle Rifles, Shotguns
- Secondary Weapon: Sidearm
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.