Difference between revisions of "Infantry (Long War)"

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|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement.''
 
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement.''
 
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 aim and +10 critical chance against targets at or below 50% health.''
 
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 aim and +10 critical chance against targets at or below 50% health.''
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Never panis as a result of allies panicking or getting wounded or kill.''
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|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Never panics as a result of allies panicking or getting wounded or kill.''
 
|LCorporalE1=''Aim +3''
 
|LCorporalE1=''Aim +3''
 
|LCorporalE2=''''
 
|LCorporalE2=''''

Revision as of 14:25, 6 August 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

Rank Ability
RANK SQUADDIE.png
Specialist
HEAVY BULLETSWARM.png
Light 'Em Up
Firing with the first action no longer ends turn.
No other bonuses.[Verify?]
RANK CORPORAL.png
Lance Corporal
SUPPORT COVERINGFIRE.png
Covering Fire
Allows reaction shots to trigger on enemy attacks, not just movement.
SNIPER EXECUTIONER.png
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
Defenders Medal 1 (EU2012).png
Steadfast
Never panics as a result of allies panicking or getting wounded or kill.
Aim +3 ' Will +5
RANK SERGEANT.png
Corporal
SNIPER OPPORTUNIST.png
Opportunist
Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.
SNIPER GUNSLINGER.png
Gunslinger
Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.
ALIEN CANNONFIRE.png
Ranger
Primary weapons do one additional damage.
' Aim +1 '
RANK LIEUTENANT.png
Sergeant
HEAVY SUPPRESSION.png
Suppression
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.
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Mob +1 Will +1, Mob +1 Mob +1
RANK CAPTAIN.png
Tech Sergeant
SUPPORT DEEPPOCKETS.png
Lock N' Load
+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.
HEAVY WILLTOSURVIVE.png
Will to Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
Urban Combat Badge 2 (EU2012).png
Sharpshooter
Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.
' ' Aim +3
RANK MAJOR.png
Gunnery Sergeant
SUPPORT SENTINEL.png
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
ASSAULT BRINGTHEMON.png
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
' Aim +2, Will +3 '
RANK COLONEL.png
Master Sergeant
ASSAULT RAPIDFIRE.png
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
ASSAULT RESILLIENCE.png
Resillience
Confers immunity to critical hits.
MEC VITAL POINT TARGETING.png
Vital Point Targeting
Confers 2 bonus damage against targets that have been autopsied.
' Aim +3, Will +3, Mob +1 Aim +3, Will +1


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.