Difference between revisions of "Infantry (Long War)"
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At Gun Sgt: '''Bring em' On''' to help confirm kills when first fighting a pod. OR '''Extra Conditioning''' if you're grooming a future Field Commander officer. | At Gun Sgt: '''Bring em' On''' to help confirm kills when first fighting a pod. OR '''Extra Conditioning''' if you're grooming a future Field Commander officer. | ||
− | At Master Sgt: '''Resilience''' for the bonus stats and protection for the officer, especially if running the combat rush genemod over secondary heart. OR '''Vital Point Targeting''' If you're happy with the infantry's movement and will and would rather increase potential damage by a further 4 | + | At Master Sgt: '''Resilience''' for the bonus stats and protection for the officer, especially if running the combat rush genemod over secondary heart. OR '''Vital Point Targeting''' If you're happy with the infantry's movement and will and would rather increase potential damage by a further 4/turn. |
− | Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy is great). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available. | + | Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available. |
No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers). | No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers). | ||
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Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available. | Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available. | ||
− | Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you'll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact | + | Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you'll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available. |
==See also== | ==See also== |
Revision as of 04:14, 9 October 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: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine pistols, Sawed-off shotgun.
- Class-Limited items: None
Abilities
Stat Progression
Rank | HP at level | Total HP | Aim at level | Total Aim |
---|---|---|---|---|
Specialist | 1 | 1 | 4 | 4 |
Lance Corporal | 0 | 1 | 4 | 8 |
Corporal | 0 | 1 | 3 | 11 |
Sergeant | 1 | 2 | 3 | 14 |
Tech Sergeant | 0 | 2 | 3 | 17 |
Gunnery Sergeant | 0 | 2 | 4 | 21 |
Master Sergeant | 1 | 3 | 4 | 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.
Sample Builds
Team Leader/Crit Infantry - Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim, deploy with most squads on missions with low-moderate enemy counts. Also makes great officer material due to heavy reliance on primary weapon.
At Lance Cpl: Executioner for confirming kills. Periodically, you may want to grab Steadfast instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.
At Corporal: Ranger for up to 2 additional damage per turn. Pistols don't deal enough damage (especially early on) to usually justify boosting for infantry, and most of your shots won't be from Overwatch.
At Sergeant: Aggression for confirming kills. OR Tactical Sense if the trooper has low mobility and thus can't always exploit full cover.
At Tech Sgt: Sharpshooter for bonus overall crit chance and for confirming kills on full-cover targets. OR Lock N' Load on early officers when you don't have many ammo upgrades, although reloading provides a great excuse to change cover!
At Gun Sgt: Bring em' On to help confirm kills when first fighting a pod. OR Extra Conditioning if you're grooming a future Field Commander officer.
At Master Sgt: Resilience for the bonus stats and protection for the officer, especially if running the combat rush genemod over secondary heart. OR Vital Point Targeting If you're happy with the infantry's movement and will and would rather increase potential damage by a further 4/turn.
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available.
No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers).
Fire Support - Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).
At Lance Cpl: Covering Fire as a core perk, increasing overall aim and overwatch efficiency.
At Corporal: Opportunist as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn't get cover), and all other overwatch shots equivalent.
At Sergeant: Aggression to improve odds of a reaction shot critting. Suppression is ok if you lack other troops with good suppression builds, since you'll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot).
At Tech Sgt: Lock N' Load as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.
At Gun Sgt: Sentinel as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.
At Master Sgt: Resilience for bonus stats, movement, and survivability. Vital Point Targeting is acceptable if you are content with your trooper's will and mobility and are ok with potentially losing them to a crit.
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you'll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.