Difference between revisions of "Infantry (Long War)"
(added periods) |
(Matches text to in-game text) |
||
Line 8: | Line 8: | ||
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.'' |
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.'' |
||
|SpecialistE1=''No other bonuses.''{{Verify}} |
|SpecialistE1=''No other bonuses.''{{Verify}} |
||
− | |LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>'' |
+ | |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/>'' |
+ | |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/>'' |
+ | |LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Never panis as a result of allies panicking or getting wounded or kill.'' |
|LCorporalE1=''Aim +3'' |
|LCorporalE1=''Aim +3'' |
||
|LCorporalE2='''' |
|LCorporalE2='''' |
||
|LCorporalE3=''Will +5'' |
|LCorporalE3=''Will +5'' |
||
− | |Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>'' |
+ | |Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.'' |
− | |Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 1 |
+ | |Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.'' |
− | |Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>'' |
+ | |Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons do one additional damage.'' |
|CorporalE1='''' |
|CorporalE1='''' |
||
|CorporalE2=''Aim +1'' |
|CorporalE2=''Aim +1'' |
Revision as of 15:02, 5 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
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.