Difference between revisions of "Medic (Long War)"

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(Abilities)
(Tactical Advice)
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Medics are support units and are geared towards defensive roles. Their titular '''Field Medic''' perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.
 
Medics are support units and are geared towards defensive roles. Their titular '''Field Medic''' perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.
  
Medics can specialize in three different support roles. With '''Field Medic''', '''Revive''' and '''Saviour''' ''(In beta 10 they also get the new perk '''Paramedic''')'' they become the dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won't do much good during said fire fights. '''Smoke Grenades''', '''Smoke and Mirrors''' and '''Dense Smoke''' make them great at creating cover for advancing friendly troops and keeping them from getting hit, with '''Combat Drugs''' available to put an offensive twist on smoke grenades. '''Opportunist''', '''Sentinel''' and '''Suppression''' make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.
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Medics can specialize in three different support roles. With '''Field Medic''', '''Paramedic''', ''Savior'' and '''Revive''' they become dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won't do much good during said fire fights. '''Smoke Grenades''', '''Smoke and Mirrors''' and '''Dense Smoke''' make them great at creating cover for advancing friendly troops and keeping them from getting hit, with '''Combat Drugs''' available to put an offensive twist on smoke grenades. '''Opportunist''', '''Sentinel''' and '''Suppression''' make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.
  
 
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don't expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.
 
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don't expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.

Revision as of 11:20, 11 July 2014

The Medic is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is Field Medic, which has the same effect as vanilla of making Medikit items usable 3 times.

Primary Weapon: Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns
Secondary Weapon: Sidearm

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
SUPPORT FIELDMEDIC.png
Field Medic
Allows 3 uses of Medikit items.
No other bonuses.[Verify?]
RANK CORPORAL.png
Lance Corporal
Defenders Medal 1 (EU2012).png
Steadfast
Immune to panic, except Psi Panic.
SUPPORT SMOKEGRENADE.png
Smoke Grenade
Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.
SUPPORT COVERINGFIRE.png
Covering Fire
Allows reaction shots to trigger on enemy attacks, not just movement
Will +5 ' Aim +3
RANK SERGEANT.png
Corporal
SUPPORT REVIVE.png
Paramedic
Once per turn, this unit may use a medkit without spending an action.
SUPPORT SMOKEMIRRORS.png
Smoke and Mirrors
Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1.
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
' ' Aim +2, Will +1
RANK LIEUTENANT.png
Sergeant
SUPPORT COMBATDRUGS.png
Combat Drugs
Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.
SUPPORT DENSESMOKE.png
Dense Smoke
Smoke Grenades have increased area of effect and further increase units' Defense by 20.
SUPPORT DEEPPOCKETS.png
Ranger
Primary weapons do one additional damage
Mob +1 Mob +1 Mob +1
RANK CAPTAIN.png
Tech Sergeant
SUPPORT RIFLESUPPRESSION.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.
SNIPER OPPORTUNIST.png
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
SUPPORT REVIVE.png
Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
' ' '
RANK MAJOR.png
Gunnery Sergeant
SUPPORT SPRINTER.png
Sprinter
Allows the soldier to move 3 additional tiles.
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
MEC ADVANCED FIRE CONTROL.png
Ready For Anything
If the unit fires without moving, it automatically enters overwatch.
' ' '
RANK COLONEL.png
Master Sergeant
SUPPORT SAVIOR.png
Savior
Medikits restore 4 more health per use.
MEC EXPANDED STORAGE.png
Packmaster
All limited-use items in your inventory receive one extra use.
SUPPORT SENTINEL.png
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
' ' '


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 3 3
Lance Corporal 0 1 2 5
Corporal 0 1 2 7
Sergeant 1 2 2 9
Tech Sergeant 0 2 2 11
Gunnery Sergeant 0 2 2 13
Master Sergeant 1 3 3 16

Tactical Advice

Role: Defensive Support.

Medics are support units and are geared towards defensive roles. Their titular Field Medic perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.

Medics can specialize in three different support roles. With Field Medic, Paramedic, Savior and Revive they become dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won't do much good during said fire fights. Smoke Grenades, Smoke and Mirrors and Dense Smoke make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades. Opportunist, Sentinel and Suppression make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.

Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don't expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.