Difference between revisions of "Rocketeer (LWR)"
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|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}} | |LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}} | ||
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}} | |Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}} | ||
− | |Corporal2={{ | + | |Corporal2={{ Bring 'Em On (LWR)|text=1|topbotpad=10}} |
− | |Corporal3={{ | + | |Corporal3={{ Packmaster (LWR)|text=1|topbotpad=10}} |
|Sergeant1={{ Danger Zone (LWR)|text=1|topbotpad=10}} | |Sergeant1={{ Danger Zone (LWR)|text=1|topbotpad=10}} | ||
− | |Sergeant2={{ | + | |Sergeant2={{ Ranger (LWR)|text=1|topbotpad=10}} |
− | |Sergeant3={{ | + | |Sergeant3={{ Bombard (LWR)|text=1|topbotpad=10}} |
− | |TechSgt1={{ | + | |TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}} |
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}} | |GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}} | ||
− | |GunSgt2={{ | + | |GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}} |
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}} | |GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}} | ||
|MSgt1={{ Lock n' Load (LWR)|text=1|topbotpad=10}} | |MSgt1={{ Lock n' Load (LWR)|text=1|topbotpad=10}} | ||
− | |MSgt2={{ | + | |MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}} |
}} | }} | ||
Revision as of 00:25, 27 September 2021
The Rocketeer class is similar to vanilla. Their signature ability is Fire Rocket.
- Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs.
- Secondary Weapon: Rocket Launcher.
- Class-Limited items: Rocket, Shredder Rocket.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim but decreases by 4% per HP above average. Firing a rocket with less than 2 AP triples scatter. 2 turn cooldown. | ||||||
Lance Corporal |
Light 'Em Up
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility. | ||||
Corporal |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns. |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists. | ||||
Sergeant |
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. |
Tinker
Throw or launch grenades and devices 30% further. | ||||
Tech Sergeant |
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%. | ||||||
Gunnery Sergeant |
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred. |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). | ||||
Master Sergeant |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | +2 | +6 | - | +6 |
Lance Corporal | +1 | +2 | - | +2 |
Corporal | +1 | +2 | - | +2 |
Sergeant | - | - | - | - |
Tech Sergeant | - | - | - | - |
Gunnery Sergeant | - | - | - | - |
Master Sergeant | - | - | - | - |
Total | +3 |
+10 |
- |
+10 |
Tactical Advice
Role: Crowd Control / Cover Destruction / Offensive Support
The Rocketeer's tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting Fire Rocket perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It's always best for Rocketeers to fire with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.
Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer's armament can literally blow up an aggressor's position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target.
Note that if you are playing without Red Fog, then the Rocketeer's tactical potential will be considerably stunted.
Sample Builds
Support Rocketeer
To Be Added
Sample Support Rocketeer: Smoke and Mirrors -> Bombard -> Packmaster -> Fragmentation -> Shock and Awe -> Sprinter
Recommended equipment: Javelin Rocket, Acid Grenade, Concussion Grenade, Assault Carbine
Recommended equipment for Psi: Javelin Rocket, Acid Grenade, Psi Grenade, Assault Carbine
Note:
- Psi soldiers work well in this build, as Mind Fray and Psi Panic give the Rocketeer some single-target utility.
- Conduit can be taken instead of Acid Grenade on Psi Rocketeers for incredible Javelin Rockets.
- Smoke Grenades are better utilized by other support classes.
Shooter Rocketeer
To be added
Sample Bullet Rocketeer: Light 'Em Up -> Holo Rounds -> Packmaster -> Shock And Awe -> Tandem Warheads -> Lock N' Load
Recommended equipment: Alloy Bipod, Alien Grenade, Acid Grenade
Note:
Grenadier Rocketeer
This build focuses on improving the cover destruction abilities of the Rocketeer while the Fire Rocket perk is on cooldown, and grants the Rocketeer additional explosive equipment that does not depend on low scatter and a direct line of sight. The Grenadier perk grants an additional use of equipped explosive grenades, and more importantly increases the Rocketeer's throw range, which is invaluable on such a low-mobility class. Fragmentation, Tandem Warheads, and Danger Zone maximize the Rocketeer's potential for widespread AOE damage.
Sample Demolitionist Build: Grenadier -> Ranger -> Packmaster -> Shock and Awe -> Tandem Warheads -> Danger Zone
Recommended Equipment: Grenades, Alloy Bipod, Assault Carbine
Note:
- Using a high health Rocketeer for this build is recommended for the increased throw range and reduced rocket scatter.
- Bombard can be picked over Ranger if you prefer maximum throwing distance for grenades over a small boost to throwing range, extra mobility and extra gun damage. Tandem Warheads can be dropped for Shock And Awe if you prefer additional rockets over consistent damage. Lock N' Load if you prefer more being able to fire your gun more often over a larger movement radius.