Difference between revisions of "Rocketeer (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
 
[[File: Class Rocketeer (Long War).png|left|frame|64px|'''''Rocketeer''''']]
 
[[File: Class Rocketeer (Long War).png|left|frame|64px|'''''Rocketeer''''']]
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:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs.
 
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs.
 
:'''Secondary Weapon''': Rocket Launcher.
 
:'''Secondary Weapon''': Rocket Launcher.
:'''Class-Limited items''': Rocket, Shredder Rocket.
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:'''Class-Limited items''': Rocket Launcher, Extra Rocket, Javelin Rocket.
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:'''Attribute Growth''': HP x2, Will x2.
 
<br/>
 
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{{Class Tree (LWR)|
 
{{Class Tree (LWR)|
 
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}
 
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Double Tap (LWR)|text=1|topbotpad=10}}
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|LCorporal1={{ Light 'Em Up (LWR)|text=1|topbotpad=10}}
 
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}
 
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}
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|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
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|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}
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|Corporal2={{ Blast (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
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|Corporal3={{ Packmaster (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}
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|Sergeant1={{ Impact (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}
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|Sergeant2={{ Sapper (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}
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|Sergeant3={{ Acid Tech (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Grenadier (LWR)|text=1|topbotpad=10}}
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|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}  
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}
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|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}  
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}
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|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
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|MSgt1={{ Bring 'Em On (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
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|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
 
}}
 
}}
 
== Stat Progression ==
 
  
 
== Tactical Advice ==
 
== Tactical Advice ==
'''Role''': Mid/Long range Offensive Support.
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Role: Crowd Control / Cover Destruction / Offensive Support
 
 
An offensive support class, whose value depends on the players playstyle. The Rocketeer's speciality is the Rocket Launcher that they carry with them.
 
 
 
Even though they are less reliable than grenades, the Rocket Launcher's primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.
 
  
A key strength of the Rocketeer is the '''Javelin Rockets''' they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.
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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.
  
With perks like ''Double Tap'', and ''Ranger'', the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners.  
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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.
  
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer's turn with ''steady weapon'' rather than overwatch. The Alloy Bipod can reduce scatter further due to its ''Platform Stability'' perk.
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Note that if you are playing without Red Fog, then the Rocketeer's tactical potential will be considerably stunted.
  
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.
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==Sample Builds==
 +
===Light 'Em Up Rocketeer===
 +
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of ''Light 'Em Up'' and ''Holo Rounds'' - which allows tagging two targets or focusing down one target - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. When rockets are on cooldown, this build plays much like an Infantry, but with a focus on utility and penetration instead of raw damage output and noticeably less mobility.
  
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the ''HEAT Warheads'' perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.
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Sample Light 'Em Up Build:
 
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''Light 'Em Up -> Holo Rounds -> Impact or Acid Tech -> Shock And Awe -> Any -> Bring 'Em On''
==Sample Builds==
 
 
 
===Rocketeer Rifleman===
 
 
 
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Lock N' Load can be just as strong as an alternative to EC as it can give a bonus when firing their rifle.
 
 
 
Sample Rocketeer Rifleman Build:
 
''Double Tap-> HEAT Warheads -> Danger Zone -> Shock and Awe -> Mayhem -> Extra Conditioning.''
 
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}
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|level1={{Light 'Em Up (LWR)|align=center|topbotpad=7}}
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}
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|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}
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|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Acid Tech (LWR)|align=center|topbotpad=7}}
 
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
 
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}
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|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
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|level6={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion.
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'''Recommended Weapons:''' Assault rifle, Battle Rifle, Arc rifle<br>
 
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'''Recommended Equipment:''' Ammo-increasers, Aim-increasers, Javelin Rocket, Special ammo.
Recommended Equipment: Javelin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.
 
 
 
===Support Rocketeer===
 
  
This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic.  
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Notes:
 +
* Access to Light 'Em Up makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat, especially against bios, as the class doesn't have access to secondary weapons.
 +
* The GSGT perk is flexible for pretty much every Rocketeer build:
 +
** Heat Warheads is the utility option, doubling the chance of disorienting. It's also helpful when cover DR comes into play.
 +
** Fragmentation is great for Javelins and gives your regular rockets the potential to nuke enemies. It's unreliable, however.
 +
** Tandem Warheads is the crowd control option, giving a modest increase in damage that's especially noticeable in crowds with aliens at the edge of the blast.
 +
** Acid Tech is unpredictable but can spread a lot of acid around if the team is lacking dealing with too much armor HP and DR.
 +
* None of the traditional soldier upgrade paths are a particularly significant increase in power for this build, but this also means any of them are fine to invest in.
  
Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively.  
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===Smoke and Mirrors Rocketeer===
 +
The S&M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is however mitigated by the longest support grenades throws in the game thanks to a high HP growth and ''Acid Tech''. Consequently, this build can use Acid grenades to seriously strip dangerous armored targets. Early access to ''Packmaster'' allows up to 3 of these throws for some good staying power in longer missions. Finally, rockets are always a good fallback if the use of support grenades isn't optimal during a turn.
  
Sample Support Rocketeer Build:
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Sample Smoke and Mirrors Build:
''Smoke and Mirrors -> HEAT Warheads -> First Aid -> Shock and Awe -> Mayhem -> Extra Conditioning.''
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''Smoke and Mirrors -> Packmaster -> Acid Tech -> Shock And Awe -> Any -> Extra Conditioning''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
 
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
 
|level2={{Packmaster (LWR)|align=center|topbotpad=7}}
 
|level2={{Packmaster (LWR)|align=center|topbotpad=7}}
|level3={{First Aid (LWR)|align=center|topbotpad=7}}
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|level3={{Acid Tech (LWR)|align=center|topbotpad=7}}
 
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
 
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}
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|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}
 
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness. 
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'''Recommended Weapons:''' Carbine, Arc Rifle<br>
 
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'''Recommended Equipment:''' Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Javelin, Mobility-increasers, Psi Frayer.
Recommended Equipment: Smoke Grenades, Concussion Grenades, Javelin Rockets, Medkit.  
 
  
===Pure Rocketeer===
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Notes:
 +
* Like the previous build, any GSGT perk will do the job: HEAT Warheads for utility, Fragmentation for damage (especially on Javelins), and Tandem Warheads for crowd control (especially on regular rockets).
 +
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades and Psi Frayer for some more exotic support options.
 +
* Officer training is another strong choice for this build, as the health increases for throw range and added support potential mesh well together.
 +
* Smoke grenades can be used better by other classes, but are equally effective against Overwatch and still profit from the extended range of the build.
  
This build is pretty straightforward: it aims at getting the most out of the rocketeers signature perk - firing rockets - by forgoing investment in the rocketeer's capacity for support or shooting.
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===Grenadier Rocketeer===
 +
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented, or dead in the aftermath. The low mobility of the class is however worsened by the heavy weight of explosive equipment. Moreover, this build is left with no useful options once that equipment runs out and is thus a good candidate for Psi training or Officer training.
  
Despite its low trigger chance, Fragmentation allows for the occasional clutch rocket, especially if targeted at lumped up alien pods. HEAT Warheads are chosen over Tandem Warheads due to the high probability of encountering mechanicals on any given mission except for EXALT missions. Danger Zone increases the rocket's area of effect, which often allows to hit more aliens per shot and can soften the negative effect of bad aim: even the most awkward painter hits the intended spot if the brush is big enough. It also makes up for the damage fall-off at the rocket radius' periphery by increasing the radius. Mayhem increases the rocket damage. At the Master Sergeant Level, Extra Conditioning makes the rocketeer more sturdy. Since this build focuses solely on improving rockets, the Pure Rocketeer equips lighter primary weapons in order to improve mobility.
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Sample Grenadier Build:
 
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''Grenadier -> Blast or Packmaster -> Sapper -> Shock and Awe -> Any -> Extra Conditioning''
Sample Pure Rocketeer Build:
 
''Fragmentation -> HEAT Warheads -> Danger Zone -> Shock and Awe -> Mayhem -> Extra Conditioning.''
 
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Fragmentation (LWR)|align=center|topbotpad=7}}
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|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}
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|level2={{Blast (LWR)|align=center|topbotpad=7}}{{Packmaster (LWR)|align=center|topbotpad=7}}
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}
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|level3={{Sapper (LWR)|align=center|topbotpad=7}}
 
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
 
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}
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|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}
 
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion.
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'''Recommended Weapons:''' Carbine, Arc Rifle<br>
 
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'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Javelin, Shaped Charges, Psi Frayer.
Recommended Equipment: Javelin Rockets, Alloy Bipod, SMG or Carbine.
 
  
</div>
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Note:
 +
* Just like on the other builds, the GSGT perk is a choice between the utility of HEAT Warheads, the raw damage of Fragmentation, and the crowd control of Tandem Warheads.
 +
* Any field of improvements will work well with this build, but Psi and Officers provide the most benefit due to their abilities that work independent of grenade count.
  
 
==See also==
 
==See also==

Revision as of 13:12, 21 December 2023

Back To Main Page

Rocketeer

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 Launcher, Extra Rocket, Javelin Rocket.
Attribute Growth: HP x2, Will x2.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Fire Rocket
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.
RANK CORPORAL.png
Lance Corporal
Light 'Em Up
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
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
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
RANK SERGEANT.png
Corporal
Holo Rounds
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.
Blast
Blast
Grants +20% radius and +1 damage to explosives. Does not affect Gravity Mines.
Packmaster
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.
RANK LIEUTENANT.png
Sergeant
Impact
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
Sapper
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range.
Acid Tech
Acid Tech
All shots have a 35% chance to apply corrosion. Acid grenades/spit damage armor on impact equal to 35% of armor HP (max 10, bypasses DR) and on biologic units will clear steady, overwatch, and suppression. Grants 10% throw range.
RANK CAPTAIN.png
Tech Sergeant
Shock and Awe
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%.
RANK MAJOR.png
Gunnery Sergeant
HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration and double the application of any shred.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
RANK COLONEL.png
Master Sergeant
Bring 'Em On
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.
Extra Conditioning
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.


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

Light 'Em Up Rocketeer

The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of Light 'Em Up and Holo Rounds - which allows tagging two targets or focusing down one target - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. When rockets are on cooldown, this build plays much like an Infantry, but with a focus on utility and penetration instead of raw damage output and noticeably less mobility.

Sample Light 'Em Up Build: Light 'Em Up -> Holo Rounds -> Impact or Acid Tech -> Shock And Awe -> Any -> Bring 'Em On

Recommended Weapons: Assault rifle, Battle Rifle, Arc rifle
Recommended Equipment: Ammo-increasers, Aim-increasers, Javelin Rocket, Special ammo.

Notes:

  • Access to Light 'Em Up makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat, especially against bios, as the class doesn't have access to secondary weapons.
  • The GSGT perk is flexible for pretty much every Rocketeer build:
    • Heat Warheads is the utility option, doubling the chance of disorienting. It's also helpful when cover DR comes into play.
    • Fragmentation is great for Javelins and gives your regular rockets the potential to nuke enemies. It's unreliable, however.
    • Tandem Warheads is the crowd control option, giving a modest increase in damage that's especially noticeable in crowds with aliens at the edge of the blast.
    • Acid Tech is unpredictable but can spread a lot of acid around if the team is lacking dealing with too much armor HP and DR.
  • None of the traditional soldier upgrade paths are a particularly significant increase in power for this build, but this also means any of them are fine to invest in.

Smoke and Mirrors Rocketeer

The S&M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is however mitigated by the longest support grenades throws in the game thanks to a high HP growth and Acid Tech. Consequently, this build can use Acid grenades to seriously strip dangerous armored targets. Early access to Packmaster allows up to 3 of these throws for some good staying power in longer missions. Finally, rockets are always a good fallback if the use of support grenades isn't optimal during a turn.

Sample Smoke and Mirrors Build: Smoke and Mirrors -> Packmaster -> Acid Tech -> Shock And Awe -> Any -> Extra Conditioning

Recommended Weapons: Carbine, Arc Rifle
Recommended Equipment: Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Javelin, Mobility-increasers, Psi Frayer.

Notes:

  • Like the previous build, any GSGT perk will do the job: HEAT Warheads for utility, Fragmentation for damage (especially on Javelins), and Tandem Warheads for crowd control (especially on regular rockets).
  • Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades and Psi Frayer for some more exotic support options.
  • Officer training is another strong choice for this build, as the health increases for throw range and added support potential mesh well together.
  • Smoke grenades can be used better by other classes, but are equally effective against Overwatch and still profit from the extended range of the build.

Grenadier Rocketeer

The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented, or dead in the aftermath. The low mobility of the class is however worsened by the heavy weight of explosive equipment. Moreover, this build is left with no useful options once that equipment runs out and is thus a good candidate for Psi training or Officer training.

Sample Grenadier Build: Grenadier -> Blast or Packmaster -> Sapper -> Shock and Awe -> Any -> Extra Conditioning

Recommended Weapons: Carbine, Arc Rifle
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Javelin, Shaped Charges, Psi Frayer.

Note:

  • Just like on the other builds, the GSGT perk is a choice between the utility of HEAT Warheads, the raw damage of Fragmentation, and the crowd control of Tandem Warheads.
  • Any field of improvements will work well with this build, but Psi and Officers provide the most benefit due to their abilities that work independent of grenade count.

See also