Difference between revisions of "Rocketeer (LWR)"

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[[File: Class Rocketeer (Long War).png|left|frame|64px|'''''Rocketeer''''']]
 
[[File: Class Rocketeer (Long War).png|left|frame|64px|'''''Rocketeer''''']]

Revision as of 17:12, 20 February 2021

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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, Shredder Rocket.


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.
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.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
RANK LIEUTENANT.png
Sergeant
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
First Aid
First Aid
Grants 2 medikits.
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.
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 +6 penetration and double the application of any shred.
Ranger
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.
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
Danger Zone
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.
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.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (60%) +2-6 - +3-9
RANK CORPORAL.png   Lance Corporal +0-1 (60%) +0-2 - +1-3
RANK SERGEANT.png   Corporal +0-1 (60%) - - +1-3
RANK LIEUTENANT.png   Sergeant +0-1 (30%) - - -
RANK CAPTAIN.png   Tech Sergeant +0-1 (30%) - - -
RANK MAJOR.png   Gunnery Sergeant +0-1 (30%) - - -
RANK COLONEL.png   Master Sergeant +0-1 (30%) - - -
Total Health
+0-7
Aim
+2-8
Mobility
-
Will
+5-15

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +4 - +6
RANK CORPORAL.png   Lance Corporal +1 +1 - +2
RANK SERGEANT.png   Corporal +1 - - +2
RANK LIEUTENANT.png   Sergeant - - - -
RANK CAPTAIN.png   Tech Sergeant - - - -
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+3
Aim
+5
Mobility
-
Will
+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 two rockets 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

Bullet Rocketeer

This build helps the rocketeer helps provide fire support even when his rockets are on cooldown. Light 'Em Up and Holo Rounds help the entire squad do more damage, and Executioner has some surprising synergy with the Fire Rocket perk. Unlike other holo support builds from classes, the Bullet Rocketeer's unique 'punch' brings more utility to the table, as rockets continue to be invaluable for cover destruction, regardless of whether you choose to pick perks to enhance them or not.

Sample Bullet Rocketeer: Light 'Em Up -> Holo Rounds -> Executioner -> Shock And Awe -> Tandem Warheads -> Danger Zone

Recommended equipment: High Cap Mags/Drum Mags, Alloy Bipod

Note: Rockets lose prominence as a damage AOE in the mid-late game, so it is suggested that the more aim your rocketeer has, the more you should consider choosing Ranger and Bring 'Em On instead of Tandem Warheads and Danger Zone. HEAT Warheads + Javelin Rockets is always an option for anti-mech utility.

Demolitionist

This build focuses on improving the cover destruction abilities of the rocketeer while the Fire Rocket perk is on cooldown, and grants the rocketeer damaging equipment that does not depend on aim or a direct line of sight. The Grenadier perk grants two uses of an equipped explosive grenade, and more importantly increases the throwing range of the grenadier, which is invaluable on such a low-mobility class. It allows the Rocketeer to provide indirect fire and cover destruction for the rest of the squad. Fragmentation, Tandem Warheads, and Danger Zone maximize the Demolitionist's explosive potential for widespread crowd control damage.

Note that this build can free the Engineers in your barracks to specialize into anti-mech or support builds.

Sample Demolitionist Build: Grenadier -> Fragmentation -> Extra Conditioning -> Shock And Awe -> Tandem Warheads -> Danger Zone

Recommended Equipment: HE Grenades, Alien Grenades, Alloy Bipod, Assault Carbine

Notes: HEAT Warheads can be taken instead of Tandem Warheads for some incredible anti-mech results, especially with Javelin Rockets. Ranger can be taken instead of Tandem Warheads for better grenade throwing range, but keep in mind that you miss out of the 20% explosive radius increase on those same grenades. Packmaster can be taken instead of Fragmentation for an extra grenade if you don't like playing with dice.

See also