Difference between revisions of "Rocketeer (Long War)"

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(b15)
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|Specialist1={{ Fire Rocket (Long War)|text=1}}
 
|Specialist1={{ Fire Rocket (Long War)|text=1}}
 
|SpecialistE1=''No other bonuses.''
 
|SpecialistE1=''No other bonuses.''
|LCorporal1={{ Covering Fire (Long War)|text=1}}
+
|LCorporal1={{ Ranger (Long War)|text=1}}
|LCorporal2={{ Rapid Reaction (Long War)|text=1}}
+
|LCorporal2={{ Will To Survive (Long War)|text=1}}
 
|LCorporal3={{ HEAT Warheads (Long War)|text=1}}
 
|LCorporal3={{ HEAT Warheads (Long War)|text=1}}
|LCorporalE1='''Provides +3 Aim.'''
+
|LCorporalE1=''No other bonuses.''
|LCorporalE2='''Provides +3 Aim.'''
+
|LCorporalE2='''+3 Will.'''
 
|LCorporalE3=''No other bonuses.''
 
|LCorporalE3=''No other bonuses.''
 
|Corporal1={{ Fire In The Hole (Long War)|text=1}}
 
|Corporal1={{ Fire In The Hole (Long War)|text=1}}
|Corporal2={{ Suppression (Long War)|text=1}}
+
|Corporal2={{ Rapid Reaction (Long War)|text=1}}
 
|Corporal3={{ Snapshot (Long War)|text=1}}
 
|Corporal3={{ Snapshot (Long War)|text=1}}
 
|CorporalE1='No other bonuses.''
 
|CorporalE1='No other bonuses.''
|CorporalE2='''Provides +2 Aim.'''
+
|CorporalE2='''+2 Aim.'''
 
|CorporalE3=''No other bonuses.''
 
|CorporalE3=''No other bonuses.''
|Sergeant1={{ Opportunist (Long War)|text=1}}
+
|Sergeant1={{ Platform Stability (Long War)|text=1}}
|Sergeant2={{ Tactical Sense (Long War)|text=1}}
+
|Sergeant2={{ Covering Fire (Long War)|text=1}}
 
|Sergeant3={{ Shredder Ammo (Long War)|text=1}}
 
|Sergeant3={{ Shredder Ammo (Long War)|text=1}}
|SergeantE1='''Provides +3 Aim.'''
+
|SergeantE1=''No other bonuses.''
|SergeantE2='''Provides +3 Aim.'''
+
|SergeantE2=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
|TechSgt1={{ Ranger (Long War)|text=1}}
+
|TechSgt1={{ Tactical Sense (Long War)|text=1}}
|TechSgt2={{ Ready For Anything (Long War)|text=1}}
+
|TechSgt2={{ Opportunist (Long War)|text=1}}
|TechSgt3={{ Will To Survive (Long War)|text=1}}
+
|TechSgt3={{ Mayhem (Long War)|text=1}}
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
 
|TechSgtE3=''No other bonuses.''
 
|TechSgtE3=''No other bonuses.''
|GunSgt1={{ Danger Zone (Long War)|text=1}}
+
|GunSgt1={{ Double Tap (Long War)|text=1}}
|GunSgt2={{ Mayhem (Long War)|text=1}}
+
|GunSgt2={{ Extra Conditioning (Long War)|text=1}}
|GunSgt3={{ Javelin Rockets (Long War)|text=1}}
+
|GunSgt3={{ Shock And Awe (Long War)|text=1}}
 
|GunSgtE1=''No other bonuses.''
 
|GunSgtE1=''No other bonuses.''
|GunSgtE2=''No other bonuses.''
+
|GunSgtE2='''+3 Aim, +3 Will, +1 Mobility.'''
 
|GunSgtE3=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
|MSgt1={{ Extra Conditioning (Long War)|text=1}}
+
|MSgt1={{ Danger Zone (Long War)|text=1}}
|MSgt2={{ Sprinter (Long War)|text=1}}
+
|MSgt2={{ Tandem Warheads (Long War)|text=1}}
|MSgt3={{ Shock And Awe (Long War)|text=1}}
+
|MSgt3={{ Javelin Rockets (Long War)|text=1}}
|MSgtE1='''Provides +5 Aim, +5 Will, +1 Mobility.'''
+
|MSgtE1=''No other bonuses.''
 
|MSgtE2=''No other bonuses.''
 
|MSgtE2=''No other bonuses.''
 
|MSgtE3=''No other bonuses.''
 
|MSgtE3=''No other bonuses.''
Line 56: Line 56:
 
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*
 
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*
 
|-
 
|-
|Specialist|| 1 || 1 || 4 || 4 || 5(6)|| 5(-6)
+
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)
 
|-
 
|-
|Lance Corporal|| 0 || 1 || 4 || 8 || 5(6)|| 10(-12)
+
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)|| 10(-12)
 
|-
 
|-
|Corporal|| 0 || 1 || 4 || 12 || 3(4)|| 13(-16)
+
|Corporal|| 0 || 1 || 3 || 9 || 3(4)|| 13(-16)
 
|-
 
|-
|Sergeant|| 1 || 2 || 3 || 15 || 3(4)|| 16(-20)
+
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)|| 16(-20)
 
|-
 
|-
|Tech Sergeant|| 0 || 2 || 2 || 17 || 3(4)|| 19(-24)
+
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)
 
|-
 
|-
|Gunnery Sergeant|| 0 || 2 || 2 || 19 || 3(4)|| 22(-28)
+
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)
 
|-
 
|-
|Master Sergeant|| 1 || 3 || 2 || 21 || 3(4)|| 25(-32)
+
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)
 
|}
 
|}
  

Revision as of 03:49, 2 March 2015

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Rocketeer
Long War Main Page

The Rocketeer class is similar to an explosives specialized Heavy in vanilla XCOM.

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
Fire a high explosive rocket using an equipped launcher.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Will to Survive
Will to Survive
Gain 1.5 Damage Reduction (DR) if in cover and not flanked.
HEAT Warheads
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed.
No other bonuses. +3 Will. No other bonuses.
RANK SERGEANT.png
Corporal
Fire in the Hole
Fire in the Hole
Grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn. Increases range of Blaster Launcher (which does not scatter).
Rapid Reaction
Rapid Reaction
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit.
Snap Shot
Snapshot
For snipers, removes the sniper rifle's restriction on firing and Overwatch after taking a costly action. Any shots taken after using any costly action suffer a -10 Aim penalty. For rocketeers, reduces the aim and range penalty for launching a rocket after taking a costly action to 25% (from 50%).
'No other bonuses. +2 Aim. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Platform Stability
Platform Stability
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Covering Fire
Covering Fire
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
Shredder Ammo
Shredder Ammo
The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns.
No other bonuses. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Tactical Sense
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Opportunist
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Mayhem
Mayhem
Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot.
No other bonuses. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
Double Tap
Double Tap
Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
Extra Conditioning
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Shock and Awe
Shock & Awe
Allows 1 additional standard rocket to be fired per battle.
No other bonuses. +3 Aim, +3 Will, +1 Mobility. No other bonuses.
RANK COLONEL.png
Master Sergeant
Danger Zone
Danger Zone
Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage to the maximum extent of their area of effect.
Javelin Rockets
Javelin Rockets
Your rockets now travel much further(+33%) and can hit targets beyond your visual range.
No other bonuses. No other bonuses. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 3 3 5(6) 5(-6)
Lance Corporal 0 1 3 6 5(6) 10(-12)
Corporal 0 1 3 9 3(4) 13(-16)
Sergeant 1 2 3 12 3(4) 16(-20)
Tech Sergeant 0 2 3 15 3(4) 19(-24)
Gunnery Sergeant 0 2 3 18 3(4) 22(-28)
Master Sergeant 1 3 3 21 3(4) 25(-32)
  • Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.

Rockets

Rockets in Long War behave quite differently than in vanilla. See Rockets for more details.

Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however rockets are heavy, so carrying additional rockets as items will cause a mobility penalty due to encumbrance.

Tactical Advice

Role: Mid/Long range Offensive Support.

An offensive support class, whose value depends on the players playstyle. The Rocketeer's speciality is the rocket launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the rocket launcher.

Even though they are less reliable to hit , in Long war, the rocket launcher's primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any stragglers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, this can be somewhat negated with the Snap Shot perk.

Another important ability is the Shredder Ammo perk, which increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference from vanilla is that Shredder Rockets will not destroy cover, and will not affect units that are in cover relative to the center of the blast.

With perks like Covering Fire, Suppression and Danger Zone and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights, even though they should still be kept away from the front lines.

Unlike Vanilla, Long War Rocketeers rely on their Aim to determine how precisely they can aim their rockets; a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be. It can be valuable to end a rocketeer's turn with steady weapon rather than overwatch. Equipment such as the SCOPE reduce scatter, but laser weapons and carbines do not influence rocket scatter.

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.

Rocketeers can carry additional rockets in item slots, but each one has a weight of 2 (twice that of most items). This can be offset by using lighter armour, or using an SMG as a primary weapon. Even without the Javelin perk, rockets can be fired slightly beyond visual range, allowing a lightly armoured Rocketeer to remain slightly back from the front line while still being able to launch rockets.

Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT perk can not only eliminate the support drones surrounding a cyberdisc, but also inflict it with significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s