Difference between revisions of "Soldiers (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
== Squad Sizes ==
 
[[File: Soldiers_M-F.png|left|256px|]]
 
  
'''Squad sizes''' in Long War Rebalance vary depending on the mission type. They can not be increased through Officer Training School upgrades.
+
== In General ==
  * Abductions, Council, Terror, and Covert Op Data Recovery missions: '''6 soldiers'''
 
  * UFO raids, DLC Missions, and Base Assaults: '''8 soldiers'''
 
  * Covert Op Extractions: '''2 soldiers'''
 
  * Temple Assault: '''7-10 soldiers''' (7 + 1 for every 5 council nations still supporting XCOM)
 
  
Note: The '''We are Legion (#25)''' Second Wave option allows bringing 2 additional soldiers on both Covert Operative missions.
+
XCOM soldiers are those who risks their lives going on [[Missions_(LWR)|missions]]. On mission squad setup screen, an arbitrary mix of soldier classes (and [[S.H.I.V._(LWR)|SHIVs]]) can be chosen for the task at hand. Soldier slots can be scrolled with arrows when squad sizes above 6 are available, e.g., on all UFO missions.
<br/><br/><br/><br/><br/>
 
  
== Classes ==
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XCOM starts with 12 unique soldiers and a random soldier from their starting country. They also start with 1-4 SHIVs (depending upon difficulty). This means a starting barracks size of 14-17.
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk.
 
  
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.
+
Of the initial 12 unique soldiers: 3 will start at LCPLs, 4 at SPECs, and 5 as PFCs (rookies).
  
== Fatigue ==
+
Each XCOM soldier costs credits to recruit which vary based on how the campaign is progressing: [[Barracks_(LWR)#Recruit_Soldiers|Recruiting Soldiers]].
Like in Long War, soldiers become fatigued after each mission, requiring some time to rest before being deployed again. However, fatigue duration now scales with the number of turns that passed during the mission, and fatigue is no longer increased for officers, gene-modded, and psionic soldiers. Note: The Second Wave option '''Consistent Fatigue (#35)''' disables fatigue increasing with the number of turns passed and reverts to a higher base fatigue value, like in Long War.
 
  
=== Accumulating Fatigue ===
+
When recruiting the base gender of the recruit is 1 woman to every 3 men. (This number is determined by a value in DefaultGameCore.ini)
  
==== Base Fatigue====  
+
== Classes ==
*Fatigue for attempting a mission: 1 day  (Consistent Fatigue Second Wave increases this to 5 days)
+
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Marksman, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.
*Fatigue per Turn: 1/4 day (SHIVs exempt)
 
  
==== Base Fatigue Modifiers====  
+
{| class="wikitable"
*'''Stay Frosty''' reduces fatigue time by 10%
+
! rowspan="1" style="padding: 5px 20px;" | Specialism || style="padding: 5px 15px;" | Soldier Classes || style="padding: 5px 15px;" | MEC Class
*'''Special Warfare School''' reduces fatigue time by 15%
+
|-
*'''Extra Conditioning''' reduces fatigue time by 40%
+
| rowspan="2" style="text-align:center;" | '''Marksman'''
*'''Lead By Example''' reduces fatigue time by 20%
+
| style="padding: 3px 15px;" | [[File:CLASS_SNIPER.png|26px]]&nbsp;&nbsp;''Sniper''
*'''Vortex Armor''' reduces fatigue time by 50%
+
| rowspan="2" style="padding-left: 15px;" | [[File:Class Jaeger (Long War).png|26px]]&nbsp;&nbsp;''Jaeger''
*Each '''base will''' above and below 30 alters the amount of fatigue time by 1%
+
|-
 +
| style="padding: 3px 15px;" | [[File:Class Scout (Long War).png|26px]]&nbsp;&nbsp;''Scout''  
 +
|-
 +
| rowspan="2" style="text-align:center;" | '''Tactical'''  
 +
| style="padding-left: 15px;" | [[File:Class Infantry (Long War).png|26px]]&nbsp;&nbsp;''Infantry''
 +
| rowspan="2" style="padding-left: 15px;" | [[File:Class Marauder (Long War).png|26px]]&nbsp;&nbsp;''Marauder''
 +
|-
 +
| style="padding: 3px 15px;" | [[File:CLASS_ASSAULT.png|26px]]&nbsp;&nbsp;''Assault''
 +
|-
 +
| rowspan="2" style="text-align:center;" | '''Weapons'''
 +
| style="padding: 3px 15px;" | [[File:CLASS_HEAVY.png|26px]]&nbsp;&nbsp;''Gunner''  
 +
| rowspan="2" style="padding-left: 15px;" | [[File:Class Goliath (Long War).png|26px]]&nbsp;&nbsp;''Goliath''
 +
|-
 +
| style="padding: 3px 15px;" | [[File:Class Rocketeer (Long War).png|26px]]&nbsp;&nbsp;''Rocketeer''
 +
|-
 +
| rowspan="2" style="text-align:center;" | '''Support'''  
 +
| style="padding: 3px 15px;" | [[File:CLASS_SUPPORT.png|26px]]&nbsp;&nbsp;''Medic''
 +
| rowspan="2" style="padding-left: 15px;" | [[File:Class Shogun (Long War).png|26px]]&nbsp;&nbsp;''Shogun''
 +
|-
 +
| style="padding-left: 15px;" | [[File:Class Engineer (Long War).png|26px]]&nbsp;&nbsp;''Engineer''
 +
|}
  
==== Previous Fatigue====
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== Starting Roster ==
*Any previously fatigued soldier that goes on a mission will have all their fatigue they had before going on the mission increased by 50% and added to their new fatigue
 
  
=== Effects of Fatigue ===
+
Outside of 2 random PFCs and 1-4 SHIVs, this is the starting roster of every LWR campaign (with the exception of campaigns using the ''Fresh Recruits'' second wave option or start bonuses that affect it).
  
Fatigued soldiers may still be deployed on a mission, but may suffer random losses of APs (Action Points) at the beginning of their turns.
+
{| class="wikitable"
 +
! colspan="9" style="padding:5x 12px;" | Guaranteed Starting Soldiers (LWR)
 +
|-
 +
! Name || Country || Rank || Supraclass || Health || Mobility || Will || Aim || Special Perk
 +
|-
 +
|-align=center
 +
| Stanislav Orlov || Russia || LCPL || Tactical || 7 || 8 || 37 || 68 || Natural Killer
 +
|-
 +
|-align=center
 +
| Estela Morais || Brazil || LCPL || Marksman || 6 || 8.6 || 30 || 68 || N/A
 +
|-
 +
|-align=center
 +
| Liora Yosef || Israel || LCPL || Tactical || 5 || 9.3 || 37 || 63 || N/A
 +
|-
 +
|-align=center
 +
| Albert Komarov || Russia || LCPL || Weapons || 6 || 8.6 || 20 || 69 || N/A
 +
|-
 +
|-align=center
 +
| Chloe Girard || France || LCPL || Support || 5 || 9.3 || 23 || 68 || N/A
 +
|-
 +
|-align=center
 +
| Brad Greene || USA || SPEC || Tactical || 5 || 8.6 || 33 || 66 || N/A
 +
|-
 +
|-align=center
 +
| Finlay Burns || Scotland || SPEC || Support || 7 || 8.6 || 40 || 61 || N/A
 +
|-
 +
|-align=center
 +
| Yuna Saito || Japan || SPEC || Weapons || 4 || 8.6 || 41 || 64 || N/A
 +
|-
 +
|-align=center
 +
| Leo Jones || United Kingdom || SPEC || Marksman || 7 || 8.6 || 25 || 69 || N/A
 +
|-
 +
|-align=center
 +
| Mateo Garcia || Spain || SPEC || Weapons || 7 || 9.3 || 29 || 62 || N/A
 +
|-
 +
|-align=center
 +
| Hank Miller || USA || PFC || Tactical || 8 || 8.6 || 41 || 63 || Relentless
 +
|-
 +
|-align=center
 +
| Jacob Kowalski || Poland || PFC || Marksman || 7 || 8.6 || 39 || 64 || N/A
 +
|-
 +
|-align=center
 +
| Owen Roberts || United Kingdom || PFC || Weapons || 6 || 8.6 || 25 || 67 || N/A
 +
|-
 +
|-align=center
 +
| Cameron Wilson || Canada || PFC || Support || 6 || 9.3 || 43 || 63 || N/A
 +
|-
 +
|-align=center
 +
| Hans Graf || Germany || PFC || Marksman || 6 || 8 || 26 || 70 || Practiced Ease
 +
|}
  
*Chance for '''Exhausted''' (2 AP loss): 1% per day of fatigue
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== Special Reward Soldiers ==
*Chance for '''Fatigued''' (1 AP loss): 5% per day of fatigue
 
  
=== Dealing with Fatigue ===
+
While many missions offer soldiers as a reward, some council missions give unique soldiers with preset classes, stats, ranks, and perks. Some ranks scale with month.
  
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go.  
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{| class="wikitable"
 +
! colspan="10" style="padding:5x 12px;" | Special Reward Soldiers (LWR)
 +
|-
 +
! Name + Nickname || Country || Rank || Supraclass || Health || Mobility || Will || Aim || Special Perk(s) || Mission of Origin
 +
|-
 +
|-align=center
 +
| Shaojie 'Chilong' Zhang || China || LCPL || Tactical || 6 || 10 || 32 || 61 || Ex Triad || Friends in Low Places
 +
|-
 +
|-align=center
 +
| Annette 'Vicieuse' Durand || France || SGT || Support || 5 || 8.6 || 59 || 63 || Driven By Pressure, Mind Fray, Psi Panic, Mind Merge || Deluge
 +
|-
 +
|-align=center
 +
| Peter 'The General' Van Doorn || U.N || CPL-GSGT || Weapons || 9 || 8.6 || 36 || 67 || Cool Under Pressure || Van Doorn Extraction
 +
|-
 +
|-align=center
 +
| Glenn 'Freaky' Friendly || U.N || LCPL || Support || 7 || 8.6 || 32 || 66 || N/A || Van Doorn Extraction
 +
|-
 +
|-align=center
 +
| Matthew 'Alecto' Hawkins || USA || TSGT || Marksman || 5 || 9.3 || 48 || 62 || Countercharge, Kinetic Blast || Furies
 +
|-
 +
|-align=center
 +
| Fatima 'Tisiphone' Tariq || Egypt || SGT || Tactical || 4 || 8 || 52 || 65 || Mind Fray, Psi Inspire, Mind Merge || Furies
 +
|-
 +
|-align=center
 +
| Said 'Megaera' Tariq || Egypt || SGT || Weapons || 5 || 8 || 50 || 67 || Countercharge, Psi Inspire, Mind Merge || Furies
 +
|-
 +
|-align=center
 +
| Anton 'Vector' Smits || Netherlands || SPEC || Support || 7 || 9.3 || 38 || 68 || N/A || Portent
 +
|-
 +
|-align=center
 +
| Patrick 'The Plumber' Carlock || USA || LCPL || Support || 8 || 8.6 || 26 || 64 || N/A || Carlock Extraction
 +
|-
 +
|-align=center
 +
| Jake 'Snake Eyes' Green || USA|| LCPL || Marksman || 6 || 8 || 48 || 69 || N/A || Hutch Extraction
 +
|-
 +
|-align=center
 +
| Jamie 'House' Watson || USA || LCPL || Tactical || 7 || 9.3 || 38 || 66 || N/A || Hutch Extraction
 +
|}
  
SHIVs are excellent at minimizing fatigue as not only do they help bolster your roster but they also receive no extra fatigue for turns spent on a mission.
+
==Tactical Advice==
  
Fatigue times are effected by Dynamic War.
+
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.
 
 
Fatigue times are increased by 0/10/20/30% on the difficulties of Normal/Classic/Brutal/Impossible.
 
 
 
== Injury ==
 
 
 
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury. Injuries have no effect during the battle, but will prevent a soldier from deploying in future battle until the injury is recovered from.
 
 
 
=== Accumulating Injuries ===
 
 
 
==== Base Injury ====
 
*Base Injury time: 60 days * Base HP% Lost
 
 
 
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This meant he lost 1 base HP. His base HP% lost would be 1/5 or 20%. His Base Injury time would be 60 days * 20% or 12 days.
 
 
 
==== Base Injury Modifiers====
 
*'''SHIVs''' take 50% less injury time
 
*The foundry project '''Advanced Repair''' reduces injury time by 25% for MECs and SHIVs
 
*The foundry project '''Advanced Surgery ''' reduces injury time by 15% for MECs and Soldiers
 
*The '''Bone Marrow''' Gene Mod reduction injury time by 30%
 
*'''Will to Survive''' reduces injury time by 30%
 
*Each '''base HP''' above and below 6/10 alters the amount of injury time soldiers/MECs have by 4%
 
*The Second Wave option '''Wolverine Blood''' reduces all injury times by 50%
 
 
 
==== Injuries and Fatigue ====
 
*All fatigue time is automatically removed and converted to injury time when a soldier becomes injured.
 
 
 
=== Healing Injuries ===
 
 
 
The first way is simply by letting time pass. Each in-game hour in the strategy game reduces injury time by an hour.
 
 
 
The second way is once you have researched '''Meld''' you can give your soldiers a '''Meld Injection''' which will reduce any soldier's injury time by 50% for the cost of 50 meld.
 
 
 
=== Effects of Injury ===
 
 
 
Injuries simply prevent soldiers from being deployed.
 
 
 
=== Dealing with Injuries ===
 
 
 
Like dealing with fatigue, you should have several teams of soldiers ready at any given point. However, injuries can be further reduced by mitigating damage you take. Sturdy soldiers with '''Will to Survive''', SHIVs, and MECs can all take more shots than most other soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.
 
 
 
The '''Field Medic''' and '''First Aid''' perks both reduce the lowest amount of HP all MECs and Soldiers in the squad achieved by 1 HP. Multiple instances of these perks can stack. This means with 2 of these, any soldier that took 2 HP of damage into their base HP would still count as uninjured after the battle.
 
 
 
Injury times are effected by Dynamic War.
 
 
 
Injury times are increased by 0/10/20/30% on the difficulties of Normal/Classic/Brutal/Impossible.
 
 
 
== Soldier Stats ==
 
By default in Long War Rebalance, soldiers have fully randomized starting stats, rather than using the point system in Long War. However, the starting 15 soldiers will have preset, non-random stats. Note that multiple Second Wave options exist that can change this. ''Balanced Soldiers (#31)'' will re-enable the point system for randomly-generated soldiers, and ''Fresh Recruits (#33)'' will replaces the starting 15 soldiers with randomly-generated ones.
 
 
 
Unlike Long War, soldiers no longer have a randomized Defense stat, and starting stat ranges for soldiers have been increased to make them more distinct from one another.
 
 
 
Stat progression for soldier ranks has been altered to provide half of the stats at SPEC rank, and the remaining stats are distributed evenly over the remaining ranks. This makes it less punishing to lose high-ranking soldiers, and contributes to normalizing the mod's difficulty curve.
 
 
 
{| class="wikitable" style="max-width: 400px;"
 
|+
 
! style="width: 32%;" | Class
 
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} total
 
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} total
 
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} total*
 
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} bonus
 
|- align="center"
 
| style="padding: 5px;" | '''Assault''' || 2 || 5 || 10 || 0.6
 
|- align="center"
 
| style="padding: 5px;" | '''Infantry''' || 2 || 15 || 20 || -
 
|- align="center"
 
| style="padding: 5px;" | '''Rocketeer''' || 3 || 5 || 10 || -
 
|- align="center"
 
| style="padding: 5px;" | '''Gunner''' || 2 || 5 || 10 || -
 
|- align="center"
 
| style="padding: 5px;" | '''Sniper''' || - || 20 || 5 || -
 
|- align="center"
 
| style="padding: 5px;" | '''Scout''' || - || 10 || 15 || 0.6
 
|- align="center"
 
| style="padding: 5px;" | '''Medic''' || - || 10 || 20 || -
 
|- align="center"
 
| style="padding: 5px;" | '''Engineer''' || 1 || 10 || 20 || -
 
|}
 
<nowiki>*</nowiki> All soldiers have a chance to gain an extra 1 will per level, for up to 7 additional will over their class baseline.
 
  
Soldiers at MSGT rank have a chance to gain +1 in each stat after each mission: 5% chance for mobility, 10% chance for HP, 20% chance for aim, and 40% chance for will. These chances are increased or reduced by 1% for each point lower or higher the soldier's stats are compared to the natural maximum base stats, respectively.
+
The roles your soldiers are designed to fulfill, i.e., your build composition, are far more important than the individual strength of a soldier and their abilities. If your Engineers, Rocketeers, Infantry, and Goliath MECs are all built to use explosives for the role of cover destruction and AOE damage, you may have to build your Shogun MECs as something other than more explosives.
  
 
==See also==
 
==See also==

Latest revision as of 15:09, 29 February 2024

Back To Main Page

In General

XCOM soldiers are those who risks their lives going on missions. On mission squad setup screen, an arbitrary mix of soldier classes (and SHIVs) can be chosen for the task at hand. Soldier slots can be scrolled with arrows when squad sizes above 6 are available, e.g., on all UFO missions.

XCOM starts with 12 unique soldiers and a random soldier from their starting country. They also start with 1-4 SHIVs (depending upon difficulty). This means a starting barracks size of 14-17.

Of the initial 12 unique soldiers: 3 will start at LCPLs, 4 at SPECs, and 5 as PFCs (rookies).

Each XCOM soldier costs credits to recruit which vary based on how the campaign is progressing: Recruiting Soldiers.

When recruiting the base gender of the recruit is 1 woman to every 3 men. (This number is determined by a value in DefaultGameCore.ini)

Classes

Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Marksman, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.

Specialism Soldier Classes MEC Class
Marksman CLASS SNIPER.png  Sniper Class Jaeger (Long War).png  Jaeger
Class Scout (Long War).png  Scout
Tactical Class Infantry (Long War).png  Infantry Class Marauder (Long War).png  Marauder
CLASS ASSAULT.png  Assault
Weapons CLASS HEAVY.png  Gunner Class Goliath (Long War).png  Goliath
Class Rocketeer (Long War).png  Rocketeer
Support CLASS SUPPORT.png  Medic Class Shogun (Long War).png  Shogun
Class Engineer (Long War).png  Engineer

Starting Roster

Outside of 2 random PFCs and 1-4 SHIVs, this is the starting roster of every LWR campaign (with the exception of campaigns using the Fresh Recruits second wave option or start bonuses that affect it).

Guaranteed Starting Soldiers (LWR)
Name Country Rank Supraclass Health Mobility Will Aim Special Perk
Stanislav Orlov Russia LCPL Tactical 7 8 37 68 Natural Killer
Estela Morais Brazil LCPL Marksman 6 8.6 30 68 N/A
Liora Yosef Israel LCPL Tactical 5 9.3 37 63 N/A
Albert Komarov Russia LCPL Weapons 6 8.6 20 69 N/A
Chloe Girard France LCPL Support 5 9.3 23 68 N/A
Brad Greene USA SPEC Tactical 5 8.6 33 66 N/A
Finlay Burns Scotland SPEC Support 7 8.6 40 61 N/A
Yuna Saito Japan SPEC Weapons 4 8.6 41 64 N/A
Leo Jones United Kingdom SPEC Marksman 7 8.6 25 69 N/A
Mateo Garcia Spain SPEC Weapons 7 9.3 29 62 N/A
Hank Miller USA PFC Tactical 8 8.6 41 63 Relentless
Jacob Kowalski Poland PFC Marksman 7 8.6 39 64 N/A
Owen Roberts United Kingdom PFC Weapons 6 8.6 25 67 N/A
Cameron Wilson Canada PFC Support 6 9.3 43 63 N/A
Hans Graf Germany PFC Marksman 6 8 26 70 Practiced Ease

Special Reward Soldiers

While many missions offer soldiers as a reward, some council missions give unique soldiers with preset classes, stats, ranks, and perks. Some ranks scale with month.

Special Reward Soldiers (LWR)
Name + Nickname Country Rank Supraclass Health Mobility Will Aim Special Perk(s) Mission of Origin
Shaojie 'Chilong' Zhang China LCPL Tactical 6 10 32 61 Ex Triad Friends in Low Places
Annette 'Vicieuse' Durand France SGT Support 5 8.6 59 63 Driven By Pressure, Mind Fray, Psi Panic, Mind Merge Deluge
Peter 'The General' Van Doorn U.N CPL-GSGT Weapons 9 8.6 36 67 Cool Under Pressure Van Doorn Extraction
Glenn 'Freaky' Friendly U.N LCPL Support 7 8.6 32 66 N/A Van Doorn Extraction
Matthew 'Alecto' Hawkins USA TSGT Marksman 5 9.3 48 62 Countercharge, Kinetic Blast Furies
Fatima 'Tisiphone' Tariq Egypt SGT Tactical 4 8 52 65 Mind Fray, Psi Inspire, Mind Merge Furies
Said 'Megaera' Tariq Egypt SGT Weapons 5 8 50 67 Countercharge, Psi Inspire, Mind Merge Furies
Anton 'Vector' Smits Netherlands SPEC Support 7 9.3 38 68 N/A Portent
Patrick 'The Plumber' Carlock USA LCPL Support 8 8.6 26 64 N/A Carlock Extraction
Jake 'Snake Eyes' Green USA LCPL Marksman 6 8 48 69 N/A Hutch Extraction
Jamie 'House' Watson USA LCPL Tactical 7 9.3 38 66 N/A Hutch Extraction

Tactical Advice

The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.

The roles your soldiers are designed to fulfill, i.e., your build composition, are far more important than the individual strength of a soldier and their abilities. If your Engineers, Rocketeers, Infantry, and Goliath MECs are all built to use explosives for the role of cover destruction and AOE damage, you may have to build your Shogun MECs as something other than more explosives.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: 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 Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
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