Difference between revisions of "Support (EU2012)"

From UFOpaedia
Jump to navigation Jump to search
(thought this was important enough to add in ability notes.)
 
(44 intermediate revisions by 11 users not shown)
Line 1: Line 1:
[[File: CLASS SUPPORT.png|right|frame|64px|Support]]A multipurpose <noinclude>[[Classes (EU2012)|class]]</noinclude><includeonly>class</includeonly> intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad's advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover.  
+
[[File:SUPPORTS (EU2012).png|thumb|480px|Support Squad]][[File: CLASS SUPPORT.png|right|frame|64px|Support]]
 +
A flexible class focusing on squad defence, medic or fire support. Highly mobile and useful for setting up [[Flanking (EU2012)|flank]] attacks, or defending flanks. Its drawback being the lack of high damage attacks and low critical chance.
  
* The Support's primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants.
+
:'''Primary Weapon''': [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] & [[Plasma Rifle (EU2012)|Plasma Rifles]]
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud.
+
:'''Secondary Weapon''': [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized '''Field Medic'''.
 
  
{| class="wikitable" width="80%"
+
The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.
 +
 
 +
==== Abilities ====
 +
{| class="wikitable" width="70%"
 
|-
 
|-
! width="10%" align="center" | Rank
+
! width="10%" align="center" | Rank
! width="90%" align="center" colspan="2"| Ability
+
! width="60%" align="center" colspan="4"| Ability
 
|- align="center"  
 
|- align="center"  
! rowspan="1" | '''Squaddie'''
+
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''
| colspan="2" | [[File:SUPPORT SMOKEGRENADE.png|32px|left]]'''Smoke Grenade''' <br/> Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
+
| colspan="3" | [[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade''' <br/> ''Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.''
 
|- align="center"
 
|- align="center"
! rowspan="1" | '''Corporal'''
+
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''
| width="40%" | [[File:SUPPORT SPRINTER.png|32px|left]]'''Sprinter''' <br/> Allows the support to move 3 additional tiles.
+
| [[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter''' <br/> ''Allows the support to move 3 additional tiles.''
| width="40%" | [[File:SUPPORT COVERINGFIRE.png|32px|left]]'''Covering Fire''' <br/> Allows reaction shot to trigger on enemy attacks, not just movement.
+
| [[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire''' <br/> ''Allows reaction shot to trigger on enemy attacks, not just movement.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: The reaction fire now happens before the enemy attacks, not after.
 
|- align="center"
 
|- align="center"
! rowspan="1" | '''Sergeant'''
+
! [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''
| width="40%" | [[File:SUPPORT FIELDMEDIC.png|32px|left]]'''Field Medic''' <br/> Allows medikits to be used 3 times per battle instead of once.
+
| [[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic''' <br/> ''Allows medikits to be used 3 times per battle instead of once.''
| width="40%" | [[File:SUPPORT SMOKEMIRRORS.png|32px|left]]'''Smoke and Mirrors''' <br/> Allows 1 additional use of Smoke Grenade each mission.
+
| [[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors''' <br/> ''Allows 1 additional use of Smoke Grenade each mission.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Allows two extra uses of Smoke Grenade each mission, for a total of three.''
 
|- align="center"
 
|- align="center"
! rowspan="1" | '''Lieutenant'''  
+
! rowspan="1" | [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''  
| width="40%" | [[File:SUPPORT REVIVE.png|32px|left]]'''Revive''' <br/> Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
+
| [[File:SUPPORT REVIVE.png|32px|center]]'''Revive''' <br/> ''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
| width="40%" | [[File:SUPPORT RIFLESUPPRESSION.png|32px|left]]'''Rifle Suppression''' <br/> Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
+
| [[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]'''Rifle Suppression''' <br/> ''Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.''
 
|- align="center"
 
|- align="center"
! rowspan="1" | '''Captain'''
+
! [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''
| width="40%" | [[File:SUPPORT DENSESMOKE.png|32px|left]]'''Dense Smoke''' <br/> Smoke Grenades have increased area of effect and further increase units' Defense by 20.
+
| [[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke''' <br/> ''Smoke Grenades have increased area of effect and further increase units' Defense by 20.''
| width="40%" | [[File:SUPPORT COMBATDRUGS.png|32px|left]]'''Combat Drugs''' <br/> Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)
+
| [[File:SUPPORT COMBATDRUGS.png|32px|center]]'''Combat Drugs''' <br/> ''Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.'' (Also grants +20 Aim Bonus)
 
|- align="center"
 
|- align="center"
! rowspan=2" | '''Major'''
+
! [[File:RANK MAJOR.png|32px]]<br/>'''Major'''
| colspan="2" | [[File:SUPPORT DEEPPOCKETS.png|32px|left]]'''Deep Pockets''' <br/> Confers an additional item slot in inventory.
+
| colspan="3" | [[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Deep Pockets''' <br/> ''Confers an additional item slot in inventory.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''All limited-use items in your inventory receive one extra use.''
 
|- align="center"
 
|- align="center"
! rowspan="1" | '''Colonel'''
+
! [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''
| width="40%" | [[File:SUPPORT SAVIOR.png|32px|left]]'''Savior''' <br/> Medikits restore 4 more health per use.
+
| [[File:SUPPORT SAVIOR.png|32px|center]]'''Savior''' <br/> ''Medikits restore 4 more health per use.''
| width="40%" | [[File:SUPPORT SENTINEL.png|32px|left]]'''Sentinel''' <br/> Allows two reaction shots during Overwatch, instead of only one.
+
| [[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel''' <br/> ''Allows two reaction shots during Overwatch, instead of only one.''
 
|}
 
|}
 +
 +
==== Tips & Trix ====
 +
 +
'''Smoke Grenade'''
 +
:*Smoke Grenades mean the difference between life and death in the game due to the Defense bonus it provides. Later they can carry '''Combat Drugs''' switching their role for an offensive one.
 +
:*Supports can carry an additional Smoke Grenade with '''Smoke and Mirrors''' but they'll forgo the additional [[Medikit (EU2012)|Medikit]] usage.
 +
:*'''Dense Smoke''' doubles the Defense to +40, giving units on the cloud the equivalent to full [[Cover (EU2012)|cover]]. If already in full cover the bonus can increase to +80 or more.
 +
:*'''Combat Drugs''' is also a great ability specially when setting ambushes to advancing aliens or if you can plan the cloud deployment in advance. It can also be used to counter Will losses coming from Psionic attacks in the late game stage.
 +
  
 
'''Additional Notes'''
 
'''Additional Notes'''
 
* Support abilities upgrades are centered on medical, scout and sentry roles.  
 
* Support abilities upgrades are centered on medical, scout and sentry roles.  
* The '''Field Medic''' perk dramatically improves the effectiveness of medikits, tripling the number of uses. '''Savior''' further improves medikit effectiveness, and '''Revive''' can allow the medikit to bring critically wounded soldiers back in to the fight.
+
* The '''Field Medic''' perk dramatically improves the effectiveness of [[Medikit (EU2012)|Medikits]], tripling the number of uses. '''Savior''' further improves Medikit effectiveness, and '''Revive''' can allow the Medikit to bring critically wounded soldiers back in to the fight.
 
* The '''Sprinter''' perk and additional smoke capacity makes for a good scout.
 
* The '''Sprinter''' perk and additional smoke capacity makes for a good scout.
* '''Combat Drugs''' smoke gives an undocumented +20 to aim, and ''loses'' its defensive benefit.
+
* '''Combat Drugs''' smoke gives an undocumented +20 to [[Aim (EU2012)|aim]], and ''loses'' its defensive benefit.
* Support's two other specialized abilities are '''Rifle Suppress''', allowing scouts or sentries to support attacks and '''Covering Fire''' (making it the only class that can react to enemy fire on Overwatch).  
+
* Support's two other specialized abilities are '''Rifle Suppression''', allowing scouts or sentries to support attacks and '''Covering Fire''' (making it the only class that can react to enemy fire on [[Overwatch (EU2012)|Overwatch]]).  
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.
+
* '''Covering Fire''' reaction shot will be fired after enemy's shot. In the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]], reaction shot will occur before the enemy's shot and it also gives reaction shot against grenades, etc.
 
+
* '''Deep Pockets''' has been changed on the EW DLC, to only giving +1 use to items rather than allowing a 2nd item, making it less powerful than before.  
 +
** Does not affect [[Combat Stims (EU2012)|Combat Stims]], unfortunately.
 
<noinclude>
 
<noinclude>
 
<!-- everything below here not included on the classes summary page -->
 
<!-- everything below here not included on the classes summary page -->
 +
 
==Tactical Advice==
 
==Tactical Advice==
Supports aren't ''sexy'' in the way that the other classes are, but they do bring a lot more to the table than many realize. Their Aim and HP are both on par with Assaults, giving them comparable offense for the early portion of the game. On top of that, they have great mobility, effective damage mitigation and healing, and get the opportunity to bring 2 Items along for unparalleled customization. It is not by any means a bad decision to bring a pair of Supports on a mission as you expand your squad, and it can be very helpful to do so on long missions such as the Alien Base or lengthy UFO assaults.
+
Supports aren't ''sexy'' in the way that the other [[Classes (EU2012)|classes]] are, but they do bring a lot more to the table than many realize. Their [[Aim (EU2012)|Aim]] and HP are both on par with [[Assault (EU2012)|Assaults]], giving them comparable offense for the early portion of the game. On top of that, they have great mobility, effective damage mitigation and healing, and get the opportunity to bring 2 Items along for unparalleled customization. It is not by any means a bad decision to bring a pair of Supports on a mission as you expand your squad, and it can be very helpful to do so on long missions such as the [[Missions (EU2012)#Alien Base Assault|Alien Base]] or lengthy [[UFOs (EU2012)|UFO]] assaults.
 +
There are 3 main paths while choosing perks for Support soldiers rather than the common 2 of the other classes. Those can be combined together in several combinations, although the choice is between specialization vs. flexibility.
 +
* Scout. '''Sprinter''', '''Smoke and Mirrors''' and '''Dense Smoke'''
 +
* Tactical Officer: '''Covering Fire''', '''Rifle Suppression''' and '''Sentinel'''
 +
* Medic: '''Field Medic''', '''Revive''', '''Combat Drugs''' and '''Savior'''
  
 
===Abilities===
 
===Abilities===
 
{| border = "1" {{stdTable}}
 
{| border = "1" {{stdTable}}
 
|-
 
|-
|[[File:RANK CORPORAL.png|30px]] '''Corporal'''
+
|width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''
|'''Sprinter vs. Covering Fire'''
+
|[[File:SUPPORT SPRINTER.png|32px]] '''Sprinter vs. Covering Fire''' [[File:SUPPORT COVERINGFIRE.png|32px]]
 
|}
 
|}
Take Sprinter. You're welcome.
 
  
'''Sprinter''' gives an incredible amount of mobility to set up flanks. While the Assault's Run & Gun accomplishes this as well, Sprinter also helps set up grenades, stuns, or Medikit use. Accept no substitutes.
+
'''Sprinter''' gives an incredible amount of mobility to set up flanks. While the Assault's Run & Gun accomplishes this as well, Sprinter also helps set up grenades, stuns, or [[Medikit (EU2012)|Medikit]] use.  
  
'''Covering Fire''' will almost never help you. Enemy units will very rarely fire when they're not in cover, and Overwatch's additional 15% penalty to hit means that this will almost never connect. It can be a nice extra after you pick up Rifle Suppression or Sentinel, but it simply isn't a good trade for on-demand mobility.
+
'''Covering Fire''' is essentially an upgrade to the [[Overwatch (EU2012)|Overwatch]] ability of your Support to restrict enemy actions. It can be also useful for a Medic since its role is usually more of a sentry unit and Covering Fire grants more Overwatch options. However, this ability is only useful if activated when the soldier can already see an enemy. In this case, it is more effective to simply shoot rather than go on overwatch and shoot on the aliens' turn with a penalty. The usefulness of Covering Fire is therefore a little questionable.
  
 +
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed so that the reaction fire will now happen before the enemy attacks, making it more useful.
  
 
{| border = "1" {{stdTable}}
 
{| border = "1" {{stdTable}}
 
|-
 
|-
|[[File:RANK SERGEANT.png|30px]] '''Sergeant'''
+
|width=110px | [[File:RANK SERGEANT.png|30px]] '''Sergeant'''
|'''Field Medic vs. Smoke and Mirrors'''
+
|[[File:SUPPORT FIELDMEDIC.png|32px]] '''Field Medic vs. Smoke and Mirrors''' [[File:SUPPORT SMOKEMIRRORS.png|32px]]
 
|}
 
|}
There's merit to both picks, but Field Medic is probably the safer bet.
 
  
'''Field Medic''' gives you the ability to do some damage control after things go wrong. And they will go wrong. Maybe you'll accidentally eat an Overwatch, maybe they'll hit you while you're hunkered down behind cover, or maybe you'll get hit with a grenade. But the bottom line is that you're ''going'' to take damage on most missions, and you'll want to be able to pull yourself out of the danger zone. This does unfortunately lock you into using a Medikit, but the Support isn't a bad person to be carrying it.
+
'''Field Medic''' gives you the ability to repair some/all damage to your squad after a major fight or when things go wrong. And they will go wrong. Depending on the opposition level it is normal to see 1-2 Medikits on squads so this skill is one of the most important to have present on any squad.  
  
'''Smoke and Mirrors''' is, under ideal circumstances, better than Field Medic, as avoiding shots is preferable to healing (some of) the damage from a shot. The issue with this is that you're playing without a safety net, so if you don't use smokes effectively (or you deploy them correctly and the enemy shots connect anyway), you're not going to find yourself in a good position. A side benefit of choosing Smoke and Mirrors is that you will never feel bad about packing an Arc Thrower, so consider that flexibility when making your decision.
+
'''Smoke and Mirrors''' is, under ideal circumstances, better than Field Medic, as avoiding shots is preferable to healing (some of) the damage from a shot. The issue with this is that you're playing without a safety net, so if you don't use smokes effectively (or you deploy them correctly and the enemy shots connect anyway, or, as is more often the case in the later parts of the game, the enemy decides to lob a grenade at you), you're not going to find yourself in a good position. A side benefit of choosing Smoke and Mirrors is that you will never feel bad about packing an [[Arc Thrower (EU2012)|Arc Thrower]], so consider that flexibility when making your decision.
  
 +
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been improved so that it allows 3 uses of Smoke Grenade instead of 2.
  
 
{| border = "1" {{stdTable}}
 
{| border = "1" {{stdTable}}
 
|-
 
|-
|[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''
+
|width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''
|'''Revive vs. Rifle Suppression'''
+
|[[File:SUPPORT REVIVE.png|32px]] '''Revive vs. Rifle Suppression''' [[File:SUPPORT RIFLESUPPRESSION.png|32px]]
 
|}
 
|}
Rifle Suppression will help keep you alive. Isn't that better than dying and using Revive? Yes. Yes it is.
 
  
'''Rifle Suppression''' is a great utility skill, keeping your squad safe from return fire and locking enemies in position. While Heavies can get Suppression as well (earlier, and with more ways to augment it), you will probably be relying and them for the big booms, which leaves Suppression duties to the Support.
+
'''Rifle Suppression''' is a great utility skill, keeping your squad safe from return fire and locking enemies in position. While [[Heavy (EU2012)|Heavies]] can get Suppression as well (earlier, and with more ways to augment it), this is a great ability for Supports working as Scouts to have as well since they allow to lock newly seen aliens.  
 
 
'''Revive''' is a skill you use when you are already screwed. While it is admittedly nice to be able to bring a soldier back from the almost-dead, if you find yourself wishing you had this, consider changing your tactics or bringing along an additional Field Medic to keep your soldiers topped off.
 
  
 +
'''Revive''' is a useful skill but that can be tricky to use. While it is admittedly nice to be able to bring a soldier back from the almost-dead, if you can't protect the revived soldier from any alien shots then it will be killed and most likely your Medic with it afterwards. And if later the soldier will further require more healing before it can be relied not to die with a single shot. Sometimes it may just be better to stabilize the unit rather than revive him/her.
  
 
{| border = "1" {{stdTable}}
 
{| border = "1" {{stdTable}}
 
|-
 
|-
|[[File:RANK CAPTAIN.png|30px]] '''Captain'''
+
|width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''
|'''Dense Smoke vs. Combat Drugs'''
+
|[[File:SUPPORT DENSESMOKE.png|32px]] '''Dense Smoke vs. Combat Drugs''' [[File:SUPPORT COMBATDRUGS.png|32px]]
 
|}
 
|}
 
Defense vs Offense choice.
 
Defense vs Offense choice.
  
'''Dense Smoke''' is a huge defensive bonus that will make units in any kind of cover nearly untouchable. The catch to this is that after the appearance of Mutons, aliens will start carrying grenades. And any time they decide they don't like their odds to hit, they're liable to hurl a grenade instead. This will do 5 damage to one or more unit and set you up for further pain by destroying your cover. This is a Very Bad Thing. Aside from that quirk, this is, again, a huge defensive bonus.
+
'''Dense Smoke''' is a huge defensive bonus that will make units in any kind of cover nearly untouchable. The catch to this is that after the appearance of [[Muton (EU2012)|Mutons]], aliens will start carrying grenades. And any time they decide they don't like their odds to hit, they're liable to hurl a [[Alien Grenade (EU2012)|grenade]] instead. This will do 5 damage to one or more unit and set you up for further pain by destroying your cover. This is a Very Bad Thing. Aside from that quirk, this is, again, a huge defensive bonus.
 
 
'''Combat Drugs''' provides a powerful boost to your Will and a small one to Crit Chance. And while this isn't listed, it loses its defense bonus and gets +20 aim bonus instead (this might be a bug, but it works this way now). Since the smoke lasts to next your turn, you can benefit from the aim bonus twice. Will bonus could be helpful when you want defense from Sectoid commanders or Ethereals, or using psi attacks against high will targets.  
 
  
 +
'''Combat Drugs''' provides a powerful boost to your Will and a small one to [[Critical Hits (EU2012)|Crit Chance]]. And while this isn't listed, it loses its defense bonus and gets +20 Aim bonus instead (this might be a bug, but it works this way now). Since the smoke lasts to next your turn, you can benefit from the Aim bonus twice.  Note, however, that the will bonus is NOT applied when dealing with psionics, either offensive or defensive.
  
 
{| border = "1" {{stdTable}}
 
{| border = "1" {{stdTable}}
 
|-
 
|-
|[[File:RANK COLONEL.png|30px]] '''Colonel'''
+
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''
|'''Savior vs. Sentinel'''
+
|[[File:SUPPORT SAVIOR.png|32px]] '''Savior vs. Sentinel''' [[File:SUPPORT SENTINEL.png|32px]]
 
|}
 
|}
No wrong choices here. Follow your gut.
 
  
'''Savior''' synergizes with Field Medic very effectively, and with the Improved Medikit project from the Foundry will give a unit 30HP worth of total healing to hand out. This is a huge boost to your longevity, marking almost double the healing even if you already have the Foundry Project. Perhaps more importantly, this 8-10 HP will often counteract an entire shot's worth of damage. After all, healing a solider from 1 HP to 7HP does you no good if incoming attacks are dealing 9.
+
'''Savior''' synergizes with Field Medic (and Revive) very effectively, and with the [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project from the Foundry will give a unit 30HP worth of total healing to hand out. This is a huge boost to your longevity, marking almost double the healing even if you already have the [[Foundry (EU2012)|Foundry]] project. Perhaps more importantly, this 8-10 HP will often counteract an entire shot's worth of damage. After all, healing a soldier from 1 HP to 7HP does you no good if incoming attacks are dealing 9.
  
'''Sentinel''' doesn't offer any specific synergy to other Support skills except perhaps for Covering Fire (which you should not have). But it singlehandledly solves the problem of Overwatch overkill. No long will you have embarrassing moments of your entire squad opening fire on a hapless Floater, only to watch a Muton wander unchecked into position and crit you in the face.
+
'''Sentinel''' combines with Covering Fire and Rifle Suppression for a sentry unit that will shoot twice at any aliens that move or fire within its field of vision.
  
 
===Equipment===
 
===Equipment===
'''Weapons:''' Generally your Supports will be using your Assault's leftovers. Because they have no ability to increase their damage output, you'll need good weapons to make up for it. Unlike the Heavy, they have very few non-primary-weapon damage or utility, so unless you're planning on using Suppression every turn, you'll need to stay up to speed here.
+
'''Weapons:''' Generally your Supports will be using your Assault's leftovers. Because they have no ability to increase their damage output, you'll need good [[Weapons (EU2012)|weapons]] to make up for it. Unlike the Heavy, they have very few non-primary-weapon damage or utility, so unless you're planning on using [[Suppression (EU2012)|Suppression]] every turn, you'll need to stay up to speed here.
 +
 
 +
'''Armor:''' Again, probably playing second banana to the Assault. With Sprinter, Supports don't have a huge need for [[Skeleton Suit (EU2012)|Skeleton Suits]] during the mid game, and later on a case can be made for [[Titan Armor (EU2012)|Titan Armor]]. [[Ghost Armor (EU2012)|Ghost Armor]] is still preferable in the long run, but given how expensive it is, Titan is not a poor alternative while you scrape together resources.
 +
 
 +
'''Item:''' If you took Field Medic and/or Savior, you'll be carrying a [[Medikit (EU2012)|Medikit]]. Sprinters are the best choice to use [[Arc Thrower (EU2012)|Arc Throwers]], and with fast armor the Support will have an easy time getting into range. [[Chitin Plating (EU2012)|Chitin Plating]] helps to counteract the Support's lack of defensive talents, and does a good job of filling in any question marks in the extra slot. [[Psionic (EU2012)|Psionic]] Supports would do well to bring a [[Mind Shield (EU2012)|Mind Shield]] in their bonus slot, as it gives them very good hit rates on Mind Control. [[Combat Stims (EU2012)|Combat Stims]] can also be very useful for a Support Scout due to their expanded movement and critical hit prevention.
 +
 
 +
===Gene Mods===
 +
 
 +
'''Brain'''
 +
Like other classes, the brain mod should depend on the Will. Higher Will Supports can get Neural Feedback, while lower ones should get Neural Dampening.
 +
 
 +
'''Eyes'''
 +
Not a huge priority here since Supports aren't your first choice to blow an enemy away. If you've taken Sentinel, Hyper-Reactive Pupils will help with that second [[Overwatch (EU2012)|Overwatch]] shot if the first one misses. Depth Perception is never a bad choice for anyone.
 +
 
 +
'''Chest'''
 +
Adrenal Neurosympathy can be a good choice on Supports by having your support polish off a nearly dead enemy at the start of your turn then having the rest of your squad go to town. As always, Secondary Heart never hurt anyone. Especially if you forgot to bring a second Medikit and your medic went down, it gives you two more turns to finish the mission before losing your soldier.
 +
 
 +
'''Skin'''
 +
Since most other classes probably benefit more from Mimetic Skin then they do Bioelectric Skin, it wouldn't hurt to have Bioelectric Skin on your "stuffed into the middle of the party" supports to keep [[Seeker (EU2012)|Seekers]] at bay and help scout.
 +
 
 +
'''Legs'''
 +
Muscle Fiber Density will help your medic move around and your Sprinter get to [[Civilian (EU2012)|Civilians]] on [[Alien Terror (EU2012)|terror]] missions. Adaptive Bone Marrow can help keep your medic alive without having to waste [[Medikit (EU2012)|Medikit]] uses on him or herself.
 +
 
 +
===Summary===
 +
 
 +
As discussed, you can mix and match to suit personal play style to Scouting, Medic, and Tactics. Field Medic is ideal for early on, when most soldiers are one or two hits away from death anyways, while it become less important as you get better armors and more HP. Smoke & Mirrors and Dense Smoke will help you from getting hit at all, while Combat Drugs may help with not getting ''fired at'' at all, by helping other soldiers kill aliens first.
 +
 
 +
[[Ghost Armor (EU2012)|Ghost Armor]] is easily the best for Support troopers, as the add to move and grappling hook help get into position, Ghosting lets you get right next to aliens, and landing a shot while Ghosting is a guaranteed Critical. Getting Field Medic almost "forces" you to save one inventory slot for the [[Medikit (EU2012)|Medikit]], but plus Ghost Armor, and the Deep Pocket slot for a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], that makes Support pretty damn good at fighting [[Thin Man (EU2012)|Thin Men]] during your monthly(ish) [[Missions (EU2012)#Council Missions|Council Missions]]. Otherwise, [[Chitin Plating (EU2012)|Chitin Plating]] is a good choice, as it gives an extra 4 HP, though the "50% reduction to Melee" may not come up often for them.
 +
 
 +
Sentinel may help your Support soldiers do more damage, while Savior, plus the [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] upgrade, means +10 HP per heal. Sentinel and Cover Fire gets two shots to an attacking alien during [[Overwatch (EU2012)|Overwatch]]: with laser/plasma rifles, the first shot may destroy the alien's cover, making the second a critical hit (though both may hit, both may miss, etc...).
 +
 
 +
[[Psionic (EU2012)|Psionic]] Support: Mindfray assist your front-line troops, naturally. Psi Panic may not be good for them, as since Supports are mid-range fighters, a Panic Attack will probably make the affected alien attack your forward Assault or Heavy, so again, Psi Inspiration as a support role is probably best.
 +
 
 +
Mind Control (MC) or Telekinetic Field (TK) is again, per preference: TK Field is good as, if you didn't get Smoke and Mirrors for that second Smoke Grenade, or got Combat Drugs (with reportedly ''loses'' the +20 Defense, while Dense Smoke makes it a +40 [[Defense (EU2012)|Defense]] item), acts as a regenerating defense field, and also, unlike the smoke grenades, doesn't help any aliens that happen to be in range of the effect. The downside is that TK field lasts 1 turn, while Smoke Grenades last two, but as your mid-line soldier, a TK Support might cover your entire squad. Mind Control helps 'add a volunteer' for your squad, but probably only the forward most alien will be in range, which if MCed, will almost always be killed by its former squad mates behind it.
 +
 
 +
That being said, Supports often make for good, safe choices for the [[Volunteer (EU2012)|Volunteer]], since they don't usually rely as much on the quirks of their end game armor like other classes do (eg: Shotgun Assaults using Ghost Armor to flatten an enemy, or Squadsight Snipers using Archangel Armor to hover out of reach). As a result, they won't be as seriously handicapped for the final mission when they're forced into the (when compared to other end game armors) lackluster [[Psi Armor (EU2012)|Psi Armor]]. As an added bonus, with the benefit of Deep Pockets, you can give them [[Mind Shield (EU2012)|Mind Shields]] without, again, seriously hampering them.
 +
 
 +
A word of caution: say you equip your Psionic (Mind Fray, Inspire/Panic, TK/MC) Support (Smoke Grenade, Supression/Revive) with an Arc Thrower (Stun, and with Hack and Repair Foundry upgrades) & Medikit (Heal and Stabilize), in Ghost Armor (with invisibility and the Grappling Hook). You might find that, when in cover (Hunker Down) and not with a full clip of ammo (Reload), that the additional command tiles will 'overflow', and you won't be able to get at several abilities. In short: don't get greedy.
 +
 
 +
'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:'''
 +
 
 +
Supports may benefit the most from EW's changes, from [[Gene Mods (EU2012)|Gene Mods]] and [[Medals (EU2012)|Medals]] making them more sure hitters, to Training Roulette potentially giving them more damage-boosting abilities, such as the Heavy's HEAT Ammo (+50% against mechanical enemies), or a Sniper's Gunslinger (+2 to Pistol).  
  
'''Armor:''' Again, probably playing second banana to the Assault. With Sprinter, Supports don't have a huge need for Skeleton Suits during the mid game, and later on a case can be made for Titan Armor. Ghost is still preferable in the long run, but given how expensive it is, Titan is not a poor alternative while you scrape together resources.
+
The more curious change is that of [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]; before, the second item slot being exclusive to Support is now an across-the-board Foundry Project, their own Deep Pockets actually work in sympathy to this, giving one more use to limited-use items. This makes them a very flexible potential "Carry" unit: especially with Sprinter, you'll probably be most inclined to put the Arc Thrower on your Supports. With [[Training Roulette (EU2012)|Training Roulette]], you may not get the [[Medikit (EU2012)|Medikit]] abilities anymore, so be wary if you usually assign them as Medics with this option on. If they happen to get Grenadier + Deep Pockets, you may end up with your Scout carrying up to 6 grenades (and with [[Alien Grenade (EU2012)|Alien Grenades]], that means 30 spreadable points of damage that also take out an enemy's cover).  
  
'''Item:''' If you took Field Medic and/or Savior, you'll be carrying a Medikit. Aside from that, Arc Throwers are handy, and Chitin Plating does a good job of filling in any question marks in the extra slot. Psionic Supports would do well to bring a Mind Shield in their bonus slot, as it gives them very good hit rates on Mind Control.
+
As Supports tend to be played as mid-range fighters, Adrenal Neurosympathy may be the best choice for them: when they do score a kill (say, with a Mind Fray to pick off a weakened enemy), they're the most likely to be in the place to affect the whole squad, thus letting your team to ''slaughter'' Alien and [[EXALT (EU2012)|EXALT]] forces. With Hyper-Reactive Pupils compensating after any misses, the Sentinel/Covering Fire combo can make Supports into a useful point-defence unit. If any soldier has Adaptive Bone Marrow healing their base HP, be sure to let them regenerate it in full before using your Medic Support to restore their Armor HP.
  
 
==See Also==
 
==See Also==
* [[Classes (EU2012)]]
 
* [[Weapons (EU2012)]]
 
* [[Armour (EU2012)]]
 
* [[Equipment (EU2012)]]
 
  
 +
{{XCOM Units (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 +
[[Category: Soldiers (EU2012)]]
 
</noinclude>
 
</noinclude>

Latest revision as of 20:37, 5 May 2015

Support Squad
Support

A flexible class focusing on squad defence, medic or fire support. Highly mobile and useful for setting up flank attacks, or defending flanks. Its drawback being the lack of high damage attacks and low critical chance.

Primary Weapon: Assault Rifles, Laser Rifles, Light Plasma Rifles & Plasma Rifles
Secondary Weapon: Pistol, Laser Pistol or Plasma Pistol.

The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.

Abilities

Rank Ability
RANK SQUADDIE.png
Squaddie
SUPPORT SMOKEGRENADE.png
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
RANK CORPORAL.png
Corporal
SUPPORT SPRINTER.png
Sprinter
Allows the support to move 3 additional tiles.
SUPPORT COVERINGFIRE.png
Covering Fire
Allows reaction shot to trigger on enemy attacks, not just movement.
EW DLC: The reaction fire now happens before the enemy attacks, not after.
RANK SERGEANT.png
Sergeant
SUPPORT FIELDMEDIC.png
Field Medic
Allows medikits to be used 3 times per battle instead of once.
SUPPORT SMOKEMIRRORS.png
Smoke and Mirrors
Allows 1 additional use of Smoke Grenade each mission.
EW DLC: Allows two extra uses of Smoke Grenade each mission, for a total of three.
RANK LIEUTENANT.png
Lieutenant
SUPPORT REVIVE.png
Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
SUPPORT RIFLESUPPRESSION.png
Rifle Suppression
Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
RANK CAPTAIN.png
Captain
SUPPORT DENSESMOKE.png
Dense Smoke
Smoke Grenades have increased area of effect and further increase units' Defense by 20.
SUPPORT COMBATDRUGS.png
Combat Drugs
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)
RANK MAJOR.png
Major
SUPPORT DEEPPOCKETS.png
Deep Pockets
Confers an additional item slot in inventory.
EW DLC: All limited-use items in your inventory receive one extra use.
RANK COLONEL.png
Colonel
SUPPORT SAVIOR.png
Savior
Medikits restore 4 more health per use.
SUPPORT SENTINEL.png
Sentinel
Allows two reaction shots during Overwatch, instead of only one.

Tips & Trix

Smoke Grenade

  • Smoke Grenades mean the difference between life and death in the game due to the Defense bonus it provides. Later they can carry Combat Drugs switching their role for an offensive one.
  • Supports can carry an additional Smoke Grenade with Smoke and Mirrors but they'll forgo the additional Medikit usage.
  • Dense Smoke doubles the Defense to +40, giving units on the cloud the equivalent to full cover. If already in full cover the bonus can increase to +80 or more.
  • Combat Drugs is also a great ability specially when setting ambushes to advancing aliens or if you can plan the cloud deployment in advance. It can also be used to counter Will losses coming from Psionic attacks in the late game stage.


Additional Notes

  • Support abilities upgrades are centered on medical, scout and sentry roles.
  • The Field Medic perk dramatically improves the effectiveness of Medikits, tripling the number of uses. Savior further improves Medikit effectiveness, and Revive can allow the Medikit to bring critically wounded soldiers back in to the fight.
  • The Sprinter perk and additional smoke capacity makes for a good scout.
  • Combat Drugs smoke gives an undocumented +20 to aim, and loses its defensive benefit.
  • Support's two other specialized abilities are Rifle Suppression, allowing scouts or sentries to support attacks and Covering Fire (making it the only class that can react to enemy fire on Overwatch).
  • Covering Fire reaction shot will be fired after enemy's shot. In the EW DLC, reaction shot will occur before the enemy's shot and it also gives reaction shot against grenades, etc.
  • Deep Pockets has been changed on the EW DLC, to only giving +1 use to items rather than allowing a 2nd item, making it less powerful than before.


Tactical Advice

Supports aren't sexy in the way that the other classes are, but they do bring a lot more to the table than many realize. Their Aim and HP are both on par with Assaults, giving them comparable offense for the early portion of the game. On top of that, they have great mobility, effective damage mitigation and healing, and get the opportunity to bring 2 Items along for unparalleled customization. It is not by any means a bad decision to bring a pair of Supports on a mission as you expand your squad, and it can be very helpful to do so on long missions such as the Alien Base or lengthy UFO assaults. There are 3 main paths while choosing perks for Support soldiers rather than the common 2 of the other classes. Those can be combined together in several combinations, although the choice is between specialization vs. flexibility.

  • Scout. Sprinter, Smoke and Mirrors and Dense Smoke
  • Tactical Officer: Covering Fire, Rifle Suppression and Sentinel
  • Medic: Field Medic, Revive, Combat Drugs and Savior

Abilities

RANK CORPORAL.png Corporal SUPPORT SPRINTER.png Sprinter vs. Covering Fire SUPPORT COVERINGFIRE.png

Sprinter gives an incredible amount of mobility to set up flanks. While the Assault's Run & Gun accomplishes this as well, Sprinter also helps set up grenades, stuns, or Medikit use.

Covering Fire is essentially an upgrade to the Overwatch ability of your Support to restrict enemy actions. It can be also useful for a Medic since its role is usually more of a sentry unit and Covering Fire grants more Overwatch options. However, this ability is only useful if activated when the soldier can already see an enemy. In this case, it is more effective to simply shoot rather than go on overwatch and shoot on the aliens' turn with a penalty. The usefulness of Covering Fire is therefore a little questionable.

On the Enemy Within DLC, this ability has been changed so that the reaction fire will now happen before the enemy attacks, making it more useful.

RANK SERGEANT.png Sergeant SUPPORT FIELDMEDIC.png Field Medic vs. Smoke and Mirrors SUPPORT SMOKEMIRRORS.png

Field Medic gives you the ability to repair some/all damage to your squad after a major fight or when things go wrong. And they will go wrong. Depending on the opposition level it is normal to see 1-2 Medikits on squads so this skill is one of the most important to have present on any squad.

Smoke and Mirrors is, under ideal circumstances, better than Field Medic, as avoiding shots is preferable to healing (some of) the damage from a shot. The issue with this is that you're playing without a safety net, so if you don't use smokes effectively (or you deploy them correctly and the enemy shots connect anyway, or, as is more often the case in the later parts of the game, the enemy decides to lob a grenade at you), you're not going to find yourself in a good position. A side benefit of choosing Smoke and Mirrors is that you will never feel bad about packing an Arc Thrower, so consider that flexibility when making your decision.

On the Enemy Within DLC, this ability has been improved so that it allows 3 uses of Smoke Grenade instead of 2.

RANK LIEUTENANT.png Lieutenant SUPPORT REVIVE.png Revive vs. Rifle Suppression SUPPORT RIFLESUPPRESSION.png

Rifle Suppression is a great utility skill, keeping your squad safe from return fire and locking enemies in position. While Heavies can get Suppression as well (earlier, and with more ways to augment it), this is a great ability for Supports working as Scouts to have as well since they allow to lock newly seen aliens.

Revive is a useful skill but that can be tricky to use. While it is admittedly nice to be able to bring a soldier back from the almost-dead, if you can't protect the revived soldier from any alien shots then it will be killed and most likely your Medic with it afterwards. And if later the soldier will further require more healing before it can be relied not to die with a single shot. Sometimes it may just be better to stabilize the unit rather than revive him/her.

RANK CAPTAIN.png Captain SUPPORT DENSESMOKE.png Dense Smoke vs. Combat Drugs SUPPORT COMBATDRUGS.png

Defense vs Offense choice.

Dense Smoke is a huge defensive bonus that will make units in any kind of cover nearly untouchable. The catch to this is that after the appearance of Mutons, aliens will start carrying grenades. And any time they decide they don't like their odds to hit, they're liable to hurl a grenade instead. This will do 5 damage to one or more unit and set you up for further pain by destroying your cover. This is a Very Bad Thing. Aside from that quirk, this is, again, a huge defensive bonus.

Combat Drugs provides a powerful boost to your Will and a small one to Crit Chance. And while this isn't listed, it loses its defense bonus and gets +20 Aim bonus instead (this might be a bug, but it works this way now). Since the smoke lasts to next your turn, you can benefit from the Aim bonus twice. Note, however, that the will bonus is NOT applied when dealing with psionics, either offensive or defensive.

RANK COLONEL.png Colonel SUPPORT SAVIOR.png Savior vs. Sentinel SUPPORT SENTINEL.png

Savior synergizes with Field Medic (and Revive) very effectively, and with the Improved Medikit project from the Foundry will give a unit 30HP worth of total healing to hand out. This is a huge boost to your longevity, marking almost double the healing even if you already have the Foundry project. Perhaps more importantly, this 8-10 HP will often counteract an entire shot's worth of damage. After all, healing a soldier from 1 HP to 7HP does you no good if incoming attacks are dealing 9.

Sentinel combines with Covering Fire and Rifle Suppression for a sentry unit that will shoot twice at any aliens that move or fire within its field of vision.

Equipment

Weapons: Generally your Supports will be using your Assault's leftovers. Because they have no ability to increase their damage output, you'll need good weapons to make up for it. Unlike the Heavy, they have very few non-primary-weapon damage or utility, so unless you're planning on using Suppression every turn, you'll need to stay up to speed here.

Armor: Again, probably playing second banana to the Assault. With Sprinter, Supports don't have a huge need for Skeleton Suits during the mid game, and later on a case can be made for Titan Armor. Ghost Armor is still preferable in the long run, but given how expensive it is, Titan is not a poor alternative while you scrape together resources.

Item: If you took Field Medic and/or Savior, you'll be carrying a Medikit. Sprinters are the best choice to use Arc Throwers, and with fast armor the Support will have an easy time getting into range. Chitin Plating helps to counteract the Support's lack of defensive talents, and does a good job of filling in any question marks in the extra slot. Psionic Supports would do well to bring a Mind Shield in their bonus slot, as it gives them very good hit rates on Mind Control. Combat Stims can also be very useful for a Support Scout due to their expanded movement and critical hit prevention.

Gene Mods

Brain Like other classes, the brain mod should depend on the Will. Higher Will Supports can get Neural Feedback, while lower ones should get Neural Dampening.

Eyes Not a huge priority here since Supports aren't your first choice to blow an enemy away. If you've taken Sentinel, Hyper-Reactive Pupils will help with that second Overwatch shot if the first one misses. Depth Perception is never a bad choice for anyone.

Chest Adrenal Neurosympathy can be a good choice on Supports by having your support polish off a nearly dead enemy at the start of your turn then having the rest of your squad go to town. As always, Secondary Heart never hurt anyone. Especially if you forgot to bring a second Medikit and your medic went down, it gives you two more turns to finish the mission before losing your soldier.

Skin Since most other classes probably benefit more from Mimetic Skin then they do Bioelectric Skin, it wouldn't hurt to have Bioelectric Skin on your "stuffed into the middle of the party" supports to keep Seekers at bay and help scout.

Legs Muscle Fiber Density will help your medic move around and your Sprinter get to Civilians on terror missions. Adaptive Bone Marrow can help keep your medic alive without having to waste Medikit uses on him or herself.

Summary

As discussed, you can mix and match to suit personal play style to Scouting, Medic, and Tactics. Field Medic is ideal for early on, when most soldiers are one or two hits away from death anyways, while it become less important as you get better armors and more HP. Smoke & Mirrors and Dense Smoke will help you from getting hit at all, while Combat Drugs may help with not getting fired at at all, by helping other soldiers kill aliens first.

Ghost Armor is easily the best for Support troopers, as the add to move and grappling hook help get into position, Ghosting lets you get right next to aliens, and landing a shot while Ghosting is a guaranteed Critical. Getting Field Medic almost "forces" you to save one inventory slot for the Medikit, but plus Ghost Armor, and the Deep Pocket slot for a S.C.O.P.E., that makes Support pretty damn good at fighting Thin Men during your monthly(ish) Council Missions. Otherwise, Chitin Plating is a good choice, as it gives an extra 4 HP, though the "50% reduction to Melee" may not come up often for them.

Sentinel may help your Support soldiers do more damage, while Savior, plus the Improved Medikit upgrade, means +10 HP per heal. Sentinel and Cover Fire gets two shots to an attacking alien during Overwatch: with laser/plasma rifles, the first shot may destroy the alien's cover, making the second a critical hit (though both may hit, both may miss, etc...).

Psionic Support: Mindfray assist your front-line troops, naturally. Psi Panic may not be good for them, as since Supports are mid-range fighters, a Panic Attack will probably make the affected alien attack your forward Assault or Heavy, so again, Psi Inspiration as a support role is probably best.

Mind Control (MC) or Telekinetic Field (TK) is again, per preference: TK Field is good as, if you didn't get Smoke and Mirrors for that second Smoke Grenade, or got Combat Drugs (with reportedly loses the +20 Defense, while Dense Smoke makes it a +40 Defense item), acts as a regenerating defense field, and also, unlike the smoke grenades, doesn't help any aliens that happen to be in range of the effect. The downside is that TK field lasts 1 turn, while Smoke Grenades last two, but as your mid-line soldier, a TK Support might cover your entire squad. Mind Control helps 'add a volunteer' for your squad, but probably only the forward most alien will be in range, which if MCed, will almost always be killed by its former squad mates behind it.

That being said, Supports often make for good, safe choices for the Volunteer, since they don't usually rely as much on the quirks of their end game armor like other classes do (eg: Shotgun Assaults using Ghost Armor to flatten an enemy, or Squadsight Snipers using Archangel Armor to hover out of reach). As a result, they won't be as seriously handicapped for the final mission when they're forced into the (when compared to other end game armors) lackluster Psi Armor. As an added bonus, with the benefit of Deep Pockets, you can give them Mind Shields without, again, seriously hampering them.

A word of caution: say you equip your Psionic (Mind Fray, Inspire/Panic, TK/MC) Support (Smoke Grenade, Supression/Revive) with an Arc Thrower (Stun, and with Hack and Repair Foundry upgrades) & Medikit (Heal and Stabilize), in Ghost Armor (with invisibility and the Grappling Hook). You might find that, when in cover (Hunker Down) and not with a full clip of ammo (Reload), that the additional command tiles will 'overflow', and you won't be able to get at several abilities. In short: don't get greedy.

Enemy Within DLC Supplemental:

Supports may benefit the most from EW's changes, from Gene Mods and Medals making them more sure hitters, to Training Roulette potentially giving them more damage-boosting abilities, such as the Heavy's HEAT Ammo (+50% against mechanical enemies), or a Sniper's Gunslinger (+2 to Pistol).

The more curious change is that of Tactical Rigging; before, the second item slot being exclusive to Support is now an across-the-board Foundry Project, their own Deep Pockets actually work in sympathy to this, giving one more use to limited-use items. This makes them a very flexible potential "Carry" unit: especially with Sprinter, you'll probably be most inclined to put the Arc Thrower on your Supports. With Training Roulette, you may not get the Medikit abilities anymore, so be wary if you usually assign them as Medics with this option on. If they happen to get Grenadier + Deep Pockets, you may end up with your Scout carrying up to 6 grenades (and with Alien Grenades, that means 30 spreadable points of damage that also take out an enemy's cover).

As Supports tend to be played as mid-range fighters, Adrenal Neurosympathy may be the best choice for them: when they do score a kill (say, with a Mind Fray to pick off a weakened enemy), they're the most likely to be in the place to affect the whole squad, thus letting your team to slaughter Alien and EXALT forces. With Hyper-Reactive Pupils compensating after any misses, the Sentinel/Covering Fire combo can make Supports into a useful point-defence unit. If any soldier has Adaptive Bone Marrow healing their base HP, be sure to let them regenerate it in full before using your Medic Support to restore their Armor HP.

See Also

EU2012 Badge XCOM: Enemy Unknown (2012): XCOM Units
Soldiers:CLASS ASSAULT.png AssaultCLASS HEAVY.png HeavyCLASS SNIPER.png SniperCLASS SUPPORT.png SupportCLASS PSIONIC.png PsionicCLASS MECH.png MEC Trooper (EW DLC)
S.H.I.Vs:S.H.I.V.Alloy S.H.I.V.Hover S.H.I.V.
Attributes:ClassesClass BuildsAbilitiesStatsNicknamesGene Mods (EW DLC)Medals (EW DLC)
Loadout:WeaponsArmorEquipmentMEC Suit (EW DLC)
Barracks:Officer Training SchoolPsi LabMemorialGenetics Lab (EW DLC)Cybernetics Lab (EW DLC)
Other: VolunteerHeroesZhang (Slingshot DLC)Annette (EW DLC)Covert Operative (EW DLC)Training Roulette (EW DLC)