Difference between revisions of "Technical (LW2)"
(→Abilities: One-time transclude until I can figure-out why the divs are breaking.) |
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+ | '''Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical "cover-busting" and "crowd control" support during firefights.''' |
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− | Technical: Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet |
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+ | ==Overview== |
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− | Technical's are 10% more expensive for infiltration. |
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+ | ;Primary: |
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+ | ''[[Assault Rifle]](Default), [[SMG]] or [[Shotgun]]'' |
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+ | ;Secondary: |
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− | == Abilities == |
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+ | ''[[Gauntlet]]'' |
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− | <!-- The periods '''.''' below are placeholders, text coming soon --> |
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− | <!--{{Class Tree (LW2)| |
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− | |Squaddie1= |
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− | |Squaddie2={{Heavy Weapons (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |Squaddie3= |
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− | |SquaddieE1= '''.''' |
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− | |SquaddieE2= '''.''' |
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− | |SquaddieE3= '''.''' |
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− | |Subclass1= '''Rocketeer''' |
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− | |Subclass2= '''Fireman''' |
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− | |LCorporal1={{Fire in the Hole (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |LCorporal2={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |LCorporal3={{Roust (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |LCorporalE1=''.'' |
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− | |LCorporalE2=''.'' |
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− | |LCorporalE3=''.'' |
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− | |Corporal1={{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |Corporal2={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |Corporal3={{Napalm-X (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |CorporalE1=''.'' |
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− | |CorporalE2=''.'' |
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− | |CorporalE3=''.'' |
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− | |Sergeant1={{Concussion Rocket (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |Sergeant2={{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |Sergeant3={{Burnout (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |SergeantE1=''.'' |
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− | |SergeantE2=''.'' |
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− | |SergeantE3=''.'' |
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− | |StaffSgt1={{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |StaffSgt2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |StaffSgt3={{Phosphorus (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |StaffSgtE1=''.'' |
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− | |StaffSgtE2=''.'' |
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− | |StaffSgtE3=''.'' |
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− | |TechSgt1={{Javelin Rockets (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |TechSgt2={{Fire and Steel (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |TechSgt3={{Incinerator (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |TechSgtE1=''.'' |
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− | |TechSgtE2=''.'' |
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− | |TechSgtE3=''.'' |
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− | |GunSgt1={{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |GunSgt3={{Quickburn (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |GunSgtE1=''.'' |
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− | |GunSgtE2=''.'' |
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− | |GunSgtE3=''.'' |
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− | |MSgt1={{Bunker Buster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |MSgt3={{Firestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |MSgtE1=''.'' |
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− | |MSgtE2=''.'' |
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− | |MSgtE3=''.'' |
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− | }}--> |
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+ | The Technical class brings XCOM 2's midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier's everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers. The chance to apply burning to the target with flame thrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both |
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− | {| class="wikitable" style="vertical-align:top; text-align:center" width="100%" |
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− | |- |
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− | ! width="10%" vertical-align="center" | Rank |
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− | ! colspan="3" vertical-align="center" | Ability |
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− | |- |
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− | ! vertical-align="center" | [[File:RANK SQUADDIE (LW2).png|35px]]<br/>Squaddie |
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− | | |
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− | | {{Heavy Weapons (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | |
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− | |- vertical-align="center" |
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− | ! style="border-left:none; border-right:none;" | |
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− | ! style="border-left:none; border-right:none;" | '''Rocketeer''' |
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− | ! style="border-left:none; border-right:none;" | |
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− | ! style="border-left:none; border-right:none;" | '''Fireman''' |
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− | |- |
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− | ! vertical-align="center" | [[File:RANK LANCE CORPORAL (LW2).png|35px]]<br/>Lance Corporal |
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− | | {{Fire in the Hole (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Roust (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |- |
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− | ! vertical-align="center" | [[File:RANK CORPORAL (LW2).png|35px]]<br/>Corporal |
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− | | {{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Napalm-X (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |- |
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− | ! vertical-align="center" | [[File:RANK SERGEANT (LW2).png|35px]]<br/>Sergeant |
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− | | {{Concussion Rocket (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Burnout (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |- |
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− | ! vertical-align="center" | [[File:RANK STAFF SGT (LW2).png|35px]]<br/>Staff Sergeant |
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− | | {{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Phosphorus (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |- |
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− | ! vertical-align="center" | [[File:RANK TECH SGT (LW2).png|35px]]<br/>Tech Sergeant |
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− | | {{Javelin Rockets (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Fire and Steel (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Incinerator (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |- |
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− | ! vertical-align="center" | [[File:RANK GUNNERY SGT (LW2).png|35px]]<br/>Gunnery Sergeant |
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− | | {{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Quickburn (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |- |
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− | ! vertical-align="center" | [[File:RANK MASTER SGT (LW2).png|35px]]<br/>Master Sergeant |
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− | | {{Bunker Buster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | | {{Firestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |} |
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+ | ==Branches== |
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+ | Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn't penalize their mobility. |
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+ | ;Left branch |
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+ | "Rocketeer" type Technicals (Left branch) focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it. |
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+ | ;Right branch |
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− | == Stat Progression == |
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+ | "Fireman" type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks. |
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− | {| class="wikitable" |
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− | !Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking |
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+ | ;Center branch |
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− | |- |
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+ | Like Long War 1's ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use. |
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− | |Squaddie|| 0 || 2 || 4 || 0 || 0 || 0 |
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+ | |||
− | |- |
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+ | == Abilities (As of LW2 Version 1.3) == |
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− | |Lance Corporal|| 1 || 2 || 4 || 0 || 0 || 0 |
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+ | {{Class Tree (LW2) |
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− | |- |
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+ | |Squaddie1= |
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− | |Corporal|| 0 || 2 || 0 || 0 || 0 || 0 |
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+ | |Squaddie2={{Heavy Weapons (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |- |
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+ | |Squaddie3= |
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− | |Sergeant|| 1 || 2 || 0 || 0 || 0 || 0 |
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+ | |Subclass1=Rocketeer |
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− | |- |
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+ | |Subclass2=Fireman |
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− | |Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0 |
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+ | |LCorporal1={{Fire in the Hole (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |- |
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+ | |LCorporal2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0 |
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+ | |LCorporal3={{Roust (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |- |
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+ | |Corporal1={{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0 |
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+ | |Corporal2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |- |
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+ | |Corporal3={{Napalm-X (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0 |
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+ | |Sergeant1={{Concussion Rocket (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |- |
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+ | |Sergeant2={{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |Total|| 4 || 16 || 8 || 0 || 0 || 0 |
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+ | |Sergeant3={{Burnout (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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− | |} |
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+ | |StaffSgt1={{Tandem Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |StaffSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |StaffSgt3={{Phosphorus (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |TechSgt1={{Javelin Rockets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |TechSgt2={{Fire and Steel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |TechSgt3={{Incinerator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |GunSgt1={{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |GunSgt3={{Quickburn (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |MSgt1={{Bunker Buster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |MSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |MSgt3={{Firestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | }} |
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+ | |||
+ | == Stat Progression == |
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+ | {{Stat Progression (LW2) |
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+ | | i_health0 = 0 |
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+ | | i_offense0 = 3 |
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+ | | i_will0 = 4 |
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+ | | i_mobility0 = 0 |
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+ | | i_dodge0 = 0 |
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+ | | i_hacking0 = 0 |
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+ | | i_health1 = 1 |
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+ | | i_offense1 = 2 |
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+ | | i_will1 = 4 |
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+ | | i_mobility1 = 0 |
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+ | | i_dodge1 = 0 |
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+ | | i_hacking1 = 0 |
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+ | | i_health2 = 0 |
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+ | | i_offense2 = 2 |
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+ | | i_will2 = 0 |
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+ | | i_mobility2 = 0 |
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+ | | i_dodge2 = 0 |
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+ | | i_hacking2 = 0 |
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+ | | i_health3 = 1 |
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+ | | i_offense3 = 2 |
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+ | | i_will3 = 0 |
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+ | | i_mobility3 = 0 |
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+ | | i_dodge3 = 0 |
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+ | | i_hacking3 = 0 |
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+ | | i_health4 = 0 |
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+ | | i_offense4 = 3 |
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+ | | i_will4 = 0 |
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+ | | i_mobility4 = 0 |
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+ | | i_dodge4 = 0 |
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+ | | i_hacking4 = 0 |
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+ | | i_health5 = 1 |
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+ | | i_offense5 = 2 |
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+ | | i_will5 = 0 |
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+ | | i_mobility5 = 0 |
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+ | | i_dodge5 = 0 |
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+ | | i_hacking5 = 0 |
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+ | | i_health6 = 0 |
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+ | | i_offense6 = 2 |
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+ | | i_will6 = 0 |
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+ | | i_mobility6 = 0 |
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+ | | i_dodge6 = 0 |
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+ | | i_hacking6 = 0 |
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+ | | i_health7 = 1 |
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+ | | i_offense7 = 2 |
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+ | | i_will7 = 0 |
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+ | | i_mobility7 = 0 |
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+ | | i_dodge7 = 0 |
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+ | | i_hacking7 = 0 |
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+ | }} |
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This class also gains 1 point of strength, though it's not clear what that does. |
This class also gains 1 point of strength, though it's not clear what that does. |
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+ | ==See Also== |
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− | [[Category: Long War 2]] |
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+ | |||
− | [[Category: Soldiers (Long War 2)]] |
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+ | {{XCOM_Units_Navbar_(LW2)}} |
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− | [[Category: Classes (Long War 2)]] |
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+ | |||
+ | [[Category:Soldiers (Long War 2)]] |
Revision as of 03:38, 8 November 2017
Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical "cover-busting" and "crowd control" support during firefights.
Overview
- Primary
Assault Rifle(Default), SMG or Shotgun
- Secondary
The Technical class brings XCOM 2's midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier's everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers. The chance to apply burning to the target with flame thrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both
Branches
Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn't penalize their mobility.
- Left branch
"Rocketeer" type Technicals (Left branch) focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.
- Right branch
"Fireman" type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.
- Center branch
Like Long War 1's ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.
Abilities (As of LW2 Version 1.3)
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower. |
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---|---|---|---|
Rocketeer | Fireman | ||
Lance Corporal |
Your rockets are more accurate. |
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -25 penalty to the target's aim. |
Special Flamethrower shot that does limited damage but forces enemies to change their position. |
Corporal |
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage). |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. |
Your Flamethrower can now disorient or panic enemies. |
Sergeant |
Fire a special rocket that does limited damage but has a chance to stun or disorient organic enemies within its area of effect and leaves a cloud of smoke. |
Your primary weapon attacks shred armor. |
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus. |
Staff Sergeant |
Your grenades and rockets do full damage to units to the maximum extent of their area of effect. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
Your flamethrower can now damage mechanical units and shreds armor. |
Tech Sergeant |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. |
Fire and Steel Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage. |
Your flamethrower has an increased range of one tile and covers a wider area of effect. |
Gunnery Sergeant |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Activate so your next use of the flamethrower will not cost an action. |
Master Sergeant |
Fire a special rocket that destroys buildings and other objects in the environment. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. |
Once per battle, attack all units in a complete circle around the soldier's position. Also grants immunity to fire damage. |
Stat Progression
This class also gains 1 point of strength, though it's not clear what that does.
See Also
XCOM Units in Long War 2 | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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