Difference between revisions of "Technical (LW2)"

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'''Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical support during firefights.'''
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{{Toc_(LW2)|0}}[[File:LW2 class Technical.png|center|frameless|96px|Technical]]<div style="text-align: center;">'''''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.'''''</div>
  
Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet
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==Class Overview==
  
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. 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.
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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.  
  
"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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===Branches===
  
"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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Left branch: "Rocketeer" type Technicals 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.
  
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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Right branch: "Fireman" type Technicals 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.
  
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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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.
  
Technical's are 10% more expensive for infiltration due to their decidedly non-civilian gear.
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===Weapons===
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'''Primary''': [[Weapons_(LW2)#Assault_Rifles|Rifles]], [[Weapons_(LW2)#Submachine_Guns|SMGs]], [[Weapons_(LW2)#Shotguns|Shotguns]].
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'''Secondary''': [[Weapons_(LW2)#Gauntlets|Gauntlet]]
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The Technical's Gauntlet lets them fire a rocket once and a flamethrower twice. 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. The chance to apply burning to the target with flamethrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both.
  
 
== Abilities ==
 
== Abilities ==
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|MSgt3={{Firestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
 
|MSgt3={{Firestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
 
}}
 
}}
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* Bunker Buster can, when destroying large amounts of the environment, create a significant amount of game slow-down. This happens because of the amount of debris particles spawn, and normally goes away once said debris despawns.
  
 
== Stat Progression ==
 
== Stat Progression ==
 
{{Stat Progression (LW2)
 
{{Stat Progression (LW2)
 
| i_health0    = 0
 
| i_health0    = 0
| i_offense0    = 2
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| i_offense0    = 3
 
| i_will0      = 4
 
| i_will0      = 4
 
| i_mobility0  = 0
 
| i_mobility0  = 0
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| i_hacking3    = 0
 
| i_hacking3    = 0
 
| i_health4    = 0
 
| i_health4    = 0
| i_offense4    = 2
+
| i_offense4    = 3
 
| i_will4      = 0
 
| i_will4      = 0
 
| i_mobility4  = 0
 
| i_mobility4  = 0
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| i_hacking7    = 0
 
| i_hacking7    = 0
 
}}
 
}}
 
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*This class also gains 1 point of strength, though it's only used for alien abilities.
This class also gains 1 point of strength, though it's not clear what that does.
 
  
 
==See Also==
 
==See Also==
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{{XCOM_Units_Navbar_(LW2)}}
 
{{XCOM_Units_Navbar_(LW2)}}
  
[[Category: Long War 2]]
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[[Category:Soldiers (Long War 2)]]
[[Category: Soldiers (Long War 2)]]
 
[[Category: Classes (Long War 2)]]
 

Revision as of 19:05, 5 September 2020

Technical
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.

Class Overview

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.

Branches

Left branch: "Rocketeer" type Technicals 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 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.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Gauntlet

The Technical's Gauntlet lets them fire a rocket once and a flamethrower twice. 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. The chance to apply burning to the target with flamethrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both.

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Heavy Weapons
* The XCOM gauntlet is an advanced device that carries both a mini-rocket launcher and a flamethrower. * The Rocket Launcher carries one rocket initially and that has a three-tile radius for its area of effect. * It may target anything in sight range. * Damage from rockets falls off from the point of impact. * The flamethrower is a short-range weapon that causes damage to multiple targets within a cone-shaped area of effect. * The flamethrower has two uses per battle. It does not damage mechanical units without upgrades. * Using either gautlet ability requires one action and ends your turn.
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
Rocketeer Fireman
Lance Corporal
Lance Corporal
Fire in the Hole
* Your rockets are more likely to hit their intended point of impact, or at least close to it. * The maximum it can miss by is reduced by two tiles.
Your rockets are more accurate.
Suppression
* Suppression costs 2 ammo points to use, but has no cooldown. * Suppression will be canceled if the suppressing unit is damaged. * If multiple units suppress a target, the aim penalty will stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well) * May not be used if sniper rifle or shotgun-class weapons are equipped. * Suppression restricts many of the target's abilities, including the use of rockets and grenades.
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.
Roust
*Has a 33% chance to set enemies in the area of effect on fire and does limited damage. *The narrow jet of flame has less impact on the environment. *Units hit by the shot will be forced to move, often triggering overwatch fire. *One use per mission, but can gain an additional use with additional gear.
Special Flamethrower shot that does limited damage but forces enemies to change their position.
Corporal
Corporal
Biggest Booms
* Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +2 damage). * Does not apply to non-damaging grenades or the Concussion Rocket or Bunker Buster abilities.
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * Does not cost an action. Has a 5-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Napalm-X
*Your Flamethrower can now disorient or panic enemies. *Enemy units must pass a will check to avoid negative effects.
Your Flamethrower can now disorient or panic enemies.
Sergeant
Sergeant
Concussion Rocket
*One use per mission. *Stun and disorientation chances based on target's will score. *Requires one action and ends the soldier's turn.
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.
Shredder
* A successful shot with a conventional weapon will shred 1 armor from the target. * More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Burnout
*When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within.
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
Staff Sergeant
Staff Sergeant
Tandem Warheads
* Your grenades and rockets do full damage to units to the maximum extent of their area of effect. * This doesn't apply to environmental damage.
Your grenades and rockets do full damage to units to the maximum extent of their area of effect.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Phosphorus
*Your flamethrower can now damage mechanical units and shreds one point of armor from all targets.
Your flamethrower can now damage mechanical units and shreds armor.
Tech Sergeant
Tech Sergeant
Javelin Rockets
*The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
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. This applies to both rocket launcher and flamethrower weapons, and the fires they set.
Fire and Steel
Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
Incinerator
*Your flamethrower has an increased range of one tile and covers a wider area of effect.
Your flamethrower has an increased range of one tile and covers a wider area of effect.
Gunnery Sergeant
Gunnery Sergeant
Salvo
* Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Tactical Sense
* Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. * Units visible at squadsight ranges do not confer bonus.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Quickburn
*Activate so your next use of the flamethrower will not cost an action. *5-turn cooldown.
Activate so your next use of the flamethrower will not cost an action.
Master Sergeant
Master Sergeant
Bunker Buster
*Fire a special rocket with a large area of effect that does moderate damage to enemies but huge damage to buildings, vehicles and other objects in the environment. *Requires both actions and usable only once per mission.
Fire a special rocket that destroys buildings and other objects in the environment.
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Firestorm
*This will light fires and do fire damage to all enemies in a circle around the soldier's position, doing +3 bonus damage over regular Flamethrower attacks. *Firestorm also grants immunity to fire damage. *Requires one action point and will end the soldier's turn when used. *Usable once per battle. *It is not recommended the soldier uses Firestorm on rooftops.
Once per battle, attack all units in a complete circle around the soldier's position. Also grants immunity to fire damage.
  • Bunker Buster can, when destroying large amounts of the environment, create a significant amount of game slow-down. This happens because of the amount of debris particles spawn, and normally goes away once said debris despawns.

Stat Progression

Rank Per Level Total
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Squaddie
Squaddie
0 3 8 - 16 0 0 0 0 3 8 - 16 0 0 0
Lance Corporal
Lance Corporal
1 2 8 - 16 0 0 0 1 5 16 - 32 0 0 0
Corporal
Corporal
0 2 4 - 12 0 0 0 1 7 20 - 44 0 0 0
Sergeant
Sergeant
1 2 4 - 12 0 0 0 2 9 24 - 56 0 0 0
Staff Sergeant
Staff Sergeant
0 3 4 - 12 0 0 0 2 12 28 - 68 0 0 0
Tech Sergeant
Tech Sergeant
1 2 4 - 12 0 0 0 3 14 32 - 80 0 0 0
Gunnery Sergeant
Gunnery Sergeant
0 2 4 - 12 0 0 0 3 16 36 - 92 0 0 0
Master Sergeant
Master Sergeant
1 2 4 - 12 0 0 0 4 18 40 - 104 0 0 0
  • This class also gains 1 point of strength, though it's only used for alien abilities.

See Also

XCOM Units in Long War 2
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers