Jump to content

Gunner (LWR): Difference between revisions

From UFOpaedia
Ucross (talk | contribs)
No edit summary
 
(34 intermediate revisions by 6 users not shown)
Line 5: Line 5:
The '''Gunner''' class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM's arsenal to either inflict heavy damage, or lock down and debuff hostiles.
The '''Gunner''' class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM's arsenal to either inflict heavy damage, or lock down and debuff hostiles.


:'''Primary Weapon''': SAWs, LMGs, Assault Rifles, Carbines, SMGs.
:'''Primary Weapon''': Assault Rifles, Carbines, SAWs, LMGs.
:'''Secondary Weapon''': None.
:'''Secondary Weapon''': None.
:'''Class-Limited items''': SAWs, LMGs.
:'''Class-Limited items''': SAWs, LMGs.
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]''' HP x2, Aim x2.
<br/>
<br/>


Line 14: Line 15:
|Specialist1={{Suppression (LWR) |text=1|topbotpad=10}}
|Specialist1={{Suppression (LWR) |text=1|topbotpad=10}}
|LCorporal1={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}
|LCorporal1={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}
|LCorporal2={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}  
|LCorporal2={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10|subspec=no}}
|LCorporal3={{Mayhem (LWR) |text=1|topbotpad=10}}
|LCorporal3={{Mayhem (LWR) |text=1|topbotpad=10}}
|Corporal1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}
|Corporal1={{Double Tap (LWR) |text=1|topbotpad=10}}
|Corporal2={{Grit (LWR) |text=1|topbotpad=10}}
|Corporal2={{Ready For Anything (LWR) |text=1|topbotpad=10}}
|Corporal3={{Penetrator (LWR) |text=1|topbotpad=10}}
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Double Tap (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Grit (LWR) |text=1|topbotpad=10}}
|Sergeant2={{Ready For Anything (LWR) |text=1|topbotpad=10}}
|Sergeant2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}
|Sergeant3={{Holo Rounds (LWR) |text=1|topbotpad=10}}
|Sergeant3={{Penetrator (LWR) |text=1|topbotpad=10}}
|TechSgt1={{Shredder (LWR) |text=1|topbotpad=10}}
|TechSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
|GunSgt1={{Tenacious Defense (LWR) |text=1|topbotpad=10}}
|GunSgt1={{Tenacious Defense (LWR) |text=1|topbotpad=10}}
|GunSgt2={{Lock n' Load (LWR) |text=1|topbotpad=10}}
|GunSgt2={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
|GunSgt3={{First Aid (LWR) |text=1|topbotpad=10}}
|GunSgt3={{Lock n' Load (LWR) |text=1|topbotpad=10}}
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
|MSgt1={{Kitted (LWR) |text=1|topbotpad=10}}
|MSgt2={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
|MSgt2={{Impact (LWR) |text=1|topbotpad=10}}
}}
 
== Stat Progression ==
 
{{Stat Progression Table (LWR)
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=- | rank1-will=+2-6
| rank2-hp=+0-1 (42%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+0-2
| rank3-hp=+0-1 (42%) | rank3-aim=- | rank3-mob=- | rank3-will=
| rank4-hp=+0-1 (42%) | rank4-aim=- | rank4-mob=- | rank4-will=-
| rank5-hp=+0-1 (42%) | rank5-aim=- | rank5-mob=- | rank5-will=-
| rank6-hp=+0-1 (41%) | rank6-aim=- | rank6-mob=- | rank6-will=-
| rank7-hp=+0-1 (41%) | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=- | willtotal=+2-8
}}
 
'''Predictable Potential:'''
 
{{Stat Progression Table (LWR)
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=- | rank1-will=+4
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+1
| rank3-hp=+1 | rank3-aim=- | rank3-mob=- | rank3-will=
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+3 | aimtotal=+5 | mobtotal=- | willtotal=+5
}}
}}


== Tactical Advice ==
== Tactical Advice ==
'''Role''': Medium Range Offense / Offensive Support
'''Role''': Medium Range Offense / Focus Fire Support


The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved ''Suppression'' thanks to the weapon's ''Danger Zone'' and a deep pull of ammo to draw from.
The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy, while LMG Gunners are slow and inaccurate, but boast an improved AOE ''Suppression'' thanks to the weapon's ''Danger Zone'' and a deep pool of ammo to draw from.


''Suppression'' is a powerful tool used to chip down exposed targets or pin down ennemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations.  
''Suppression'' is a powerful tool used to chip down exposed targets or pin down enemies behind cover to prevent dangerous flanks. ''Suppression'' also softens up priority targets by applying holo-targeting and shred effects on aliens. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations.  


They enjoy the high power of their class weapons, granting them a sizable damage output that will put ''Shredder'' to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don't require a lot of repositioning.
They enjoy the high power of their class weapons, granting them a sizable damage output that will put ''Shredder'' to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don't require a lot of repositioning.
Line 68: Line 43:


===Tank Gunner===
===Tank Gunner===
The Tank Gunner mixes sturdyness with high damage in a threatening package. It is the only biological class with access to ''Grit'' and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. ''Double Tap'' rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored ennemies. ''Supression'' remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial ''Double Tap'' opportunity be missed.  
The Tank Gunner mixes sturdiness with high damage in a threatening package. It is a rare example of a biological class with access to ''Grit'' and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. ''Double Tap'' rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored enemies. ''Suppression'' remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial ''Double Tap'' opportunity be missed.  
 
Sample Tank Build:
''Will To Survive -> Grit or Critical System Targeting -> Double Tap-> Shredder -> Tenacious Defense or Lock N' Load -> Extra Conditioning or Bring 'Em On''


{{Ability List Display
{{Ability List Display
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level2={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level2={{Double Tap (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level3={{Double Tap (LWR)|align=center|topbotpad=7}}
|level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n' Load  (LWR)|align=center|topbotpad=7}}
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Kitted (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' SAW<br>
'''Recommended Weapons:''' SAWs<br>
'''Recommended Equipment:''' Reinforced plating/Alloy plating/Regenerative plating, Flak Ammo, Combat Stims, Walker Servos.
'''Recommended Equipment:''' Survivability-increasers, Aim-increasers.


Notes:
Notes:
* ''Critical System Targeting'' sacrifices the tanking potential of Grit in favor of absurd shredding numbers on Mech opponents. A choice for bold Commanders.
* The biggest choice for Gunner Tanks is their CPL perk. ''Double Tap'' gives strong burst damage potential from the big guns that Gunners carry, while ''Holo Rounds'' leans more into the support side of gunners and their ''Suppression's'' ability to spread Holo around.
* Tenacious Defense can be switched for Lock'n Load for more offensive uptime, although the lost crit mitigation will hurt late game when out of smoke.
* At SGT, ''Critical System Targeting'' pairs well with ''Double Tap'' for even more offensive power, while ''Grit'' might pair better with ''Holo Rounds'', further increasing your tanking capabilities.
* Extra Conditioning is a good all-rounder choice. Bring 'Em On will boost damage to even more impressive levels.
* At GSGT you can choose to sacrifice the crit resistance of ''Tenacious Defense'' for the offensive bonuses that ''Bring 'Em On'' provides.
* Defensive Gene Mods will noticably boost tanking abilities
* Like most Gunner builds, mobility tends to be a heavy concern; Walker Servos are a possible solution to the problem if necessary.


===Overwatch Gunner===
===Overwatch Gunner===
The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with ''Sentinel'' and ''Shredder'' to deliver hefty damage through reaction fire and lock down ennemy movement. ''Ready for Anything'' grants some much needed aim as well as free overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another overwatch class will wear down ennemy battle lines at an alarming pace. ''Supression'' - while still useful - is less optimal than on other builds.
The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with ''Sentinel'' and ''Shredder'' to deliver hefty damage through reaction fire and lock down enemy movement. ''Ready for Anything'' grants more shred and uptime and flexibility as Gunner can chose to fire or reload  and still overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another Overwatch class will wear down enemy battle lines at an alarming pace. ''Suppression'' - while still useful - is less optimal than on other builds. Late game the build works very well with flying armors giving Gunners extra mobility and much needed accuracy to hit for serious damage.
 
Sample Tank Build:
''Sentinel -> Penetrator or Critical System Targeting -> Ready for Anything-> Shredder -> Lock N' Load -> Bring 'Em On''


{{Ability List Display
{{Ability List Display
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}
|level2={{Penetrator (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level2={{Ready For Anything (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level3={{Ready For Anything (LWR)|align=center|topbotpad=7}}
|level3={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}}
|level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Kitted (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' SAW, Assault Rifle, LMG<br>
'''Recommended Weapons:''' SAWs<br>
'''Recommended Equipment:''' Scope, Alloy Bipod, Flak Ammo, Respirator Implant, Alien Trophy, Damage boosting ammo.
'''Recommended Equipment:''' Aim-increasers, Damage-increasers, Survivability-increasers.


Notes:
Notes:
* ''Critical System Targeting'' combined with Flak ammo allow a high specialization against Mechs. Penetrator is less specialized but usable against many targets.
* The SGT perk in this build is very flexible:
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
** Critical System Targeting combined with Flak ammo allow a high specialization against Mechs.
* The LMG is an uncoventionnal choice for this build due to the steep aim penalty. Sufficently mitigated however (e.g Mind Merge + Holo Rounds), the resulting damage will put most other offensive builds to shame.
** Grit gives a front-line soldier added survivability, which is always useful.
* Psionics and Gene Mods are both greatly appreciated on this build for the extra OW shot from Inner Fire and Enhanced Metabolism respectively. The Gunner's low will growth often means that Psi Gunners are quite rare, however.
* The LMG is an unconventional choice for this build due to the steep aim penalty. Sufficiently mitigated however (e.g Mind Merge + Holo Rounds or equipping multiple aim-increasers), the resulting damage will put most other offensive builds to shame.


===Mayhem Gunner (Bullet Wizard)===
===Mayhem Gunner (Bullet Wizard)===
The Mayhem Gunner build focuses on debuffing and crowd control through ''Suppression'' boosted by ''Holo Rounds'' and ''Shredder'' to allow other squad members to provide more accurate and damaging fire. With ''Mayhem'' and ''Danger Zone'' from the LMG, the Gunner can suppress and debuff entire groups of ennemies; denting targets and pinning them down if in cover. The cooldown turn of ''Suppression'' can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful if innacurate (''Flush'' is advised) shredding shot to a target. While slow, this build can fix this problem thanks to a great freedom in terms of equipment choices.
The Mayhem Gunner build focuses on debuffing and crowd control through ''Suppression'' boosted by ''Holo Rounds'' and ''Shredder'' to allow other squad members to provide more accurate and damaging fire. With ''Mayhem'' and ''Danger Zone'' from the LMG, the Gunner can suppress and debuff entire groups of enemies, denting targets and pinning them down if in cover. The cooldown turn of ''Suppression'' can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful albeit innaccurate (''Burst'' is advised) shredding shot to a target. While slow, this build can fix that problem thanks to a great freedom in terms of equipment choices; many typical "shooter" items have a minimal impact on Mayhem Suppression.
 
 
Sample Debuffer Build:
''Mayhem -> Penetrator  ->  Holo Rounds -> Shredder -> Lock n' Load or First Aid -> Extra Conditioning or Bring 'Em On''


{{Ability List Display
{{Ability List Display
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}
|level2={{Penetrator (LWR)|align=center|topbotpad=7}}
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level3={{Penetrator (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}
|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' LMG<br>
'''Recommended Weapons:''' LMG<br>
'''Recommended Equipment:''' Alien trophy, Respirator Implant, Proximity Sensor/Extrasensory Vest, Walking Servos, Medikit.
'''Recommended Equipment:''' Survivability-increasers, Mobility-increasers, Damage-increasers, Alloy Bipod, Utility.


Notes:
Notes:
* First Aid can picked over Lock N' Load to offer some more staying power to the squad.
* The Alloy Bipod gives a unique flat bonus to Suppressive Fire damage; this can be nice if you happen to have extra item slots you aren't using for other things, but isn't necessary as you'll often have to reposition for effective Suppressions anyways.
* Extra Conditioning offers some added mobility. Bring 'Em On might up suppressive fire damage by a few points if enough opponents are visible.
* Penetrator adds a significant amount of damage through DR due to Mayhem's low damage early, but eventually the survivability of Grit may be more worthwhile as shred is not affected by DR, and even with Penetrator you may find your damage to be lacking against covered targets.
* Predictive Tracking is a good choice for the ''Suppression'' reaction shot and the boost to ''Flush'' Damage
* This build is known to be very stat-independant; any rookie cursed by low stat totals that ends up in the Weapons supraclass is salvageable as a Mayhem Gunner.
* This build has the particularity to be very stat-independant, even Gunners cursed by low stat totals are salvageable as a Mayhem Gunner.





Latest revision as of 22:48, 27 December 2025

Back To Main Page

  Gunner

The Gunner class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM's arsenal to either inflict heavy damage, or lock down and debuff hostiles.

Primary Weapon: Assault Rifles, Carbines, SAWs, LMGs.
Secondary Weapon: None.
Class-Limited items: SAWs, LMGs.
Attribute Growth: HP x2, Aim x2.


Abilities

Rank Ability

Specialist
Suppression
Suppression
Suppression
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. 1 turn cooldown. [Suppressive Fire deals 40% standard shot damage]

Lance Corporal
Will To Survive
Will To Survive
Will To Survive
Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.
Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
Sentinel
Sentinel
Sentinel

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.

Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.
Mayhem
Mayhem
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.

Corporal
Double Tap
Double Tap
Double Tap
Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used.
Ready For Anything
Ready For Anything
Ready For Anything

At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim.

Holo Rounds
Holo Rounds
Holo Rounds

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].


Sergeant
Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
Critical System Targeting
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons.
Penetrator
Penetrator
Penetrator
The primary weapon gains +15 penetration.

Tech Sergeant
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.

Gunnery Sergeant
Tenacious Defense
Tenacious Defense
Tenacious Defense
Grants +2 armor HP. Grants +20 crit resistance when protected by cover.
Bring 'Em On
Bring 'Em On
Bring 'Em On

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.

Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.

Master Sergeant
Kitted
Kitted
Kitted
Grants a medikit and a smoke grenade. If this unit does not have a scope, it gains a generic scope (+10 aim). If this unit does not have a plating, it gains a generic plating (+2 armor HP).
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.


Tactical Advice

Role: Medium Range Offense / Focus Fire Support

The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy, while LMG Gunners are slow and inaccurate, but boast an improved AOE Suppression thanks to the weapon's Danger Zone and a deep pool of ammo to draw from.

Suppression is a powerful tool used to chip down exposed targets or pin down enemies behind cover to prevent dangerous flanks. Suppression also softens up priority targets by applying holo-targeting and shred effects on aliens. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations.

They enjoy the high power of their class weapons, granting them a sizable damage output that will put Shredder to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don't require a lot of repositioning.

Sample Builds

Tank Gunner

The Tank Gunner mixes sturdiness with high damage in a threatening package. It is a rare example of a biological class with access to Grit and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. Double Tap rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored enemies. Suppression remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial Double Tap opportunity be missed.

Will To Survive
Will To Survive
Double Tap
Double Tap
Holo Rounds
Holo Rounds
Critical System Targeting
Critical System Targeting
Regen Biofield
Regen Biofield
Extra Conditioning
Extra Conditioning
Tenacious Defense
Tenacious Defense
Bring 'Em On
Bring 'Em On
Kitted
Kitted

Recommended Weapons: SAWs
Recommended Equipment: Survivability-increasers, Aim-increasers.

Notes:

  • The biggest choice for Gunner Tanks is their CPL perk. Double Tap gives strong burst damage potential from the big guns that Gunners carry, while Holo Rounds leans more into the support side of gunners and their Suppression's ability to spread Holo around.
  • At SGT, Critical System Targeting pairs well with Double Tap for even more offensive power, while Grit might pair better with Holo Rounds, further increasing your tanking capabilities.
  • At GSGT you can choose to sacrifice the crit resistance of Tenacious Defense for the offensive bonuses that Bring 'Em On provides.
  • Like most Gunner builds, mobility tends to be a heavy concern; Walker Servos are a possible solution to the problem if necessary.

Overwatch Gunner

The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with Sentinel and Shredder to deliver hefty damage through reaction fire and lock down enemy movement. Ready for Anything grants more shred and uptime and flexibility as Gunner can chose to fire or reload and still overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another Overwatch class will wear down enemy battle lines at an alarming pace. Suppression - while still useful - is less optimal than on other builds. Late game the build works very well with flying armors giving Gunners extra mobility and much needed accuracy to hit for serious damage.

Sentinel
Sentinel
Ready For Anything
Ready For Anything
Holo Rounds
Holo Rounds
Regen Biofield
Regen Biofield
Critical System Targeting
Critical System Targeting
Extra Conditioning
Extra Conditioning
Bring 'Em On
Bring 'Em On
Kitted
Kitted

Recommended Weapons: SAWs
Recommended Equipment: Aim-increasers, Damage-increasers, Survivability-increasers.

Notes:

  • The SGT perk in this build is very flexible:
    • Critical System Targeting combined with Flak ammo allow a high specialization against Mechs.
    • Grit gives a front-line soldier added survivability, which is always useful.
  • Psionics and Gene Mods are both greatly appreciated on this build for the extra OW shot from Inner Fire and Enhanced Metabolism respectively. The Gunner's low will growth often means that Psi Gunners are quite rare, however.
  • The LMG is an unconventional choice for this build due to the steep aim penalty. Sufficiently mitigated however (e.g Mind Merge + Holo Rounds or equipping multiple aim-increasers), the resulting damage will put most other offensive builds to shame.

Mayhem Gunner (Bullet Wizard)

The Mayhem Gunner build focuses on debuffing and crowd control through Suppression boosted by Holo Rounds and Shredder to allow other squad members to provide more accurate and damaging fire. With Mayhem and Danger Zone from the LMG, the Gunner can suppress and debuff entire groups of enemies, denting targets and pinning them down if in cover. The cooldown turn of Suppression can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful albeit innaccurate (Burst is advised) shredding shot to a target. While slow, this build can fix that problem thanks to a great freedom in terms of equipment choices; many typical "shooter" items have a minimal impact on Mayhem Suppression.

Mayhem
Mayhem
Holo Rounds
Holo Rounds
Penetrator
Penetrator
Regen Biofield
Regen Biofield
Extra Conditioning
Extra Conditioning
Lock n' Load
Lock n' Load
Impact
Impact
Kitted
Kitted

Recommended Weapons: LMG
Recommended Equipment: Survivability-increasers, Mobility-increasers, Damage-increasers, Alloy Bipod, Utility.

Notes:

  • The Alloy Bipod gives a unique flat bonus to Suppressive Fire damage; this can be nice if you happen to have extra item slots you aren't using for other things, but isn't necessary as you'll often have to reposition for effective Suppressions anyways.
  • Penetrator adds a significant amount of damage through DR due to Mayhem's low damage early, but eventually the survivability of Grit may be more worthwhile as shred is not affected by DR, and even with Penetrator you may find your damage to be lacking against covered targets.
  • This build is known to be very stat-independant; any rookie cursed by low stat totals that ends up in the Weapons supraclass is salvageable as a Mayhem Gunner.


See also