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[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]
[[File: Class Rocketeer (Long War).png|left|frame|64px|'''''Rocketeer''''']]
[[File: Class Rocketeer (Long War).png|left|frame|64px|'''''Rocketeer''''']]
The '''Rocketeer''' class is similar to vanilla. Their signature ability is '''Fire Rocket'''.
The '''Rocketeer''' class is similar to vanilla. Their signature ability is '''Fire Rocket'''.


:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs.
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Arc Weapons.
:'''Secondary Weapon''': Rocket Launcher.
:'''Secondary Weapon''': Rocket Launcher.
:'''Class-Limited items''': Rocket, Shredder Rocket.
:'''Class-Limited items''': Rocket Launcher, Javelin Rocket, Airburst Actuators.
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]''' HP x2, Will x2.
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{{Class Tree (LWR)|
{{Class Tree (LWR)|
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Double Tap (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Light 'Em Up (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Blast (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Kitted (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Sapper (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Acid Tech (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}  
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}  
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Bring 'Em On (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Bullseye (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
}}
}}
== Stat Progression ==


== Tactical Advice ==
== Tactical Advice ==
'''Role''': Mid/Long range Offensive Support.
Role: Crowd Control / Cover Destruction / Offensive Support


An offensive support class, whose value depends on the players playstyle. The Rocketeer's speciality is the Rocket Launcher that they carry with them.  
The Rocketeer's tactical role is best described as an offensive AOE support. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control. Their starting '''Fire Rocket''' gives area damage that scales with more enemies and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It's always best for Rocketeers to fire a rocket with a steadied weapon, but firing with two AP is still effective if the target area is at mid-range, and you can even use 1 AP rockets effectively if desperate at close range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate from full cover, safe from incoming fire knocking off their steadied weapon.


Even though they are less reliable than grenades, the Rocket Launcher's primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.
Rocketeers have access to Airburst Actuators to improve the accuracy of their rockets as well as make them more effective against flying targets, and also Javelin rockets that are precise and deal high shredding damage in a small area. Rocketeers tend to struggle with their mobility due to the equipment they bring along, so that should always be kept in consideration. Without ''Sapper'', you may find the Rocketeer's cover destruction abilities lacking; when in doubt, just assume that you won't break any cover with your rockets, as LWR makes cover destruction much more difficult. As a result, this tends to make rockets best against large packs of uncovered aliens, such as Floaters or Chryssalids, as you don't have to deal with cover DR, but in a pinch, sometimes multiple explosives can turn *any* group of aliens into an uncovered group...


A key strength of the Rocketeer is the '''Javelin Rockets''' they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.
==Sample Builds==
===Light 'Em Up Rocketeer===
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of ''Light 'Em Up'' and ''Holo Rounds'' - which allows tagging two targets or focusing down one target - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. When rockets are on cooldown, this build plays much like an Infantry, but with a focus on utility and penetration instead of raw damage output and noticeably less mobility.


With perks like ''Double Tap'', and ''Ranger'', the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners.
{{Ability List Display
|level1={{Light 'Em Up (LWR)|align=center|topbotpad=7}}
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level3={{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}
|level6={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
}}


Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer's turn with ''steady weapon'' rather than overwatch. The Alloy Bipod can reduce scatter further due to its ''Platform Stability'' perk.
'''Recommended Weapons:''' Assault rifle, Arc rifle<br>
'''Recommended Equipment:''' Damage-increasers, Aim-increasers, Javelin Rocket.


Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.
Notes:
* Access to Light 'Em Up makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat, especially against bios, as the class doesn't have access to secondary weapons.
* The GSGT perk is flexible for pretty much every Rocketeer build:
** Heat Warheads is the utility option, for dealing with heavily armored targets. It's also helpful when cover DR comes into play.
** Tandem Warheads is the crowd control option, giving a modest increase in damage that's especially noticeable in crowds with aliens at the edge of the blast.


Rocketeers excel at removing groups of flying enemies; a Rocketeer with the ''HEAT Warheads'' perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.
===Smoke and Mirrors Rocketeer===
The S&M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is mitigated somewhat by a higher than average throw range with the Rocketeer's high HP growth and potential ''Ranger'' perk. When taking ''Acid Tech'' this build can use Acid grenades to seriously strip dangerous armored targets. Finally, rockets are always a good fallback if the use of support grenades isn't optimal during a turn.


==Sample Builds==  
{{Ability List Display
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
|level3={{Acid Tech (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}


===Rocketeer Rifleman===
'''Recommended Weapons:''' Carbines, Arc Rifle<br>
'''Recommended Equipment:''' Support Grenades, Utility.


This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Bullseye can be just as strong as an alternative to EC as it can give a bonus when firing their rifle.  
Notes:
* Like the previous build, any GSGT perk will do the job: HEAT Warheads for utility or Tandem Warheads for crowd control (especially on regular rockets).
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades and Psi Frayer for some more exotic support options.
* Officer training is another strong choice for this build, as the health increases for throw range and added support potential mesh well together.
* Smoke grenades can be used better by other classes, but are equally effective against Overwatch and still profit from the extended range of the build.


Sample Rocketeer Rifleman Build:
===Grenadier Rocketeer===
''Double Tap-> HEAT Warheads ->  Danger Zone -> Shock and Awe -> Mayhem -> Extra Conditioning.''
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented, or dead in the aftermath. At GSGT they can choose to specialize their grenades and rockets for utility, damage, or crowd control. Unfortunately, this build is left with no useful options once that equipment runs out and is thus a good candidate for Psi training or Officer training.


{{Ability List Display
{{Ability List Display
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}
|level2={{Blast (LWR)|align=center|topbotpad=7}}
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}
|level3={{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}
|level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}
}}


Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion.
'''Recommended Weapons:''' Carbines, Arc Rifle<br>
 
'''Recommended Equipment:''' Explosives, Javelin Rocket, Airburst Actuators.
Recommended Equipment: Javalin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.  


</div>
Note:
* It may be occasionally worth sacrificing some of the raw explosive power of ''Blast'' and ''Sapper'' for added utility in the form of Kitted's medikit + smoke and Ranger's throw range + mobility.
* Any field of improvements will work well with this build, but Psi is a standout due to ''Kinetic Blast'' increasing the power of explosives and providing a non-consumable offensive option.


==See also==
==See also==

Latest revision as of 22:48, 27 December 2025

Back To Main Page

Rocketeer

The Rocketeer class is similar to vanilla. Their signature ability is Fire Rocket.

Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Arc Weapons.
Secondary Weapon: Rocket Launcher.
Class-Limited items: Rocket Launcher, Javelin Rocket, Airburst Actuators.
Attribute Growth: HP x2, Will x2.


Abilities

Rank Ability

Specialist
Fire Rocket
Fire Rocket
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is affected by max base HP. Firing a rocket with 1 AP triples scatter and decreases range by 20%. 2 turn cooldown.

Lance Corporal
Light 'Em Up
Light 'Em Up
Light 'Em Up
Standard shots cost only 1 AP and gain both +3 penetration and +0.5 damage for each instance of damage their target took this turn.
Grenadier
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight.
Smoke and Mirrors
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.

Corporal
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].

Blast
Blast
Blast
Grants +20% radius and +1 damage to explosives. Does not affect Gravity Mines.
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).

Sergeant
Ranger
Ranger
Ranger

Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.

Sapper
Sapper
Sapper
Explosives deal +1 damage, gain +20 penetration, and double environmental damage.
Acid Tech
Acid Tech
Acid Tech

Acid grenades/spit damage armor on impact equal to 25% of armor HP (max 5, bypasses DR). Shots gain a 35% chance (100% if steadied) to apply corrosion.


Tech Sergeant
Shock and Awe
Shock and Awe
Shock and Awe

Equipped Javelin rockets gain an additional use. Rockets gain +25% damage. Explosives apply 50% more shred. Grants +1 small equipment slots.


Gunnery Sergeant
HEAT Warheads
HEAT Warheads
HEAT Warheads

Explosives gain +40 penetration and apply 50% more shred.

Fragmentation
Fragmentation
Fragmentation

Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding.

Tandem Warheads
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).

Master Sergeant
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.

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.


Tactical Advice

Role: Crowd Control / Cover Destruction / Offensive Support

The Rocketeer's tactical role is best described as an offensive AOE support. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control. Their starting Fire Rocket gives area damage that scales with more enemies and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It's always best for Rocketeers to fire a rocket with a steadied weapon, but firing with two AP is still effective if the target area is at mid-range, and you can even use 1 AP rockets effectively if desperate at close range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate from full cover, safe from incoming fire knocking off their steadied weapon.

Rocketeers have access to Airburst Actuators to improve the accuracy of their rockets as well as make them more effective against flying targets, and also Javelin rockets that are precise and deal high shredding damage in a small area. Rocketeers tend to struggle with their mobility due to the equipment they bring along, so that should always be kept in consideration. Without Sapper, you may find the Rocketeer's cover destruction abilities lacking; when in doubt, just assume that you won't break any cover with your rockets, as LWR makes cover destruction much more difficult. As a result, this tends to make rockets best against large packs of uncovered aliens, such as Floaters or Chryssalids, as you don't have to deal with cover DR, but in a pinch, sometimes multiple explosives can turn *any* group of aliens into an uncovered group...

Sample Builds

Light 'Em Up Rocketeer

The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of Light 'Em Up and Holo Rounds - which allows tagging two targets or focusing down one target - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. When rockets are on cooldown, this build plays much like an Infantry, but with a focus on utility and penetration instead of raw damage output and noticeably less mobility.

Light 'Em Up
Light 'Em Up
Holo Rounds
Holo Rounds
Ranger
Ranger
Shock and Awe
Shock and Awe
HEAT Warheads
HEAT Warheads
Tandem Warheads
Tandem Warheads
Bring 'Em On
Bring 'Em On

Recommended Weapons: Assault rifle, Arc rifle
Recommended Equipment: Damage-increasers, Aim-increasers, Javelin Rocket.

Notes:

  • Access to Light 'Em Up makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat, especially against bios, as the class doesn't have access to secondary weapons.
  • The GSGT perk is flexible for pretty much every Rocketeer build:
    • Heat Warheads is the utility option, for dealing with heavily armored targets. It's also helpful when cover DR comes into play.
    • Tandem Warheads is the crowd control option, giving a modest increase in damage that's especially noticeable in crowds with aliens at the edge of the blast.

Smoke and Mirrors Rocketeer

The S&M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is mitigated somewhat by a higher than average throw range with the Rocketeer's high HP growth and potential Ranger perk. When taking Acid Tech this build can use Acid grenades to seriously strip dangerous armored targets. Finally, rockets are always a good fallback if the use of support grenades isn't optimal during a turn.

Smoke and Mirrors
Smoke and Mirrors
Holo Rounds
Holo Rounds
Kitted
Kitted
Acid Tech
Acid Tech
Ranger
Ranger
Shock and Awe
Shock and Awe
HEAT Warheads
HEAT Warheads
Tandem Warheads
Tandem Warheads
Extra Conditioning
Extra Conditioning

Recommended Weapons: Carbines, Arc Rifle
Recommended Equipment: Support Grenades, Utility.

Notes:

  • Like the previous build, any GSGT perk will do the job: HEAT Warheads for utility or Tandem Warheads for crowd control (especially on regular rockets).
  • Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades and Psi Frayer for some more exotic support options.
  • Officer training is another strong choice for this build, as the health increases for throw range and added support potential mesh well together.
  • Smoke grenades can be used better by other classes, but are equally effective against Overwatch and still profit from the extended range of the build.

Grenadier Rocketeer

The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented, or dead in the aftermath. At GSGT they can choose to specialize their grenades and rockets for utility, damage, or crowd control. Unfortunately, this build is left with no useful options once that equipment runs out and is thus a good candidate for Psi training or Officer training.

Grenadier
Grenadier
Blast
Blast
Sapper
Sapper
Ranger
Ranger
Shock and Awe
Shock and Awe
Tandem Warheads
Tandem Warheads
Extra Conditioning
Extra Conditioning

Recommended Weapons: Carbines, Arc Rifle
Recommended Equipment: Explosives, Javelin Rocket, Airburst Actuators.

Note:

  • It may be occasionally worth sacrificing some of the raw explosive power of Blast and Sapper for added utility in the form of Kitted's medikit + smoke and Ranger's throw range + mobility.
  • Any field of improvements will work well with this build, but Psi is a standout due to Kinetic Blast increasing the power of explosives and providing a non-consumable offensive option.

See also