Jump to content

Infantry (LWR): Difference between revisions

From UFOpaedia
Line 78: Line 78:
}}
}}


'''Recommended Weapons:''' Assault rifle, Battle Rifle. Secondary Autopistol.<br>
'''Recommended Weapons:''' Assault rifle, Battle Rifle, Arc Rifle. Secondary Autopistol.<br>
'''Recommended Equipment:''' Drum Mags/High Cap Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.
'''Recommended Equipment:''' Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.


Notes
Notes
* This build is one of the most versatile builds in the game, as it covers offense, defense, and sometimes utility depending on item/perk choices.
* Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways.
* Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways.
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.
* Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts.
* Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts.
* Arc Rifles pair well with an Autopistol to cover both biological and mechanical threats, and LeU can even make the Arc Rifle do decent damage to biologicals in a pinch. Both MSGT perks are wasted when using one, however.


===Overwatch Infantry===
===Overwatch Infantry===
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With ''Lock n' Load'' and ''Sentinel'' providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. ''Light 'Em Up'' also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Snapshot (+1 OW shot) and Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 5 shots a turn.
This straightforward build focuses on using mid-range reaction shots to cover front-line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With ''Lock n' Load'' and ''Sentinel'' providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. ''Light 'Em Up'' also allows it to shoot directly at a target if needed and immediately return to Overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 4 shots per turn.
<br/>
<br/>
Sample OW Build:
Sample OW Build:
''Sentinel -> Lock n' Load -> Impact -> Ranger -> Snapshot -> Aggression''
''Sentinel -> Lock n' Load -> Any -> Ranger -> Impact or Bring 'Em On -> Aggression''


{{Ability List Display
{{Ability List Display
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}
|level2={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level2={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level5={{Snapshot (LWR)|align=center|topbotpad=7}}
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' Assault rifle, Battle Rifle, SMG<br>
'''Recommended Weapons:''' Assault rifle, Battle Rifle, SMG<br>
'''Recommended Equipment:''' Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).
'''Recommended Equipment:''' Drum Mags, Damage-increasers, Aim-increasers, Special ammo.


Notes
Notes
* 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.
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots, Enhanced Metabolism for an extra Overwatch shot, and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
* Psi is also a strong option thanks to the Infantry high will growth
* Psi is also a strong option thanks to the Infantry's high will growth, Inner Fire, and the power of Conduit when taking multiple actions per turn.
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and Overwatch exposed targets to disrupt enemy positions. Be warned, however, that some enemies are liable to shoot your vulnerable soldier even while flanked.
* The choice at SGT is pretty open: Extra Conditioning is solid all around, Snapshot guarantees that Overwatching is safe and pairs nicely with Impact for situational Overwatch removal, and Kitted gives some utility and ammo.


===Grenadier Infantry===
===Grenadier Infantry===
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains ''Packmaster'' very late on the build.<br/>
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains ''Packmaster'' very late into the build.<br/>
Sample Grenadier Build:
Sample Grenadier Build:
''Grenadier -> Mayhem -> Extra Conditioning -> Ranger -> HEAT Warheads -> Packmaster''
''Grenadier -> Mayhem -> Extra Conditioning -> Ranger -> Tandem Warheads -> Packmaster''


{{Ability List Display
{{Ability List Display
Line 119: Line 122:
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}
|level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}}
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' SMG, Carbine, Arc Rifle with secondary autopistol.<br>
'''Recommended Weapons:''' Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.<br>
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades.
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit.


Notes
Notes
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.
* High aim growth and Light 'Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.
* High aim growth and Light 'Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack mechs.


</div>
</div>

Revision as of 02:15, 31 January 2023

Back To Main Page

  Infantry

The Infantry class borrows elements from the Assault and Heavy classes. Their signature ability is Light 'Em Up, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.

Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items: None.


Abilities

Rank Ability

Specialist
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.

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.
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.

Corporal
Tenacious Defense
Tenacious Defense
Tenacious Defense
Grants +2 armor HP. Grants +20 crit resistance when protected by cover.
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Mayhem
Mayhem
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.

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.
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
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).

Tech 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.


Gunnery 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.

Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
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
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.
Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +0-1 (50%) +5-15 +1.3 +5-15
   Lance Corporal +0-1 (50%) +1-3 - +1-3
   Corporal +0-1 (20%) +1-3 - +1-3
   Sergeant +0-1 (20%) +1-3 - +1-3
   Tech Sergeant +0-1 (20%) +1-3 - +1-3
   Gunnery Sergeant +0-1 (20%) +1-3 - +1-3
   Master Sergeant +0-1 (20%) - - -
Total Health
+0-7
Aim
+10-30
Mobility
+1.3
Will
+10-30

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +1 +10 +1.3 +10
   Lance Corporal +1 +2 - +2
   Corporal - +2 - +2
   Sergeant - +2 - +2
   Tech Sergeant - +2 - +2
   Gunnery Sergeant - +2 - +2
   Master Sergeant - - - -
Total Health
+2
Aim
+20
Mobility
+1.3
Will
+20

Tactical Advice

Role: Medium Range Offense

Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the Assault class. The Infantry's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.

Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in Sentinel, and Lock n' Load, and Ranger.

Sample Builds

Tank Infantry

The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of Light 'Em Up to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enhancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.
Sample Tank Build: Will To Survive -> Tenacious Defense or Lock n' Load -> Extra Conditioning or Kitted -> Ranger -> Bring 'Em On -> Aggression

Will To Survive
Will To Survive
Tenacious Defense
Tenacious Defense
Lock n' Load
Lock n' Load
Extra Conditioning
Extra Conditioning
Kitted
Kitted
Ranger
Ranger
Bring 'Em On
Bring 'Em On
Aggression
Aggression

Recommended Weapons: Assault rifle, Battle Rifle, Arc Rifle. Secondary Autopistol.
Recommended Equipment: Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.

Notes

  • This build is one of the most versatile builds in the game, as it covers offense, defense, and sometimes utility depending on item/perk choices.
  • Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways.
  • Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.
  • Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts.
  • Arc Rifles pair well with an Autopistol to cover both biological and mechanical threats, and LeU can even make the Arc Rifle do decent damage to biologicals in a pinch. Both MSGT perks are wasted when using one, however.

Overwatch Infantry

This straightforward build focuses on using mid-range reaction shots to cover front-line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With Lock n' Load and Sentinel providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. Light 'Em Up also allows it to shoot directly at a target if needed and immediately return to Overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 4 shots per turn.
Sample OW Build: Sentinel -> Lock n' Load -> Any -> Ranger -> Impact or Bring 'Em On -> Aggression

Sentinel
Sentinel
Lock n' Load
Lock n' Load
Extra Conditioning
Extra Conditioning
Snap Shot
Snap Shot
Kitted
Kitted
Ranger
Ranger
Impact
Impact
Bring 'Em On
Bring 'Em On
Aggression
Aggression

Recommended Weapons: Assault rifle, Battle Rifle, SMG
Recommended Equipment: Drum Mags, Damage-increasers, Aim-increasers, Special ammo.

Notes

  • This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots, Enhanced Metabolism for an extra Overwatch shot, and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
  • Psi is also a strong option thanks to the Infantry's high will growth, Inner Fire, and the power of Conduit when taking multiple actions per turn.
  • An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and Overwatch exposed targets to disrupt enemy positions. Be warned, however, that some enemies are liable to shoot your vulnerable soldier even while flanked.
  • The choice at SGT is pretty open: Extra Conditioning is solid all around, Snapshot guarantees that Overwatching is safe and pairs nicely with Impact for situational Overwatch removal, and Kitted gives some utility and ammo.

Grenadier Infantry

The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains Packmaster very late into the build.
Sample Grenadier Build: Grenadier -> Mayhem -> Extra Conditioning -> Ranger -> Tandem Warheads -> Packmaster

Grenadier
Grenadier
Mayhem
Mayhem
Extra Conditioning
Extra Conditioning
Ranger
Ranger
Tandem Warheads
Tandem Warheads
Packmaster
Packmaster

Recommended Weapons: Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit.

Notes

  • This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.
  • High aim growth and Light 'Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack mechs.

See also