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[[File: CLASS ASSAULT.png|right|frame|64px|Infantry]]
The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.
The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.


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


== Abilities ==
== Abilities ==
{{Class Tree (Long War)|
{{Class Tree (Long War)|
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''
|SpecialistE1=''No other bonuses.''{{Verify}}
|SpecialistE1=''No other bonuses.''
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement.''
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement.''
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 aim and +10 critical chance against targets at or below 50% health.''
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 aim and +10 critical chance against targets at or below 50% health.''
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Never panics as a result of allies panicking or getting wounded or kill.''
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Never panics as a result of allies panicking or getting wounded or kill.''
|LCorporalE1=''Aim +3''
|LCorporalE1='''Provides +3 Aim.'''
|LCorporalE2=''''
|LCorporalE2=''No other bonuses.''
|LCorporalE3=''Will +5''
|LCorporalE3='''Provides +5 Will.'''
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.''
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.''
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.''
|Corporal2=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons do one additional damage.''
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons do one additional damage.''
|Corporal3=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.''
|CorporalE1=''''
|CorporalE1=''No other bonuses.''
|CorporalE2=''Aim +1''
|CorporalE2=''No other bonuses.''
|CorporalE3=''''
|CorporalE3='''Provides +1 Aim.'''
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.''
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''
|Sergeant3=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.''
|SergeantE1=''Mob +1''
|SergeantE1='''Provides +1 Mobility.'''
|SergeantE2=''Will +1, Mob +1''
|SergeantE2='''Provides +1 Will, +1 Mobility.'''
|SergeantE3=''Mob +1''
|SergeantE3='''Provides +1 Mobility.'''
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.''
|TechSgt1=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.''
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''
|TechSgt2=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.''
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.''
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''
|TechSgtE1=''''
|TechSgtE1='''Provides +3 Aim.'''
|TechSgtE2=''''
|TechSgtE2=''No other bonuses.''
|TechSgtE3=''Aim +3''
|TechSgtE3=''No other bonuses.''
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.''
|GunSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
|GunSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.''
|GunSgtE1=''''
|GunSgtE1='''Provides +2 Aim, +3 Will.'''
|GunSgtE2=''Aim +2, Will +3''
|GunSgtE2=''No other bonuses.''
|GunSgtE3=''''
|GunSgtE3=''No other bonuses.''
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|MSgt1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''Confers immunity to critical hits.''
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''Confers immunity to critical hits.''
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''
|MSgt3=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|MSgtE1=''''
|MSgtE1='''Provides +3 Aim, +1 Will.'''
|MSgtE2=''Aim +3, Will +3, Mob +1''
|MSgtE2='''Provides +3 Aim, +3 Will, +1 Mobility.'''
|MSgtE3=''Aim +3, Will +1''
|MSgtE3=''No other bonuses.''
}}
}}



Revision as of 18:03, 12 August 2014

Infantry

The Infantry class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is Light 'Em Up, which behaves identically to the vanilla Heavy's Bullet Swarm perk.

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
Firing with the first action no longer ends turn.
No other bonuses.

Lance Corporal
Covering Fire
Allows reaction shots to trigger on enemy attacks, not just movement.
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
Steadfast
Never panics as a result of allies panicking or getting wounded or kill.
Provides +3 Aim. No other bonuses. Provides +5 Will.

Corporal
Gunslinger
Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.
Ranger
Primary weapons do one additional damage.
Opportunist
Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.
No other bonuses. No other bonuses. Provides +1 Aim.

Sergeant
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Suppression
Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.
Provides +1 Mobility. Provides +1 Will, +1 Mobility. Provides +1 Mobility.

Tech Sergeant
Sharpshooter
Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.
Lock N' Load
+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.
Will to Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
Provides +3 Aim. No other bonuses. No other bonuses.

Gunnery Sergeant
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
Provides +2 Aim, +3 Will. No other bonuses. No other bonuses.

Master Sergeant
Vital Point Targeting
Confers 2 bonus damage against targets that have been autopsied.
Resillience
Confers immunity to critical hits.
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Provides +3 Aim, +1 Will. Provides +3 Aim, +3 Will, +1 Mobility. No other bonuses.


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 5 5
Lance Corporal 0 1 3 8
Corporal 0 1 3 11
Sergeant 1 2 3 14
Tech Sergeant 0 2 3 17
Gunnery Sergeant 0 2 3 20
Master Sergeant 1 3 5 25

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 assault rifles rather than shotguns, 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. Infantrymen'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 Covering Fire, Opportunist and Sentinel.