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|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}
|Corporal2={{ First Aid (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Snapshot (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Snapshot (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ First Aid (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}

Revision as of 14:01, 24 February 2021

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  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.
First Aid
First Aid
First Aid
Grants 2 medikits.

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
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.
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.

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%) +4-12 +0.6 +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%) +0-2 - +1-3
   Gunnery Sergeant +0-1 (20%) - - +1-3
   Master Sergeant +0-1 (20%) - - -
Total Health
+0-7
Aim
+7-23
Mobility
+0.6
Will
+10-30

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +1 +8 +0.6 +10
   Lance Corporal +1 +2 - +2
   Corporal - +2 - +2
   Sergeant - +2 - +2
   Tech Sergeant - +1 - +2
   Gunnery Sergeant - - - +2
   Master Sergeant - - - -
Total Health
+2
Aim
+15
Mobility
+0.6
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

Line Infantry

This build focuses on improving the Infantry's ability to take a position and shoot the enemy twice per turn. A relativity simple task that the Infantry excels in. Mobility is not as desirable so this build can focus on taking the heavier Battle Rifle and Drum Mag to improve their damage output.

Will To Survive improve the Infantry's survivability and grants them Steadfast, which better ensures your Infantry won't panic outside of psionic attacks. Lock N' Load helps compensate for the Infantry's heavy ammo usage by making reloading only consume a single action point, ensuring the Infantry can always shoot at least once. Bullseye helps the Infantry hit flying enemies while Sharpshooter further helps the Infantry fire at enemies in cover. Packmaster simply helps the Infantry have more ammo to shoot with.

Sample Infantry Build: Will To Survive -> Bullseye -> Lock N' Load-> Ranger -> Vital Point Targeting -> Packmaster.

Will To Survive
Will To Survive
Bull Rush
Bull Rush
Lock n' Load
Lock n' Load
Ranger
Ranger
Vital Point Targeting
Vital Point Targeting
Packmaster
Packmaster

Recommended Equipment: Drum Mag, Battle Rifle, Armour Piercing Ammo/Shredding Ammo.

Notes:

  • Snapshot can replace Lock N' Load as this will allow the Infantry to fire through enemy overwatch, you will need to be more careful of their ammo level.
  • Tenacious Defence can replace Bullseye to make the Infantry a more harder target to hurt, at the cost of losing accuracy against flying targets.
  • CST can replace VPT as a source of anti-mech damage.

OW Infantry

This build focuses on using mid-range reaction shots to cover front line tanking soldiers, namely using Steady -> Overwatch to fire one shot with +50 aim and a second shot for good measure. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. Because Sentinel reaction shots ignore cover DR and can crit, this build is very effective for causing damage against enemies in cover if the squad is out of explosives.

Sample OW Build: Sentinel -> Bullseye -> Loch N' Load -> Ranger -> Impact -> Aggression

Sentinel
Sentinel
Bull Rush
Bull Rush
Lock n' Load
Lock n' Load
Ranger
Ranger
Impact
Impact
Aggression
Aggression

Recommended Equipment: Extended/Drum Mag, Alien Trophy, Battle Rifle

Notes:

  • Snapshot can replace Lock N' Load to avoid reaction fire pulled when shooting, but ammo management is not as flexible.
  • If Snapshot is chosen, then Packmaster is suggested to be taken over Aggression for better flexibility.

See also