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{{Stat Progression Table (LWR)
{{Stat Progression Table (LWR)
| rank1-hp=+2 | rank1-aim=+4 | rank1-mob=- | rank1-will=+6  
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6  
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2
| rank3-hp=+1 | rank3-aim=- | rank3-mob=- | rank3-will=+2
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=+2
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-

Revision as of 14:26, 24 August 2021

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Rocketeer

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

Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs.
Secondary Weapon: Rocket Launcher.
Class-Limited items: Rocket, Shredder Rocket.


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.
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.
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
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].

Tinker
Tinker
Tinker
Throw or launch grenades and devices 30% further.
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.


Sergeant
Danger Zone
Danger Zone
Danger Zone

Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Upgrades suppressive fire against airborne units to 60% standard shot damage.

Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.
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.

Tech Sergeant
Fragmentation
Fragmentation
Fragmentation

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


Gunnery Sergeant
HEAT Warheads
HEAT Warheads
HEAT Warheads

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

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.

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

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +0-1 (58%) +3-9 - +3-9
   Lance Corporal +0-1 (57%) +1-3 - +1-3
   Corporal +0-1 (57%) +1-3 - +1-3
   Sergeant +0-1 (57%) - - -
   Tech Sergeant +0-1 (57%) - - -
   Gunnery Sergeant +0-1 (57%) - - -
   Master Sergeant +0-1 (57%) - - -
Total Health
+0-7
Aim
+5-15
Mobility
-
Will
+5-15

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +2 +6 - +6
   Lance Corporal +1 +2 - +2
   Corporal +1 +2 - +2
   Sergeant - - - -
   Tech Sergeant - - - -
   Gunnery Sergeant - - - -
   Master Sergeant - - - -
Total Health
+3
Aim
+10
Mobility
-
Will
+10

Tactical Advice

Role: Crowd Control / Cover Destruction / Offensive Support

The Rocketeer's tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting Fire Rocket perk grants two rockets with a two turn cooldown between firing, 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 with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.

Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer's armament can literally blow up an aggressor's position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target.

Note that if you are playing without Red Fog, then the Rocketeer's tactical potential will be considerably stunted.

Sample Builds

Support Rocketeer

This build offers great utility while capable of outputting huge burst damage against mechs. Smoke and Mirrors coupled with packmaster gives us three uses of all equipped support grenades, and Bombard helps offset the Rocketeer's poor mobility. HEAT Warheads make Javelin Rockets shred mechs for a considerable amount of damage, while normal rockets are used to inflict widespread red fog and to maim biological enemies below half health.

Sample Support Rocketeer: Smoke and Mirrors -> Bombard -> Packmaster -> Shock and Awe -> HEAT Warheads -> Danger Zone

Smoke and Mirrors
Smoke and Mirrors
Tinker
Tinker
Packmaster
Packmaster
Shock and Awe
Shock and Awe
HEAT Warheads
HEAT Warheads
Danger Zone
Danger Zone

Recommended equipment: Javelin Rocket, Acid Grenade, Concussion Grenade, Assault Carbine

Recommended equipment for Psi: Javelin Rocket, Acid Grenade, Psi Grenade, Assault Carbine

Note:

  • Psi soldiers work well in this build, as Mind Fray and Psi Panic give the Rocketeer some single-target utility.
  • Conduit can be taken instead of Acid Grenade on Psi Rocketeers for incredible Javelin Rockets.
  • Smoke Grenades are better utilized by other support classes.

Bullet Rocketeer

This build helps the Rocketeer provide fire support even when the rockets are on cooldown. Light 'Em Up and Holo Rounds help the entire squad do more damage, and Packmaster gives us utility and additional ammunition. Unlike other Holo support builds from the other classes, the Bullet Rocketeer's unique 'punch' brings more utility to the table, as rockets continue to be invaluable for cover destruction, regardless of whether you choose to pick perks to enhance them or not.

Sample Bullet Rocketeer: Light 'Em Up -> Holo Rounds -> Packmaster -> Shock And Awe -> Tandem Warheads -> Danger Zone

Light 'Em Up
Light 'Em Up
Holo Rounds
Holo Rounds
Packmaster
Packmaster
Shock and Awe
Shock and Awe
Tandem Warheads
Tandem Warheads
Danger Zone
Danger Zone

Recommended equipment: Alloy Bipod, Alien Grenade, Acid Grenade

Note:

  • Rockets lose prominence as a damage AOE in the mid-late game, so it is suggested that the more aim your rocketeer has, the more you should consider choosing Ranger and Bring 'Em On instead of Tandem Warheads and Danger Zone.
  • HEAT Warheads + Javelin Rockets is always an option for anti-mech utility.
  • CST can be taken over Packmaster to further specialize in anti-mech utility.

Demolitionist

This build focuses on improving the cover destruction abilities of the Rocketeer while the Fire Rocket perk is on cooldown, and grants the Rocketeer additional explosive equipment that does not depend on low scatter and a direct line of sight. The Grenadier perk grants an additional use of equipped explosive grenades, and more importantly increases the Rocketeer's throw range, which is invaluable on such a low-mobility class. Fragmentation, Tandem Warheads, and Danger Zone maximize the Rocketeer's potential for widespread AOE damage.

Sample Demolitionist Build: Grenadier -> Fragmentation -> Packmaster -> Shock and Awe -> Tandem Warheads -> Danger Zone

Grenadier
Grenadier
Fragmentation
Fragmentation
Packmaster
Packmaster
Shock and Awe
Shock and Awe
Tandem Warheads
Tandem Warheads
Danger Zone
Danger Zone

Recommended Equipment: Grenades, Alloy Bipod, Assault Carbine

Note:

  • Using a high health Rocketeer for this build is recommended for the increased throw range and reduced rocket scatter.

See also