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===Tank Infantry===
===Tank Infantry===


To Be Added
Sample Tank Build:
 
''Will To Survive -> Tenacious Defense or Lock n' Load -> Extra Conditioning or First Aid -> Ranger -> Critical System Targeting or Snapshot or Vital Point Targeting   -> Aggression''
 
Sample Tank Infantry Build:
''Will To Survive -> Lock N' Load-> Lock N' Load-> Ranger -> Vital Point Targeting -> Aggression.''


{{Ability List Display
{{Ability List Display
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level2={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
}}
}}


Recommended Equipment: Drum Mag, Battle Rifle, Armour Piercing Ammo/Shredding Ammo.
Recommended Weapons: Assault rifle, Battle Rifle<br>
Recommended Equipment: Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .
 
Notes
* ''Tenacious Defense can be switched out for ''Lock n' Load'' for more offensive uptime. This switch is even more justified is you plan to use Psi defender(psi).
* ''Extra Conditioning'' against ''First Aid'' is a toss up between extra stats + free action chance and additional sustain.
* The Gunnery Sergeants perks are all viable. CST/VPT for added power against Mechs/Bio and ''Snapshot'' for the extra 20% stacking chance for a free shot which can be paired with ''Extra conditioning'' and a possible Conduit(psi)


Notes:
*


===Overwatch Infantry===
===Overwatch Infantry===

Revision as of 17:57, 18 January 2022

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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.
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
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.
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
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%) +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

Sample Tank Build: Will To Survive -> Tenacious Defense or Lock n' Load -> Extra Conditioning or First Aid -> Ranger -> Critical System Targeting or Snapshot or Vital Point Targeting -> Aggression

Will To Survive
Will To Survive
Tenacious Defense
Tenacious Defense
Lock n' Load
Lock n' Load
Extra Conditioning
Extra Conditioning
First Aid
First Aid
Ranger
Ranger
Critical System Targeting
Critical System Targeting
Snap Shot
Snap Shot
Vital Point Targeting
Vital Point Targeting
Aggression
Aggression

Recommended Weapons: Assault rifle, Battle Rifle
Recommended Equipment: Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .

Notes

  • Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. This switch is even more justified is you plan to use Psi defender(psi).
  • Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.
  • The Gunnery Sergeants perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)


Overwatch 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 -> Lock n' Load -> Impact -> Ranger -> Impact -> Aggression

Sentinel
Sentinel
Lock n' Load
Lock n' Load
Impact
Impact
Ranger
Ranger
Snap Shot
Snap Shot
Aggression
Aggression

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

Notes:

Grenadier Infantry

To Be Added

Sample Grenadier Build: Grenadier -> Mayhem-> Extra Conditioning-> Ranger -> Snapshot -> Packmaster.

Grenadier
Grenadier
Mayhem
Mayhem
Extra Conditioning
Extra Conditioning
Ranger
Ranger
Snap Shot
Snap Shot
Packmaster
Packmaster

Recommended Equipment: HE/AP/Alien/Plasma Grenades.

Notes:


See also