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Notes:  
Notes:  
* The choice between Sapper and Fragmentation is mostly one of consistency; ''Sapper'' always increases damage (including to the environment) and increases throw range, while ''Fragmentation'' gives your grenades a higher damage cap.
* The choice between Sapper and Fragmentation is mostly one of consistency; ''Sapper'' always increases damage (including to the environment) and largely increases throw range, while ''Fragmentation'' gives your grenades a higher damage cap.
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusuable, or not worth using.
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusuable, or not worth using.
* Acid Tech is not primary Grenadier perk, but it can be give some needed flexibility to Grenadier build making it into sort of a hybrid damage/supporter build.


===Support Engineer===
===Support Engineer===

Revision as of 12:19, 7 May 2024

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 Engineer

The Engineer is specialized in supporting and fighting mechanical units and the use of grenades, with their starting Mechanic ability giving them 2 uses of Repair.

Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items: None.
Attribute Growth: HP x2, Mob x2.


Abilities

Rank Ability

Specialist
Mechanic
Mechanic
Mechanic

Grants 2 uses of Repair [Heal a mechanical unit for 5 HP and remove corrosion]. Removes corrosion from all adjacent allies after each action. When in partial cover adjacent to a SHIV: Gain Low Profile [Partial cover grants the defense and DR of full cover] and when that SHIV takes damage heal the SHIV for 25% of the damage taken (heal only occurs if engineer is idle, steadied, or on overwatch).

Repair
Repair
Repair
Heal a mechanical unit for 5 HP and remove corrosion.

Lance Corporal
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.
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.
Double Tap
Double Tap
Double Tap
Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used.

Corporal
Sapper
Sapper
Sapper
Explosives deal +1 damage, gain +20 penetration, and double environmental damage.
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].

Fragmentation
Fragmentation
Fragmentation

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


Sergeant
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%).
Dense Smoke
Dense Smoke
Dense Smoke
Smoke grenades grant an additional +20 defense (+50 defense total -- defense affects psi as well). Using a smoke grenade costs 0 AP.
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.

Tech Sergeant
Master Mechanic
Master Mechanic
Master Mechanic

Increases the healing of repair by +4 HP and grants an additional use. Explosive shots that hit friendly SHIVs do not damage this soldier. When in partial cover adjacent to a SHIV: Both this unit and the SHIV gain 20% DR.

Repair
Repair
Repair
Heal a mechanical unit for 5 HP and remove corrosion.

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.

HEAT Warheads
HEAT Warheads
HEAT Warheads

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

Acid Tech
Acid Tech
Acid Tech

Acid grenades/spit damage armor on impact equal to 25% of armor HP (max 5, bypasses DR). Shots gain a 35% chance (100% if steadied) to apply corrosion.


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.
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.


Tactical Advice

Role: Offensive Support / Defensive Support

Engineers are a class largely based around items and special abilities, with their specialty being supporting and repairing mechanical units on the field. Additionally, they possess the ability to remove Thinmen Acid debuff by moving to or performing actions next to affected units. Naturally, with perks such as Dense Smoke and Smoke and Mirrors, Engineers are extremely proficient defensive supporters.

On offensive front, they can support the squad using Holo Rounds giving whole team aim bonuses. Furthermore, rare Acid Tech perk is both offensive and defensive tool that works on both bio and mech aliens. On its own Engineers can be built into mech counter as several of their perks are targeting mechanical units through increased accuracy or damage. Alternatively, Grenadier route offers strong AOE damage capabilities, but once spent, Engineer will have little to offer on offensive front.

As Engineers are mostly brought along for their consumable items, and therefore don't need high aim, they are great candidates to be your primary Psionic troopers or Officers.

Sample Builds

Grenadier Engineer

The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineer's explosives. Grenadier is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. Fragmentation or Sapper combined with Tandem Warheads and HEAT Warheads improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.

Sample Grenadier Build: Grenadier -> Sapper or Fragmentation -> Tandem Warheads -> Master Mechanic -> HEAT Warheads or Packmaster -> Extra Conditioning

Grenadier
Grenadier
Sapper
Sapper
Fragmentation
Fragmentation
Tandem Warheads
Tandem Warheads
Master Mechanic
Master Mechanic
HEAT Warheads
HEAT Warheads
Template:Acid Tech(LWR)
Extra Conditioning
Extra Conditioning

Recommended Weapons: SMG, Carbine, Arc Rifle
Recommended Equipment: HE Grenades, AP Grenades, Alien/Plasma Grenades, Mobility-increasers

Notes:

  • The choice between Sapper and Fragmentation is mostly one of consistency; Sapper always increases damage (including to the environment) and largely increases throw range, while Fragmentation gives your grenades a higher damage cap.
  • As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusuable, or not worth using.
  • Acid Tech is not primary Grenadier perk, but it can be give some needed flexibility to Grenadier build making it into sort of a hybrid damage/supporter build.

Support Engineer

This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion, or Acid grenades thanks to Smoke and Mirrors. Dense Smoke is a significant upgrade to Smoke Grenades, providing 60 total defence to physical and psionic attacks as well as 1 penetration resistance. Holo Rounds and Mechanic adds reliable utility to assist the rest of the squad in hitting a target or repairing a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.


Sample Support Build: Smoke and Mirrors -> Sapper or Holo Rounds -> Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning

Smoke and Mirrors
Smoke and Mirrors
Sapper
Sapper
Holo Rounds
Holo Rounds
Dense Smoke
Dense Smoke
Master Mechanic
Master Mechanic
Packmaster
Packmaster
Extra Conditioning
Extra Conditioning

Recommended Weapons: Carbine, SMG, Arc Rifle
Recommended Equipment: Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Psi Frayer(psi)

Notes:

  • As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when support grenades are expended, unusuable, or not worth using. It also unlocks Psi Grenades/Psi Frayer as options.

Double Tap Engineer

The DT Engineer focuses on building an effective shooter that doesn't rely on consumables as the other Engineer builds do. With an early damage/accuracy boost from Double Tap and Holo Rounds, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively to deliver two flanking shots to an unwary alien. Mechanic and Master Mechanic boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle or Critical System Targeting. This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.

Sample Anti-Mech Build: Double Tap -> Holo Rounds -> Critical System Targeting -> Master Mechanic -> Bring 'Em On -> Lock N' Load

Double Tap
Double Tap
Holo Rounds
Holo Rounds
Critical System Targeting
Critical System Targeting
Master Mechanic
Master Mechanic
Bring 'Em On
Bring 'Em On
Lock n' Load
Lock n' Load

Recommended Weapons: Battle Rifle, Assault Rifle, Arc Rifle
Recommended Equipment: Aim-increasers, Ammo-increasers, Damage-increasers, Special Ammo

Notes:

  • If planning on using an Arc Rifle, it may be best to opt for Dense Smoke to get a niche utility option since Critical System Targeting does not benefit the Arc Rifle.
  • On close quarters maps this build can choose to use a shotgun or a SMG, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe.
  • None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine.

See also