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|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/>''Immune to panic, except Psi Panic.''
|LCorporalE1='''Provides +3 Aim.'''
|LCorporalE1='''Provides +3 Aim.'''
|LCorporalE2=''No other bonuses.''
|LCorporalE2=''No other bonuses.''

Revision as of 05:16, 30 October 2014

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
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
Immune to panic, except Psi Panic.
Provides +3 Aim. No other bonuses. Provides +5 Will.

Corporal
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Opportunist
Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.
No other bonuses. No other bonuses. No other bonuses.

Sergeant
Ranger
Primary weapons do one additional damage.
Gunslinger
Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.
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.
No other bonuses. No other bonuses. No other bonuses

Tech Sergeant
Sharpshooter
Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.
Will to Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
Provides +4 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 +4 Aim, +4 Will, +1 Mobility. 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 +2 Aim, +2 Will. Provides +3 Will. No other bonuses.


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 4 4
Lance Corporal 0 1 4 8
Corporal 0 1 3 11
Sergeant 1 2 3 14
Tech Sergeant 0 2 3 17
Gunnery Sergeant 0 2 4 21
Master Sergeant 1 3 4 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.

Sample Builds

Team Leader/Crit Infantry - Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim, deploy with most squads on missions with low-moderate enemy counts. Also makes great officer material due to heavy reliance on primary weapon.

At Lance Cpl: Executioner for confirming kills. Periodically, you may want to grab Steadfast instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.

At Corporal: Ranger for up to 2 additional damage per turn. Pistols don't deal enough damage (especially early on) to usually justify boosting for infantry, and most of your shots won't be from Overwatch.

At Sergeant: Aggression for confirming kills. OR Tactical Sense if the trooper has low mobility and thus can't always exploit full cover.

At Tech Sgt: Sharpshooter for bonus overall crit chance and for confirming kills on full-cover targets. OR Lock N' Load on early officers when you don't have many ammo upgrades, although reloading provides a great excuse to change cover!

At Gun Sgt: Bring em' On to help confirm kills when first fighting a pod. OR Extra Conditioning if you're grooming a future Field Commander officer.

At Master Sgt: Resilience for the bonus stats and protection for the officer, especially if running the combat rush genemod over secondary heart. OR Vital Point Targeting If you're happy with the infantry's movement and will and would rather increase potential damage by a further 4/turn.

Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available.

No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers).


Fire Support - Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).

At Lance Cpl: Covering Fire as a core perk, increasing overall aim and overwatch efficiency.

At Corporal: Opportunist as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn't get cover), and all other overwatch shots equivalent.

At Sergeant: Aggression to improve odds of a reaction shot critting. Suppression is ok if you lack other troops with good suppression builds, since you'll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot).

At Tech Sgt: Lock N' Load as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.

At Gun Sgt: Sentinel as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.

At Master Sgt: Resilience for bonus stats, movement, and survivability. Vital Point Targeting is acceptable if you are content with your trooper's will and mobility and are ok with potentially losing them to a crit.

Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.

Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you'll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.

See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s