Rocketeer (LWR): Difference between revisions
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==Sample Builds== | ==Sample Builds== | ||
===Rocketeer Rifleman=== | |||
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Bullseye can be just as strong as an alternative to EC as it can give a bonus when firing their rifle. | |||
Sample Rocketeer Rifleman Build: | |||
''Double Tap-> HEAT Warheads -> Danger Zone -> Shock and Awe -> Mayhem -> Extra Conditioning.'' | |||
{{Ability List Display | |||
|level1={{Double Tap (LWR)|align=center|topbotpad=7}} | |||
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}} | |||
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}} | |||
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}} | |||
|level5={{Mayhem (LWR)|align=center|topbotpad=7}} | |||
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} | |||
}} | |||
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. | |||
Recommended Equipment: Javalin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle. | |||
</div> | </div> | ||
==See also== | ==See also== | ||
{{Soldiers (LWR) Navbar}} | {{Soldiers (LWR) Navbar}} | ||
[[Category:Long War Rebalance]] | [[Category:Long War Rebalance]] | ||
[[Category:Soldiers (LWR)]] | [[Category:Soldiers (LWR)]] | ||
Revision as of 11:39, 1 August 2020

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 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 |
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. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
Fragmentation Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding. | ||||
Corporal |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
Tandem Warheads Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). | |||||
Sergeant |
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. |
First Aid
Grants 2 medikits. |
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. | ||||
Tech Sergeant |
Shock and Awe Equipped Javelin rockets gain an additional use. Rockets gain +25% damage. Explosives apply 50% more shred. Grants +1 small equipment slots. | ||||||
Gunnery Sergeant |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim. |
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding. | ||||
Master Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three). | |||||
Stat Progression
Tactical Advice
Role: Mid/Long range Offensive Support.
An offensive support class, whose value depends on the players playstyle. The Rocketeer's speciality is the Rocket Launcher that they carry with them.
Even though they are less reliable than grenades, the Rocket Launcher's primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.
A key strength of the Rocketeer is the Javelin Rockets they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.
With perks like Double Tap, and Ranger, the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners.
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer's turn with steady weapon rather than overwatch. The Alloy Bipod can reduce scatter further due to its Platform Stability perk.
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT Warheads perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.
Sample Builds
Rocketeer Rifleman
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Bullseye can be just as strong as an alternative to EC as it can give a bonus when firing their rifle.
Sample Rocketeer Rifleman Build: Double Tap-> HEAT Warheads -> Danger Zone -> Shock and Awe -> Mayhem -> Extra Conditioning.
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion.
Recommended Equipment: Javalin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.


















