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.
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==
==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, Lock N' Load 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}}
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.
This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic.
Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively.
Sample Support Rocketeer Build:
''Smoke and Mirrors -> HEAT Warheads -> First Aid -> Shock and Awe -> Mayhem -> Extra Conditioning.''
{{Ability List Display
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness.
This build is pretty straightforward: it aims at getting the most out of the rocketeers signature perk - firing rockets - at the cost of forgoing investment in the rocketeer's capacity for support or shooting.
Despite its low trigger chance, Fragmentation allows for the occasional clutch rocket, especially if targeted at lumped up alien pods. HEAT Warheads are chosen over Tandem Warheads due to the high probability of encountering mechanicals on any given mission except for EXALT missions. Danger Zone increases the rocket's area of effect, which often allows to hit more aliens per shot and can soften the negative effect of bad aim: even the most awkward painter hits the intended spot if the brush is just big enough. It also makes up for the damage fall-off at the rocket radius' periphery by increasing the radius. Mayhem increases the rocket damage. At the Master Sergeant Level, Extra Conditioning makes the rocketeer more sturdy. Since this build focuses solely on improving rockets, the Pure Rocketeer equips lighter primary weapons to gain higher mobility.
Sample Pure Rocketeer Build:
''Fragmentation -> HEAT Warheads -> Danger Zone -> Shock and Awe -> Mayhem -> Extra Conditioning.''
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
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
Smoke and Mirrors Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
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.
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.
Equipped Javelin rockets gain an additional use. Rockets gain +25% damage. Explosives apply 50% more shred. Grants +1 small equipment slots.
Gunnery Sergeant
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.
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
Mayhem Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.
Master Sergeant
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.
Lock n' Load
Lock n' Load Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
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.