Rocketeer (LWR): Difference between revisions
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Note that if you are playing without Red Fog, then the Rocketeer's tactical potential will be considerably stunted. | Note that if you are playing without Red Fog, then the Rocketeer's tactical potential will be considerably stunted. | ||
==Sample Builds= | ==Sample Builds== | ||
'''Demolitionist''' | '''Demolitionist''' | ||
Revision as of 21:59, 27 December 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 |
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. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
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 |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
Fragmentation Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding. | ||||
Sergeant |
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). |
First Aid
Grants 2 medikits. |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. | ||||
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 |
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. |
Tandem Warheads Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). | |||||
Master Sergeant |
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. |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. | |||||
Stat Progression
Tactical Advice
Role: Crowd Control / Cover Destruction / Offensive Support
The Rocketeer's tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting Fire Rocket perk grants two rockets with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It's always best for Rocketeers to fire with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter increases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.
Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer's armament can literally blow up an aggressor's position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target. Later on, Rocketeers can pick up Bullseye, which considerably speeds up the deployment of the Rocketeer's payload.
Note that if you are playing without Red Fog, then the Rocketeer's tactical potential will be considerably stunted.
Sample Builds
Demolitionist
This build focuses on improving the cover destruction abilities of the rocketeer while the Fire Rocket perk is on cooldown, and grants the rocketeer damaging equipment that does not depend on aim or a direct line of sight. The Grenadier perk grants two uses of an equipped explosive grenade, and more importantly increases the throwing range of the grenadier, which is invaluable on such a low-mobility class. It allows the Rocketeer to provide indirect fire and cover destruction for the rest of the squad. Bullsye allows the Rocketeer to fire his rocket sooner, while Fragmentation, Tandem Warheads, and Danger Zone maximize the Demolitionist's explosive potential for widespread crowd control damage.
Note that this build can free the Engineers in your barracks to specialize into anti-mech or support builds.
Sample Demolitionist: Grenadier -> Fragmentation -> Bullseye -> Shock & Awe -> Tandem Warheads -> Danger Zone
Recommended Equipment: HE Grenades, Alien Grenades, Assault Carbine


















