Difference between revisions of "Engineer (Long War)"
(Corrected information about Mayhem applying to Engineer Weapons; included consideration of the Shredder Ammo item in places it was ignored; added another sample build.) |
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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'''. | 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'''. | ||
− | If you choose the '''Fire Rocket''' perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at. | + | If you choose the '''Fire Rocket''' perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at. When carrying the Shredder Ammo item, the Engineer's rocket will simultaneously destroy cover and apply the Shredded condition. |
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense. | On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense. | ||
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{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the '''Engineers''' could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad. | {{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the '''Engineers''' could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad. | ||
− | {{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. | + | {{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. The '''Arc Rifle''' also gains the +4 damage bonus from '''Mayhem''' that is applied to strike rifles, making it much more useful when not Disabling. "'''Mayhem''' allows the soldier to do two points of chip damage on '''Suppression''', but the '''Engineer''' is not a class that is optimized for a '''Suppression''' build. The '''Engineer''' can gain '''Shredder Ammo''' via an item, and thus the value of damaging '''Suppression''' is greatly increased, though still limited. |
'''Gunnery Sergeant''' | '''Gunnery Sergeant''' | ||
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{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind. | {{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind. | ||
− | {{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the '''Engineer''', as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with '''Mayhem Suppression''' | + | {{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the '''Engineer''', as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with '''Mayhem Suppression'''. With an '''Arc Rifle''', the guaranteed damage to robotic units can make the '''Engineer''' able to finish off Drones or Seekers when not Disabling larger enemies. |
{{Packmaster (Long War)|align=left}}'''Packmaster''' greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your '''Engineer''' and can keep him safe, this perk could greatly improve his usefulness on the battlefield. | {{Packmaster (Long War)|align=left}}'''Packmaster''' greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your '''Engineer''' and can keep him safe, this perk could greatly improve his usefulness on the battlefield. | ||
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'''Master Sergeant''' | '''Master Sergeant''' | ||
− | {{Fire Rocket (Long War)|align=left}}An '''Engineer’s''' rocket will be very unreliable when used without proper preparation, but with '''HEAT Warheads''' and '''Mayhem''' the rocket will still pack a decent punch. | + | {{Fire Rocket (Long War)|align=left}}An '''Engineer’s''' rocket will be very unreliable when used without proper preparation, but with '''HEAT Warheads''' and '''Mayhem''' the rocket will still pack a decent punch. The rocket will also apply Shred when carrying Shredder Ammo. |
{{Bombard (Long War)|align=left}}This is one of the perks that allow the '''Engineer''' to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous. | {{Bombard (Long War)|align=left}}This is one of the perks that allow the '''Engineer''' to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous. | ||
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|Description=The Engineer's ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. While this is a great boon to your squad during a Data Recovery operation, this build can be a very real liability during Covert Extraction missions, where Run 'n' Gun, Lightning Reflexes, Sprinter, and Concealment save lives; be prepared to lose this operative (along with the mission) during a Covert Extraction with unfortunate Comm Array placement. | |Description=The Engineer's ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. While this is a great boon to your squad during a Data Recovery operation, this build can be a very real liability during Covert Extraction missions, where Run 'n' Gun, Lightning Reflexes, Sprinter, and Concealment save lives; be prepared to lose this operative (along with the mission) during a Covert Extraction with unfortunate Comm Array placement. | ||
|Strategic Analysis=This build is almost identical to the Toolbox Engineer, except without the Repair skill. Consider taking Repair instead of Will To Survive if you want this build to be more useful outside of covert operations. | |Strategic Analysis=This build is almost identical to the Toolbox Engineer, except without the Repair skill. Consider taking Repair instead of Will To Survive if you want this build to be more useful outside of covert operations. | ||
+ | }} | ||
+ | |||
+ | ===Bullet Wizard Engineer=== | ||
+ | {{Class Build (Long War) | ||
+ | |LCL={{ Holo-Targeting (Long War)}} | ||
+ | |CPL={{ Ranger (Long War)}} | ||
+ | |SGT={{ Suppression (Long War)}} | ||
+ | |TSG={{ Mayhem (Long War)}} | ||
+ | |GSG={{ Extra Conditioning (Long War)}} | ||
+ | |MSG={{ Fire Rocket (Long War)}} | ||
+ | |Boost= +5 Aim; +3 Will; +1 Mobility | ||
+ | |Strength=Increases damage output from the rest of the squad | ||
+ | |Weakness=Limited utility | ||
+ | |Battles=Small & Medium UFOs | ||
+ | |Loadout=Carbine; Shredder Ammo; HE/AP/Alien grenades | ||
+ | |Power Ranks=TSG for Mayhem Suppression | ||
+ | |Description=This soldier is entirely focused on increasing the accuracy and damage of the rest of the squad, without relying on consumables. Applying Holo-Shred-Suppression to priority targets is their primary role, while the Rocket serves as an emergency button. This makes them ideal for training missions, where they can cover for a lack of competent Gunner and Rocketeer simultaneously. | ||
+ | |Strategic Analysis=This build is meant for the mid to late game, acting as a babysitter for lower ranking troops. Using an item slot to carry Shredder Ammo and lacking grenade related perks other than Grenadier seriously limits their ability to fill typical Engineer roles. Gunners make better use of Holo-Shred-Suppression, and Rocketeers make better use of explosives, meaning you likely won't want more than one or two soldiers using this build on your roster. Adding Psionic abilities will greatly expand this soldier's options, making them even better at compensating for an otherwise low level squad. | ||
}} | }} | ||
Revision as of 21:16, 8 December 2016
The Engineer is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting Grenadier ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.
- Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine pistols, Sawed-off shotgun.
- Class-Limited items: Armor Piercing Ammo, Shredder Ammo.
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
Grenadier Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further. | |||
No other bonuses. | ||||
Lance Corporal |
Holo-Targeting
Shooting at or suppressing enemies confers +10 Aim to allies' attacks on those enemies until end of turn. |
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade. |
Sapper
Increases grenade and proximity mine damage by +1. Also triples damage to the environment. | |
+1 Aim. | No others bonuses. | No others bonuses. | ||
Corporal |
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters. |
Smoke & Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1. |
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed. | |
+2 Aim. | No other bonuses. | No other bonuses. | ||
Sergeant |
Repair
For X-Com, grants +2 Arc Thrower charges. On drones, allows repair of robotic units. |
Suppression
Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles. | ||
+3 Will. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Battle Scanner
Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70% (does not stack with other perks). |
Dense Smoke
Increases the defense bonus from smoke grenade from 20 to 40. |
Mayhem
Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Gunnery Sergeant |
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus. |
Packmaster
Limited-use small items (including those from perks) receive 1 additional use. |
HEAT Ammo Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed. | |
+3 Aim, +3 Will, +1 Mobility. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Tandem Warheads
Explosives employed by this soldier do full damage to the maximum extent of their area of effect. |
Fire Rocket
Fire a high explosive rocket using an equipped launcher. |
Bombard
Throw or launch grenades over exceptionally long distances (+50%). | |
No other bonuses. | No other bonuses. | No other bonuses. |
Stat Progression
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (
1 + rand(6)
).
Tactical Advice
Role: Offensive Support / Defensive Support
Engineers are a class largely based around items and special abilities. Their starting Grenadier perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with Sapper and Bombardier. With perks such as Smoke Grenade, Dense Smoke and Smoke and Mirrors, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the Repair perk. Unfortunately, all of these roles compete for your limited item slots.
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.
If you choose the Fire Rocket perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the Rocketeer class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at. When carrying the Shredder Ammo item, the Engineer's rocket will simultaneously destroy cover and apply the Shredded condition.
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.
Briefing
The Engineer is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the Infantry has two defined roles – the Aggressive approach and the Defensive one, the Engineer has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The Engineer brings a unique perk to the table – Repair. Unlike Disabling Shot, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the Packmaster, but its efficiency when augmenting the Arc Thrower is definitely lower.
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.
Perks
Lance Corporal
Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of Holo-Targeting do not stack, so it may be counterproductive to pick it up on too many soldiers.
Key defensive tool, especially in combination with Suppression. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situation - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with Smoke & Mirrors, Packmaster and Dense Smoke, you can carry enough Smoke Grenades to cover your squad in almost every engagement in a mission.
The defining Engineer perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk Engineers cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. Sapper provides a decent boost to grenade damage, making your Engineers that much more deadly.
Corporal
Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, Engineers do not use HEAT Warheads as efficiently as a Rocketeer, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.
Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your Engineer’s inventory is almost doubles their usefulness, even if you do not choose to use the Battle Scanner later on. However, it does not have synergy with Sapper, as it does not apply to destructive grenades.
The low aim of the Engineer can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the Engineer does not have access to perks that provide critical damage or chance, so Ranger’s power less than with other soldiers. A build that uses the Arc Rifle as its primary weapon and a heavy pistol sidearm will benefit from Ranger, however.
Sergeant
This perk can greatly increase the survivability of a close quarters Engineer, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.
The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to Lock N' Load or large magazine weapons to continue suppressing, and picking up the Hi Cap Mags item will greatly reduce the effectiveness of a grenade specialist.
Another class-defining perk, making the Engineer the only class that can make multiple capture attempts per mission - up to 4 with Packmaster. Also allows the Engineer to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.
Tech Sergeant
The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. Dense Smoke gives almost the same defense as High Cover and reduces their chance to be crit.
As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the Engineers could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.
A key perk for the pure Grenade build. The Arc Rifle also gains the +4 damage bonus from Mayhem that is applied to strike rifles, making it much more useful when not Disabling. "Mayhem allows the soldier to do two points of chip damage on Suppression, but the Engineer is not a class that is optimized for a Suppression build. The Engineer can gain Shredder Ammo via an item, and thus the value of damaging Suppression is greatly increased, though still limited.
Gunnery Sergeant
With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.
An unintuitive perk for the Engineer, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with Mayhem Suppression. With an Arc Rifle, the guaranteed damage to robotic units can make the Engineer able to finish off Drones or Seekers when not Disabling larger enemies.
Packmaster greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your Engineer and can keep him safe, this perk could greatly improve his usefulness on the battlefield.
Master Sergeant
An Engineer’s rocket will be very unreliable when used without proper preparation, but with HEAT Warheads and Mayhem the rocket will still pack a decent punch. The rocket will also apply Shred when carrying Shredder Ammo.
This is one of the perks that allow the Engineer to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.
The alternate perk that allow the Engineer to shine as a grenade specialist. If you're willing to expose your Engineer to danger and close the distance, they will rival Rocketeers for damage and cover destruction.
Sample Builds
Explosive Grenades Specialist
Support Grenades Specialist
Toolbox Engineer
Covert Operative
Bullet Wizard Engineer