![]() Sapper: it takes experience to know which objects are completely destroyed. My favorite setup is Flashbang, Frag, Frag, 2xIncendiary. ![]() They carry a SMG for mobility and an inventory full of grenades, although you might want to carry ablative while the soldier's HP is too low to take hits and survive, which I normally fix with PCS: Conditioning and armor. Full Kit can be selected to help with long missions, but Combat Engineer is better for short missions which will still be plentiful late game. They support all the shooters in the team, and can wipe out single or multiple targets with an Incendiary. Grenadier: (low aim or low mobility): Sapper build. Rapid Fire: unlike CE, this prevents clone and teleportation before full damage is dealt. Killer Instinct: guaranteeing the kill is more important.Įxtra Conditioning: RnG is your main skill. ![]() Preferred PCS: Speed.Ĭlose and Personal: no surprise here either. The build benefits from having more mobility, but at higher mobility I prefer the Breacher. ![]() Probably the best soldier against Codex and Avatar, so it's nice to have one soldier with this build in your barracks. This soldier's job is to kill high priority targets with a double crit. Untouchable: you might end up in danger after killing a target.Īssault (avg mobility): Rapid Fire build. Rapid Fire: this can be used with RnG, unlike the other options and goes well with any weapon. Stun Gunner: now you'll have great odds of stunning even targets behind cover.Įxtra Conditioning: this is a soldier that constantly uses Run and Gun due to low mobility. CnP is an alternative if you plan to use a shotgun. Lightning Reflexes: Electroshock tends to go obsolete after you get Stun Gunner.Īrc Pulser: to enable difficult hacks and for finishing robots at a distance. Works with any weapon but I still prefer shotguns after a Speed PCS has been applied, as they still get Extra Conditioning and Rapid Fire. What these soldiers lack in killing power is compensated in flexibility at handling certain situations. Lethal: mostly for the increase in the odds of killing with one shot for Close Encounters.Īssault (low mobility): Stun Gunner build. Untouchable: for extra survivability, tho Close Combat Specialist is still a good choice. Lightning Reflexes: the absolute best way of getting rid of the overabundance of overwatch.Ĭlose and Personal: it's the criticals that give the assaults their killing power.įortify: now this Assault can afford to stay up close against live enemies.įormidable: can also be used to bait explosive attacks by grouping up.Ĭlose Encounters: unlike Rapid Fire, this allows you to shoot and then move, or change targets. After PCS: Speed, fill the empty slot with ammo. When enemy HP starts going up, switch Frag with a vest. Early on they carry ablative, frag and an empty slot for mobility. Not much to say except you want them paired with a shinobi to avoid unwanted activations. Although you won't really have a choice on soldier class with the first batch of rookies because you'll need to deploy them for your first missions, the promotion system can be predicted at times since it wants you to have equal amounts of classed soldiers, thus if you have two of every class but Ranger and Sharpshooter, your next promoted Rookie will class as either Ranger or Sharpshooter and you'll want to deploy the Rookie with the highest aim.Īssault (high mobility): Breacher build. I adapt my builds based on soldier stats. The reason for this is the LW2 metagame: the vast majority of the game will be spent doing missions vs 8-11 enemies against a timer, thus the need for finishing pod encounters quick and getting into the next ones as fast as possible. I play an aggressive style that relies on cover destruction and activating pods from squadsight after concealment is broken. This is a guide that describes the builds I use for my soldiers during my campaigns (Legendary Ironman with no mods).
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