Critique My Builds and Squads

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gimrah
Long War 2 Crew
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Re: Critique My Builds and Squads

Post by gimrah »

I can't comment on your rolls. But the stats are rolled randomly from a point pool. If all yours are in will/psi then bad luck.

I see the distribution you would expect from randomness on all stats.
quarter
Posts: 20
Joined: Tue Apr 11, 2017 5:51 pm

Re: Critique My Builds and Squads

Post by quarter »

Based on all of your excellent suggestions I have modified the class builds:

https://drive.google.com/file/d/0B_7Med ... sp=sharing

Special thanks to gimrah, as his experience with the game is saving me from making some mistakes down the road to MSGT. Also, thanks to Psieye for the helpful ideas related to Sharpshooters and Officer perks.

Notable changes to Class Builds:

Assaults - Assaults got overhauled, especially the F2F build. I went with more protection with Fortify and Formidable, since the crit chance will be so high with C&P alone. This will make him more tanky and survivable to those activations, and with the extra ablative he will be in the med bay less often and for not as long. Stungunner got RF over Hit & Run, thanks to gimrah's suggestion about enemies being in the open but not registering as "flanked or exposed". The sweeper build kept KI and Aggression because he will not be adjacent to most enemies when trenching/sweeping. Bring Em On stays on him as well since he will usually have a good size pod in front of him when trenching. While some meh on this build, let me say I take two on every tower mission. Those two can wipe half the map on turn one after activation by themselves. Pair them with pistol skills (Faceoff, Lightning Hands) and all those pistol shots get nasty with crits. They also are nice for activating on the rainbow pod on Troop Columns and HQs. Also, not a bad officer choice with pistols and all that dead time in between R&Gs.

Specialists - Streamlined Specialists to 2 builds: Overwatch with Field Surgeon and Med Protocol and Overwatch with Trojan. I might miss Combat Protocol in early game on my Hacker, but it does fall off completely at early midgame. Plus, Sentinel is too good to pass up on any Specialist. Maybe this is that rare instance where retraining skills actually might make sense, since it will only be April or May and wont take that long.

Ranger - gimrah's "left side" Ranger is here. Center Mass replaced Aggression and Executioner over Fortify. The idea being that adding one dmg to Walk Fire and +hit and crit with Executioner after hitting with Light Em Up seems to all play well off each other. Also took KZ over Rupture because Rupture kills your chance to shoot more than once if you use it on your first action, and if you shoot once before it you aren't getting the full effect of Rupture anyway. Shotgunner got CM over Agg too. Crit dmg on secondary shotguns is like +2! What's up with that? So yeah, CM will also stack nice on his SMGs. Defender took Combat Fitness since KZ is redundant with RR, and Fortify will help with those flanking EV maneuvers. Suppression would seem to make sense with an OW build, but I'd rather get 3 shots than one.

Greandier - The "One Good Build". Lulz.

Gunner - Xwynns showed us all how broken Combatives is. Just park him next the Muton, and the Muton is controlled. Go ahead and fire at others too, because Combatives reaction "stabby stabby" doesn't break your Suppression. The Suppression build does get Grazing Fire though. Also, I will take Formidable over Flush.

Sharpshooter - Added a Snap Shot Build for Escorts and such. Haven't tried it since 1.2, and it was garbage then but I'll give it another try. Also, will definitely build a Holo-Officer with High Aim to buff my Overwatchers and Snipers on 8 mans.

Shinobi - Saboteur, like the Sweeper, is pretty much for the Tower. And his Shadowstrike will help with damage on the command pod Reaper. Maybe even Coup de Grace here to add more damage since command pod will be stunned, but Conceal is nice on an 8 man if I ever need it by losing concealment. I Left SEAL here, but I don't think I'll ever make another one. A lot of people sing the praises of shooty spec shinobis, but I haven't seen anything worthwhile. I'd rather put my high mobility people as assaults or ranger shotgunners. Blademasters FTW.

Technical - You can pry Roust off my En Fuego from my cold dead hands. FITH does make sense on the Engineer and the Artillery build. Artillery gets EXO so gets 3 rockets at MSGT. Also, Incinerator is good, but Javelin seems kind of nice for Rocket build to shoot from far away. Thoughts?

Thanks to everyone on the helpful input.
Last edited by quarter on Wed Sep 27, 2017 4:37 pm, edited 1 time in total.
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SonnyWiFiHr
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Re: Critique My Builds and Squads

Post by SonnyWiFiHr »

Negative Defense/Dodge builds ?
Technical losses few good perks. But Assaults are right if you choose right path .
Shinobi is always negative so no discussion here (xtrHigh mob ones).
I have 3HP 16 mob 66 off something dodge rookie -4 def. Can't decide ( but I think he will be dead in next few mission ).
He will lose one good important perk if he becomes Technical. I m looking in to Assault but how much Def is important for lighting reflexes ?
The Preacher
quarter
Posts: 20
Joined: Tue Apr 11, 2017 5:51 pm

Re: Critique My Builds and Squads

Post by quarter »

SonnyWiFiHr wrote:Negative Defense/Dodge builds ?
Technical losses few good perks. But Assaults are right if you choose right path .
Shinobi is always negative so no discussion here (xtrHigh mob ones).
I have 3HP 16 mob 66 off something dodge rookie -4 def. Can't decide ( but I think he will be dead in next few mission ).
He will lose one good important perk if he becomes Technical. I m looking in to Assault but how much Def is important for lighting reflexes ?
Honestly Defense and Dodge are secondary considerations for me to Aim, Mobility, and HP. High Aim with low HP are Sharpshooters. Extra high Mobility gets F2F Assault and Ranger Shotgunner. Then those on the high side of the Aim range become Rangers, Specialists (look at Hack skill here), Gunners, and Stungunner Assaults. Lower mobility shooters get builds with Ever Vigilant. And I make the ones with the best Defense and Dodge with decent mobility into the Trench Assault and Fire Technical. The rest of the builds (Grenadiers, Shinobis, Technicals) can all get away with lower aim and mobility so I fill in my ranks with them, and since they have low stats in other areas these guys usually have high defense and dodge stats which work well for these classes.

For your negative defense/dodge guys I would instead focus on what do they do well? Aim, Mobility, Hack, Psi? Focusing on their strengths can give you a tip on how to train rather than focusing on their shortcomings. My sharpshooters may have terrible dodge and defense, I'd never know, cause they're never shot at! 8-)

Your 16 mobility guy could be a good shotgunner (Assault or Ranger). His low def and HP are going to get him in trouble quick though, so if you want to keep him alive you might just want to make him a Saboteur Shinobi. Give him an SMG and his mobility will let you scout all over the map in concealment. His lack of defense and dodge wont be a concern since you wont want to lose concealment on him till the last pod anyway. You could also train him in officer skills, and just like in the real military, your officer wont be good at anything except hiding in the back and giving orders! :lol:
Last edited by quarter on Wed Sep 27, 2017 5:19 pm, edited 1 time in total.
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SonnyWiFiHr
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Re: Critique My Builds and Squads

Post by SonnyWiFiHr »

I roll all my -high def into shinobi. Mobility was much higher.
He is Assault - I need them but he is low on HP 3rd 3HP assault currently. I see trouble on the horizon. I think I just killed him. Legendary = to much trouble. Insane

I agree about officer :lol: :lol: :lol:

High def/dodge combo is usually gunner. Hard to find good mobility with those
The Preacher
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