LW2 1.5 Assault Builds
Posted: Sun Sep 24, 2017 5:02 am
Assaults I think I can get down to one good build. I would run them with Shotguns equipped with the best Laser Sights, Expanded Magazine, and Auto Loader.
EDIT: TrainInVain convinced me Close Encounters is a legitimate if not better alternative to Rapid Fire at TSgt. After some thought, I have to agree with him.
Assault Stunner
Lightning Reflexes - Arc Pulsar - Stun Gunner - Formidable - Close Encounters - Close Combat Specialist - Chain Lightning
Other perks are interesting, but I think these make the best combo. This is a Shotgun build for close combat with the Stunner for range.
LCpl - Lightning Reflexes
Closest thing to a must-pick perk in the game. Clears multiple enemy overwatch. First overwatch shot at the Assault is -100 aim and will miss, second is -80, third is -60, fourth is -40, fifth is -20, and the rest don't have any aim penalty.
Slug Shot (needs Shotgun) and Electroshock are nice but situational. Lightning Reflexes will save XCOM wounds and deaths.
Cpl - Arc Pulsar
Normally the Stunner does nothing against robots. Add Arc Pulsar and it damages them and makes them more vulnerable to Specialist hacking. There's a lot of ADVENT robots and adding them to Assault's possible Stunner targets can help.
EDIT: Arc Pulsar doesn't help Chain Lightning, as Chain Lightning only affects targets the Stunner can stun, ie. not robots, which even with Arc Pulsar are damaged, not stunned.
Trench Gun is an Shotgun AoE cone that could be very effective. Uses 1 ammo and can fire every 4 turns. But like Technical's flame attacks, aiming the cone can be tricky. And knowing where to move so that on the second action the cone can be lined up right is a skill that needs experience. Won't penetrate high cover and can damage allies.
Close and Personal is a powerful buff to close-range attacks within 6 tiles. Something the Assault is already good at with the Shotgun. Better one of the other perks.
Sgt - Stun Gunner
Continue buffing the Stunner with an aim bonus. Again, will buff Chain Lightning.
Killer Instinct buffs the crit damage when Run and Gun is active. That's only every 4 turns, 3 if Extra Conditioning is picked. Can make that first Run and Gun attack stronger. But Assaults usually use the Shotgun and that's going to be at short range, buffing an already strong attack.
Fortify is like a free renewable smoke for the Assault. But only once during 6 turns. Could be really good for those critical moments. But only every 6 turns ?!?
SSgt - Formidable
Add 2 ablative armour to the Assault, as well as resisting 50% of explosive damage. The Assault fights often at close range and will not be able to always take up the best cover. Almost always kitted out with plating and a vest for ablative armour and more HP. This makes the Assault even tougher. And the explosive damage resist stacks with Officers' Incoming!
Extra Conditioning allows Run and Gun every 3 turns rather than every 4. Very helpful and makes Killer Instinct a better choice. But not as helpful as more armour.
Aggression increases the chance an Assault will critically hit. More important for Rifle or SMG equipped Assaults at range. A Laser Sight can provide some of that better crit chance. But again, it's buffing something already strong on the Assault and I think a tougher Assault is a better choice.
TSgt - Close Encounters
EDIT: TrainInVain convinced me Close Encounters is a legitimate if not better alternative to Rapid Fire at TSgt. After some thought, I have to agree with him.
Close Encounters gives the Assault another action after a shot at a target within 4 tile range. But it can't be used after Run and Gun is activated. Requires more thought on when to active Run and Gun, but with Close Encounters the Assault is more flexible at close range. Can double-fire with the first shot within 4 tiles without the Aim penalty of Rapid Fire, even at two different targets.
Rapid Fire allows the Assault to shoot twice at the same target with -15 Aim. If the first shot kills the target, the second shot will not be fired. A classic XCOM perk. At close range, the Shotgun Assault can often take the -15 Aim and still have almost certainty to hit, so Rapid Fire doubles the potential damage per turn. Rapid Fire can also work on Rifle and SMG Assaults.
Hit and Run gives the Assault another action after a shot at a flanked or exposed target. Similar to Close Encounters, with the target needing to be flanked. But there are some targets that can't be flanked and don't take cover (Drones, MECs, Gatekeepers, etc.). Hit and Run is useless against them. Likely better to pick Close Encounters or Rapid Fire.
GSgt - Close Combat Specialist
When the Assault is not concealed and an enemy moves or fires from a tile within 4 tiles, take a reaction shot at them, with each enemy receiving no more than one shot. Consumes 2 ammo for each such shot, so another reason for the best Expanded Magazine. But an essential defensive perk.
Bring 'Em On increases critical damage by 1 for every 2 enemy visible. Untouchable makes the Assault immune to the next attack after killing an enemy. Good perks, but situational or weak compared to CCS.
MSgt - Chain Lightning
Fire the Stunner at every target the Stunner can stun, ie. not robots. Stun Gunner gives all those Stunner Shots a better chance to hit. And do this every 6 turns. A powerful perk that can turn a battle in company with other soldiers.
EDIT: Arc Pulsar doesn't help Chain Lightning, as Chain Lightning only affects targets the Stunner can stun, ie. not robots, which even with Arc Pulsar are damaged, not stunned.
Street Sweeper is another Shotgun AoE cone attack, similar to Trench Gun but stronger, taking 2 ammo and usable every 5 turns. And also blocked by high cover. Interesting, but not as good as Chain Lightning I think. Lethal adds 2 points of regular damage and 1 more critical damage. Makes the primary weapon stronger. But again, not as good as Chain Lightning.
EDIT: TrainInVain convinced me Close Encounters is a legitimate if not better alternative to Rapid Fire at TSgt. After some thought, I have to agree with him.
Assault Stunner
Lightning Reflexes - Arc Pulsar - Stun Gunner - Formidable - Close Encounters - Close Combat Specialist - Chain Lightning
Other perks are interesting, but I think these make the best combo. This is a Shotgun build for close combat with the Stunner for range.
LCpl - Lightning Reflexes
Closest thing to a must-pick perk in the game. Clears multiple enemy overwatch. First overwatch shot at the Assault is -100 aim and will miss, second is -80, third is -60, fourth is -40, fifth is -20, and the rest don't have any aim penalty.
Slug Shot (needs Shotgun) and Electroshock are nice but situational. Lightning Reflexes will save XCOM wounds and deaths.
Cpl - Arc Pulsar
Normally the Stunner does nothing against robots. Add Arc Pulsar and it damages them and makes them more vulnerable to Specialist hacking. There's a lot of ADVENT robots and adding them to Assault's possible Stunner targets can help.
EDIT: Arc Pulsar doesn't help Chain Lightning, as Chain Lightning only affects targets the Stunner can stun, ie. not robots, which even with Arc Pulsar are damaged, not stunned.
Trench Gun is an Shotgun AoE cone that could be very effective. Uses 1 ammo and can fire every 4 turns. But like Technical's flame attacks, aiming the cone can be tricky. And knowing where to move so that on the second action the cone can be lined up right is a skill that needs experience. Won't penetrate high cover and can damage allies.
Close and Personal is a powerful buff to close-range attacks within 6 tiles. Something the Assault is already good at with the Shotgun. Better one of the other perks.
Sgt - Stun Gunner
Continue buffing the Stunner with an aim bonus. Again, will buff Chain Lightning.
Killer Instinct buffs the crit damage when Run and Gun is active. That's only every 4 turns, 3 if Extra Conditioning is picked. Can make that first Run and Gun attack stronger. But Assaults usually use the Shotgun and that's going to be at short range, buffing an already strong attack.
Fortify is like a free renewable smoke for the Assault. But only once during 6 turns. Could be really good for those critical moments. But only every 6 turns ?!?
SSgt - Formidable
Add 2 ablative armour to the Assault, as well as resisting 50% of explosive damage. The Assault fights often at close range and will not be able to always take up the best cover. Almost always kitted out with plating and a vest for ablative armour and more HP. This makes the Assault even tougher. And the explosive damage resist stacks with Officers' Incoming!
Extra Conditioning allows Run and Gun every 3 turns rather than every 4. Very helpful and makes Killer Instinct a better choice. But not as helpful as more armour.
Aggression increases the chance an Assault will critically hit. More important for Rifle or SMG equipped Assaults at range. A Laser Sight can provide some of that better crit chance. But again, it's buffing something already strong on the Assault and I think a tougher Assault is a better choice.
TSgt - Close Encounters
EDIT: TrainInVain convinced me Close Encounters is a legitimate if not better alternative to Rapid Fire at TSgt. After some thought, I have to agree with him.
Close Encounters gives the Assault another action after a shot at a target within 4 tile range. But it can't be used after Run and Gun is activated. Requires more thought on when to active Run and Gun, but with Close Encounters the Assault is more flexible at close range. Can double-fire with the first shot within 4 tiles without the Aim penalty of Rapid Fire, even at two different targets.
Rapid Fire allows the Assault to shoot twice at the same target with -15 Aim. If the first shot kills the target, the second shot will not be fired. A classic XCOM perk. At close range, the Shotgun Assault can often take the -15 Aim and still have almost certainty to hit, so Rapid Fire doubles the potential damage per turn. Rapid Fire can also work on Rifle and SMG Assaults.
Hit and Run gives the Assault another action after a shot at a flanked or exposed target. Similar to Close Encounters, with the target needing to be flanked. But there are some targets that can't be flanked and don't take cover (Drones, MECs, Gatekeepers, etc.). Hit and Run is useless against them. Likely better to pick Close Encounters or Rapid Fire.
GSgt - Close Combat Specialist
When the Assault is not concealed and an enemy moves or fires from a tile within 4 tiles, take a reaction shot at them, with each enemy receiving no more than one shot. Consumes 2 ammo for each such shot, so another reason for the best Expanded Magazine. But an essential defensive perk.
Bring 'Em On increases critical damage by 1 for every 2 enemy visible. Untouchable makes the Assault immune to the next attack after killing an enemy. Good perks, but situational or weak compared to CCS.
MSgt - Chain Lightning
Fire the Stunner at every target the Stunner can stun, ie. not robots. Stun Gunner gives all those Stunner Shots a better chance to hit. And do this every 6 turns. A powerful perk that can turn a battle in company with other soldiers.
EDIT: Arc Pulsar doesn't help Chain Lightning, as Chain Lightning only affects targets the Stunner can stun, ie. not robots, which even with Arc Pulsar are damaged, not stunned.
Street Sweeper is another Shotgun AoE cone attack, similar to Trench Gun but stronger, taking 2 ammo and usable every 5 turns. And also blocked by high cover. Interesting, but not as good as Chain Lightning I think. Lethal adds 2 points of regular damage and 1 more critical damage. Makes the primary weapon stronger. But again, not as good as Chain Lightning.