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Archers are godlike as far as mech goes so if you have one with low will you can recycle it that way.īoost. There is a weird overwatch build but it's bad imoĪs a side note, but that's nowhere close to early game, I like taking soldiers with good will for rocketeers because they have plenty of bad turns to make use of psi powers.
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laser carbine + scope + shredder rocket, swap the scope to a rocket when their accuracy becomes acceptable.įire in the hole + heat + steady weapon deletes those early seeker nightmare pods and are very reliable as long as you're very disciplined in your position and steady weapon action, it's usually better to steady weapon than to take a 50% shot. Early game rocketeers also can't really afford to leave without a scope. I think fire in the hole perk is mandatory, snap shot is too unreliable for my liking.
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But you need to set them up and use them as an emergency button. They are a very binary class in the sense that they are either pretty useless fighting a pod, or they completely trivialize the engagement. You need to set them up in good terrain and steady weapon before the engagement, or buy enough time during the engagement to steady for one turn. In my experience, rocketeers early and made by the steady weapon action. The accuracy is SO BAD that it 1) wastes a turn 2) threatens my own crew. But then I strongly hesitate to even use the rocket. I am considering having them carry 2 rockets but then some accuracy assistance. Is the only way to make them viable to use Steady for every shot taking 2-3 turns just to get an accurate rocket off? I have had a rocket do damage exactly TWICE once when it clipped one thin man and a true epic shot where it killed 3 bunched drones. In fact I'd almost say it doesn't matter where they aim forward because the rocket can end up anywhere. They don't miss slightly as any trained fighter could. Why do something so crazy as to not use rocketeers with rockets? Because with 2 rocketeers on a mission with 6 rockets (2 shred, 4 frag) and a splash of 3 to 4 tiles I HAVE DONE EXACTLY ZERO DAMAGE with Rocketeers.
WAR OF BEACH ROCKETEER HOW TO
I got all that.īut why sooooo many missed shots collectively? It is so bad I'm trying to decide how to use Rocketeers without rockets and wanted to think of alternatives so I can at least get them kills and up levels. Missed shots happen and 67% accuracy doesn't mean it will hit 2 of 3 shots. Granted, the beginning is always supposed to be you at a major disadvantage. It's a 3rd reset due to sheer frustration in accuracy and me playing much differently each time. so for close quarter combat situations, or if you are in a fight where you dont want collateral damage (such as terror missions/UFO missions) you'll want an engineer for their precision, though if you are on a long sight line map such as road maps or UFO where you dont care about the items, then rockets is the choice.I'm on my 3rd reset for Xcom:Enemy Within, Normal Long War, Ironman. where as rocketeers are higher damage, long range and has a variable. but they are lower damage and shorter range. engineers are precise, they land their shot every time and all the time. Rocketeers vs engineers, both are great, but they each have a specific role to play.
WAR OF BEACH ROCKETEER PLUS
plus if your using a carbine on your rocketeer (which you should be at this point until beta 14) then your damage is going to be little to non anyways. most people overwatch everyone like crazy and majority of the time you'll be wasting ammo since all units will trigger on the same unit. Never overwatch them, always steady weapon. so this means make sure hes in an area that has a clear sight of everywhere, and the higher he is the better. the narrower the shot is to a target, the higher the chance it'll hit a wall with scatter. Treat them like snipers, you want clear line of sights and higher elevation. where as rocketeer will heavily rely on their base aim to be high since down the road you want to get rid of the scope until you get tactical rigging. the gunner can compensate the low aim with scopes and bipods and most of the time you'll be using them for suppression which doesnt really require aim at all. If your not playing with strict screening, always make the higher aim unit a rocketeer while lower aim becomes a gunner.
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These are some really good points i'll add to what I have found.
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