Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My usual Gunner build is:
Flush
HEAT
Ranger (WTS for officers)
Double Tap
Platform Stability
Mayhem (sometimes EC)
My Gunners carry AP Ammo and usually a SCOPE, too. I bring 2 Gunners and a SHIV on most missions, so big mechanical units basically die on sight. My other units can usually take care of the fleshy aliens and if I really need Suppression, the SHIV does it, so my Gunners don't need defensive skills. A nice perk with this build is that you can 1-shot Seekers/Drones on Impossible with Flush, even in the early-ish game.
i see them as HEAT damage dealers.
so basically they never shred, and though they do supress when needed, i rely on other classes for supression, or on a second lower rank gunner.
starting from september i simply always take 2 gunners.
my typical gunner build is:
flush or hollow targeting, 50/50(i like flush, i like to be sure to annihilate that 2 HP floater)
HEAT
will to survive(the extra cover DR,gunslinger just can' t compete)
rapid fire
the "crit resistance skill"
mayhem
they clearly use titan armor, they carry a scope and an alloy plating(medkit early game)
thankfully i put more care into my other classes build, i am aware my gunners are just dumb rambos.
Will definitely try this out.
Another thing about my strat is that I don't use SHIVs (at all), so there was basically no other designated tanker except these guys in my team. They were just costing too much money / alloys / time so I decided in my last 2 playthroughs to not use them at all. There are definitely many ways to skin a cat.
i don't use any thing that alters my soldiers, no stupid political ethical reason for that, i just feel like my guys should remain humans.I guess i roleplay in my head and assumemy guys don' t like seringes nor limbcutting saws.
i use the regular big gun(SAW i guess), i like aggressive play and to be honest the one time i tried LMGs i think my game was bugged, they didn t work(got my hands into somewhat real modding, and i'm not very good at it apparently)
so SAW it is.
You're saying they lack damage output, which is why I prefer Ranger and Mayhem on them. with shredder and double tap they are insane.
the other option is a full overwatch build for LMGs since they don't move much - it's all perks from the middle, and it's the best overwatch unit you can have. You fire with squadsight and increased aim and then enter highly accurate overwatch with 2 covering fire shots. I rolled one of these gunners with a ballistic LMG during base defense and camped the first area through the whole mission (the aliens decided to move up). He's a beast overwatcher. Combined with an overwatch-specced infantry you have an extremely effective ambush squad on your hands.
I don't use MECs and I skip Pulse so I can easily spare the cash/alloys for SHIVs. With the SHIV Foundry projects, Core Armoring and Alloy Carbide Plating on my SHIVs, I find that I rarely need to rebuild. I also usually play with Red Fog, so that definitely tilts the balance in favor of SHIV tanks over human tanks. You're right that there's many ways to play this game.
Yeah, I had some guys vary from that standard build but they didn't excel at anything so after becoming MSGTs/ GSGTs they were put in reserve... indefinitely. So basically yes, in my latest playthrough I've generally only used that build with slight variations.
You do have a point with the Overwatch specialist with the LMG for controlling key areas... Not to mention there are plenty of landings and terror missions when the aliens converge on your position so you just don't move.
Maybe that's what I was lacking in base defense! I definitely gotta try this. Thanks.
I'll try your build as well since I don't use gunners for drawing fire usually and have a few spare CPLs to level up.
You got a good case here, I hope you don't mind If I "reuse" some of your ideas in my next plays.
I usually stick to a few Second Wave options and rarely/never deviate from them; I'm not really into Red Fog but you do have a good point that it changes the balance quite a bit towards SHIV tanks.
Another reason for my build that I just recalled is that, once you get a sniper with gauss, if he crits, he one shots mechtoids and cyberdisks and even shredded/ chemmed sectopods. So my gunner was more like: "Ah crap, I activated 2 pods again! Hey aliens! Try to hit me! I supress your heavy hitter buddy and I'm in high cover with smoke!" So basically my build is sort of an exploit that aliens tend to shoot at the suppressor and also an "insurance" of sorts that no other trooper gets shot.
I don't know if you tried, but when I go for captures, I suppress the target alien and the engineer can just go at it completely exposed. The alien will fire at the supressor (unless he's got Light 'Em Up) and ignore the ~100% point blank shot on the exposed engineer. The target being supressed doesn't need to be flanked or it will try to move. This is a sure way to try, try again with the arc thrower.