#XCOM ROCKETEER OR MAYHEM FREE#
Gunners can essentially take a free shot before using a Psi ability thanks to Bullet Swarm. Gunners make excellent Psi Troopers, but Rocketeers don’t. Rocketeer - Hyper Reactive Pupils (Rockets always count as a miss for this), Adaptive Bone Marrow Gunner - Adrenal Neurosympathy, Hyper Reactive Pupils, Adaptive Bone Marrow Rocketeer- LMG (prioritise Gunners first), Highest Tier Rocket Launcher, Carapace Armour/Archangel Armour, Health Boosting Item, Grenades or Medkit Gunner - Highest Tier LMG, Carapace Armour/Archangel Armour, Scope, Health Boosting Item Basically, point the Rocket Launcher in the right direction and most things wont be alive anymore. Holo Targeting and Shredder Rocket allow them to soften up a target before making them easier to hit, while Heat Ammo, Danger Zone and Rocketeer allow them to demolish enemies and cover easily in a wide area. Rocketeers also struggle to differentiate between aggressive and supportive. Note that Heat Ammo does actually effect Suppression if you pick up Mayhem. Suppression can help lockdown foes for allies to finish, and with Danger Zone and Mayhem can be used as a cheap and weak, but unlimited, grenade. Heat Ammo increases lethality, while Rapid Reaction can help lockdown multiple foes. Bullet Swarm allows high damage against a single target, or allows you to spread your fire against multiple targets, as well as many other actions. Gunners walk a fine line between aggressive troop and supportive troop. Heat Ammo (on your first Gunner)/ Rapid Reaction Aiming Angles is therefore beneficial if either soldier falls just short of a flank, guaranteeing at least that the attack will hit. However only High Will Tank n’ Spanks should be trained psionically, as they get only limited use out of the defensive skills that don’t need high will to succeed.Īiming Angles is an incredibly helpful Second Wave option for both these builds, as both benefit from flanking hugely - Riflemen for the practically guaranteed crit, And Tank n’ Spank to guarantee kills and reduce the amount of fire they take. Mind Control can also give another target instead of the Assualt if they get too far into enemy lines.
![xcom rocketeer or mayhem xcom rocketeer or mayhem](https://i.ytimg.com/vi/qgQxrjabkPc/maxresdefault.jpg)
Tank n’ Spank can use Psi abilities at longer ranges, if they can’t close the distance to use their shotgun. Higher Will soldiers could swap into Psi Panic instead, which combos well with your Tank n’ Spank Assualts if your running two Assualts. Riflemen often stick with the squad, and can make good use of Psi Inspiration and Telekinetic Field. Tank N’ Spank - Secondary Heart, Adaptive Bone Marrow Rifleman - Adrenal Neurosympathy, Muscle Fiber Density
#XCOM ROCKETEER OR MAYHEM SKIN#
Tank n’ Spank - Highest Tier Shotgun, Carapace Armour/Ghost or Titan Armour, Health Boosting Item, Combat Stimsīoth builds benefit from Bio Electric Skin Rifleman - Highest Tier Assualt Rifle, Skeleton Suit/Archangel armour, Scope, Any one of these - Damaging Grenades, Health Boosting Item, Combat Stims Overall, this build is great at getting in and disrupting enemies, making them switch targets or just straight up killing them. Combine this with Extra Conditioning and Resilience means any shots that do hit aren’t gonna do a whole lot of damage. Thanks to the multitude of different abilities picked, you can regularly take 3 or more shots in a single turn, and in case said enemies still haven’t died, Tac Sense makes them less likely to hit. This build is all about getting in the enemies face, and surviving. Overall this build is a safe way to get good crit Chance and damage, without risking your troops lives. If you don’t think you’ll need Run n’ Gun again in the next three turns, and you have a good chance to crit, you can activate Run n’ Gun to get some extra damage on your crits. Always try and position them so that they can see as many enemies as possible, and always let them take their shots first to maximise Aggression. They can also flank fairly aggressively thanks to Extra Conditioning.
![xcom rocketeer or mayhem xcom rocketeer or mayhem](https://1.bp.blogspot.com/-0XHOOZkODbM/VXsKy_D5LWI/AAAAAAAAIN8/SsU74zsc7qM/s1600/243816-355813.jpg)
It can afford to sacrifice some of the more defensive talents because it fights at mid range, pummelling targets from afar. This build is a very aggressive build, and for good reason.