I feel the main use for overwatch is to pin the aliens in place, to stop the advance and hold the line as you said. Very rarely have I relied on it to kill aliens and have never needed it to. In fact, why would you say that Covering Fire is so critical for "holding the line"? Covering Fire, for me at least, only does damage to aliens, sometimes, when they shoot. I see no reason why you couldn't still pull off a flush + overwatch combo in order to force aliens into it, and it could potentially hit harder than a sentinel overwatch if it goes well. I disagree that it could not be used offensively. My squads are kinda peaky - great if everything works, but moderately fragile if something doesn't. My personal preference is to specialize most of my troopers, then use their differing strengths to their fullest advantage, rather than develop a squad of steady riflemen, but that works for me and might not for other people. Do you overwatch for damage this turn, or steady your weapon for more reliability next turn? Given the Rocketeer's poor mobility, you can't even stack a nice, damaging gun on them without absolutely trashing their mobility. You get one non-HEAT rocket and no shredding ability, with extra explosives only if you forgo the aim equipment that an overwatch build really needs. You get decent, but not stellar Overwatch that can't reliably be used offensively. The real thing I'd fear about this build is that it's a jack-of-two-trades. Pull back, the rocketeer gets one to three overwatch shot(s) in, then has a choice of either shooting into more overwatch, moving and shooting, or rocketing something (hopefully the aliens). Sometimes worth it for a Battle Rifle or LMG / SAW, but I'm not sure that's worth it for a standard rifle or carbine.Īs it is, this sounds like it might be a good defensive "pull back and set an overwatch trap" build. This Overwatch Build will not synergize well with your crit-infantry because you can't hold the line without Covering Fire - you have to pull back, or spend another unit's actions to make the shot hit. A non-Covering Fire overwatch build is reliant on either falling back defensively and hoping the aliens advance into an overwatch trap or reliant on someone else in your squad having a surefire way to force that alien to move. Ive become quite fond of the Infantry Crit build which is the main reason I am trying to switch overwatch to another class, but if this build won't work I fear it will be a lost cause. Has anyone tried a build similar to this? I feel it could be quite useful, especially in the early months, but I don't want another failure like the Medic Overwatch I have had in the past. I think using Snap Shot and Javelin Rockets could assist in maintaing the usability of the rockets without hampering Overwatch, but I have yet to use it in practice. I feel that you could compensate later by chopping a few of your Rocketeers into Archers to regain explosive capability in the later months when you need it most. Of course, this voids the main purpose of the Rocketeer, their rockets. The biggest downside would obviously be the lack of Covering Fire, but I don't find Covering Fire as useful as I once though it was. Let me know if this math is wrong, but Ive double checked to be certain). The Rocketeer however, especially with the aim bonuses from perks, has quite good aim (With strict screening, 99 at MSGT, Ten more than the Medic Overwatch build I was using, and 4 above the common Infantry Overwatch build. I have tried a Medic Overwatch build in the past, but they simply do not have the aim progression to make the nearly as effective as an Infantry Overwatch build. Rapid Reaction > Suppression (For aim bonus) / Snap Shot (For maneuverability) > Opportunist > Ready For Anything > Javelin Rockets (To offset penalty to range after moving) > Extra Conditioning (For aim bonus) On the other hand, Rocketeer has quite a few. With the recent buff to Rapid Reaction I was trying to plan a Scout around it but the class simply does not have enough overwatch perks to be worthwhile. So I have been planning on starting a new campaign soon (or when beta 15 drops, depends on my patience) and I have been plotting out some test builds that I want to test.
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