DarkGemini24601
Well-Known Member
And as we know, the vanilla game usually gives us only enough classes to make half a squad, so I've been concepting what else we might get. Some things have to come with time though. If anyone has any suggestions for additional classes I might be interested in hearing them, no promises on implementation though. Obviously, the four known XCOM classes are described exactly as the Gameplay Demo shows.
XCOM
Trooper - Troopers act as our baseline soldier, making up the backbone of XCOM's forces. While they lack specialization in unique weaponry or equipment, they make up for it with skill in rifles and pistols, being precise shots and knowing how to lob a grenade if necessary.
Grenadier - Serving as our demolitions experts, the Grenadiers provide heavy ordinance delivery whenever and wherever we need it.
Ranger - The Ranger serves as our primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range using extensive training in swordsmanship.
Sharpshooter - Just like it sounds, the Sharpshooters engage enemy targets with pinpoint accuracy from extreme range. They're also trained for pistol marksmanship for the occasion close encounter.
Specialist - Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.
Notes:
Trooper - The Infantry class, essentially.
Grenadier - Engineer/Heavy, but possibly lacking the LMG-class weapons. I couldn't see if they had them in the trailer. Even if they don't, I'll probably give them LMGs at the expense of rockets, since Guerrilla fighters aren't gonna have a good supply of those to start off.
Ranger - The new assault with some scout elements and a sword. The Desmond class...
Sharpshooter - Scout/Sniper. Close encounters won't be as rare as the Firaxis description lauds with Chryssalids, MEC Troopers, Berserkers, Muton Bayonets, etc etc.
Specialist - Will be able to use medkits on their own. Description seems to fail to mention the Specialists don't rely solely on their drones, which is slightly worrying. But at the very least they should act as secondary infantry shooters with most of their abilities on the Gremlins.
ADVENT
Trooper - Troopers act as the enemy's baseline soldier, making up the backbone of ADVENT's forces. While they lack specialization in unique weaponry or equipment, they make up for it with skill in rifles and pistols, being precise shots and knowing how to lob a grenade if necessary.
Captain - ADVENT soldiers that distinguish themselves for their skill in combat, psionic prowess, or tactical minds become Captains, officers capable of commanding others and equipped with the best guns given to human troops.
MEC Trooper - As if bringing the late Dr. Shen's nightmares to life, a concept for a hulking cyborg trooper has been developed in stride by ADVENT, making for a tough, durable, and firepower-heavy enemy with a few tricks up their sleeve.
Rocketeer - Similar to our concepts for a rocket-wielding class, ADVENT employs specially trained troopers to handle their explosives, particularly rocket propelled grenades and missiles.
Gunner - What distinguishes the Gunner from a regular ADVENT trooper is their weaponry, equipped with machine guns to pack more punch than a normal rifle.
Scorcher - Another heavy weapon that XCOM lacks is seen in ADVENT's forces, the Scorchers being equipped with flamethrowers in addition to a shotgun or rifle.
Assassin - Trained with stealth techniques and long range weaponry, the Assassins of ADVENT take the shadows we cloak ourselves in to heart, and are precise enough to make our own marksmen sweat.
XCOM
Trooper - Troopers act as our baseline soldier, making up the backbone of XCOM's forces. While they lack specialization in unique weaponry or equipment, they make up for it with skill in rifles and pistols, being precise shots and knowing how to lob a grenade if necessary.
Grenadier - Serving as our demolitions experts, the Grenadiers provide heavy ordinance delivery whenever and wherever we need it.
Ranger - The Ranger serves as our primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range using extensive training in swordsmanship.
Sharpshooter - Just like it sounds, the Sharpshooters engage enemy targets with pinpoint accuracy from extreme range. They're also trained for pistol marksmanship for the occasion close encounter.
Specialist - Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.
??? - The mystery class in XCOM2. If it's something stupid like a psi class separate from the others, I'll replace it with something else entirely, but if I like it I'll keep it. Don't bank on your character being this though for how volatile it is.
Harrier - A trooper that specializes in rockets and RPGs. Available when we have the resources to back it. Alternatively, if Grenadiers actually have rockets but not LMGs, this will just be a Gunner class.
Aerotrooper - Placeholder name for soldiers specializing in combat from the air using jetpacks. Obviously, a class we get much later on when we research flight armor.
Harrier - A trooper that specializes in rockets and RPGs. Available when we have the resources to back it. Alternatively, if Grenadiers actually have rockets but not LMGs, this will just be a Gunner class.
Aerotrooper - Placeholder name for soldiers specializing in combat from the air using jetpacks. Obviously, a class we get much later on when we research flight armor.
Notes:
Trooper - The Infantry class, essentially.
Grenadier - Engineer/Heavy, but possibly lacking the LMG-class weapons. I couldn't see if they had them in the trailer. Even if they don't, I'll probably give them LMGs at the expense of rockets, since Guerrilla fighters aren't gonna have a good supply of those to start off.
Ranger - The new assault with some scout elements and a sword. The Desmond class...
Sharpshooter - Scout/Sniper. Close encounters won't be as rare as the Firaxis description lauds with Chryssalids, MEC Troopers, Berserkers, Muton Bayonets, etc etc.
Specialist - Will be able to use medkits on their own. Description seems to fail to mention the Specialists don't rely solely on their drones, which is slightly worrying. But at the very least they should act as secondary infantry shooters with most of their abilities on the Gremlins.
ADVENT
Trooper - Troopers act as the enemy's baseline soldier, making up the backbone of ADVENT's forces. While they lack specialization in unique weaponry or equipment, they make up for it with skill in rifles and pistols, being precise shots and knowing how to lob a grenade if necessary.
Captain - ADVENT soldiers that distinguish themselves for their skill in combat, psionic prowess, or tactical minds become Captains, officers capable of commanding others and equipped with the best guns given to human troops.
MEC Trooper - As if bringing the late Dr. Shen's nightmares to life, a concept for a hulking cyborg trooper has been developed in stride by ADVENT, making for a tough, durable, and firepower-heavy enemy with a few tricks up their sleeve.
Rocketeer - Similar to our concepts for a rocket-wielding class, ADVENT employs specially trained troopers to handle their explosives, particularly rocket propelled grenades and missiles.
Gunner - What distinguishes the Gunner from a regular ADVENT trooper is their weaponry, equipped with machine guns to pack more punch than a normal rifle.
Scorcher - Another heavy weapon that XCOM lacks is seen in ADVENT's forces, the Scorchers being equipped with flamethrowers in addition to a shotgun or rifle.
Assassin - Trained with stealth techniques and long range weaponry, the Assassins of ADVENT take the shadows we cloak ourselves in to heart, and are precise enough to make our own marksmen sweat.