XCOM 2
Freebooter Class for LWOTC
Zero  [developer] 4 Apr, 2024 @ 3:07pm
Freebooter Breakdown
Weapons: Shotgun / Rifle / Smg
Secondary combat knife

Their skill selections are broken up into Melee, Shooting, and Utility by row - you can mix and match as needed, or you can go with a dedicated single row build. I tried to keep picks competitive at every level, but the meta of your environment and your play style will likely favor a fixed selection. Defensive players may really appreciate having a more ambush based build, while aggro players might like focused shooting or grenades; in a pinch the freebooter is a passable dedicated melee, and the xcom row can support a lot of different applications.


Squaddie:
Collateral Damage (collateral_lw)
Dedication

LCPL: Lightning Slash, Focus, or Rapid Deployment
CPL: Cutthroat, Run and Gun, or Total Combat
Sgt: Combatives, Marauder, Watch them Run
Ssgt: Fleche, Ventilate, Sting Grenades
Tsgt: Whirlwind, Hit and Run, Implacable
Fsgt: Shank Redemption, Coup De Gras, Devastation
Msgt: Reblossom, Fearsome, Iron Rations

The overall idea is to use them to break up stalemates - moving through contested areas with dedication to deliver some single target damage to a key threat or leverage grenade skills to impart some aoe impact.

At msgt, they can be deadly knifers, excellent flank shooters, or dedicated grenade slingers; but will probably be best with a mix of abilities from the columns supported by some strong xcom row picks

On the Xcom Row, they do have access to a lot of abilities can provide buffs to their primary applications - things that give bonuses to melee, shooting, or grenade use, that may influence your intended build - and this is by design to keep freebooters feeling like they can slip in and out of different squad compositions and add value - but always with the aim of being a 'mid tier soldier' - not hogging all the action, not a definitive specialized soldier, but always useful on a roster.
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Zero  [developer] 4 Apr, 2024 @ 3:17pm 
At the moment there are a couple of main class melee abilities that can also appear on the xcom row, i'm leaving them that way for now in case there are some picks that are too 'competitive' but you still want to explore the melee options- but they may eventually be replaced by variant abilities down the road - but if you encounter an ability like fleche on the xcom row, don't purchase it until you've already made your decision on the main tree at that rank otherwise it could lock that rank and you'll have wasted ap.
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