Xcom heavy build. Dodging plasma bolts, and shotgunning aliens in the face.
Xcom heavy build Rupture (Heavy Gunner) Upgrades XCOM: Enemy Within Class Builds and Loadouts. Yeah heavy rifles are pretty bad, except that at lower tiers like ballistic and laser, the regular assault rifle has such poor damage that the +1 from the heavy version makes a significant difference in actually killing things. For rangers, specialist, and grenadiers I have a single build that I've settled on. XCOM2 As some may know, I have started a shiv only playthrough (with 2 engs for game progression) and I'm loving it. Holo Targeting (Heavy Gunner) - Higher hit chance for group; Chain Shot (Heavy Gunner) Hail of Bullets (Heavy Gunner) - One guaranteed hit can sometimes save you from really picky situations. No real contest. Its not how you would expect Damage Control and Absorption Fields to work together, so good to know. so they usually don’t qualify. Steady weapon is largely unappealing here, and formidible is ok if you have a more eclectic build (taking more support grenades). Controls/kills multiple aliens each turn. Both can be used without getting in range of When you really just need to shoot bullets in a general direction without much concern for collateral damage, then the Heavy is your go-to guy. The map I won on, was the highway bridge. Long War In my current campaign I made around 40 different builds and brought every one of them at least three times on different styles of maps to see how they play out and also experimented around with different combinations. Each MEC level you take here will cost an additional $25 and 40 MELD. I'm wondering how the rest of r/XCom plays their MECs, and what, if any, specific builds you recommend. Open comment sort options Still, that is a very cool build, for raw damage reduction. After that you can pretty much relax. It’s a facility you can build in your Avenger base. The scout class gets access to dam good ground as well as tactical sense. XCOM:EU/EW Hello there! I've bought XCOM:EW this week and I'm trying learning the game. Your future XCOM 2 fun builds/strats. Honestly, sharpshooters are the only class where I really want both sides of the tree. Bullet XCOM 2. I like the heavies because I can MEC Like the Assault class, the Heavy can be developed in several ways. ufopaedia. Dash in from afar with Run N Gun, then deal absolute carnage and death with the best shotgun in XCOM's armory. If used together, Bullet Swarm and Holo-Targeting HEAT Ammo provides +100% (reduced to +50% in XCOM: Enemy Within) damage bonus when used against robotic targets. Demolition would be a great Here to add to your soldier roster is none other than the Heavy class, inspired by the class of the same name in XCOM: Enemy Unknown (and Enemy Within). Had I known where the pods were maybe would have used it more effectively. All builds were tested on Classic and Impossible difficulty XCOM Long Mod Beta 15e/15f. 2 of these again. Upgraded Psi Lab so you can train two Psionics at once. Suppression is crap, and I'm not a fan of smoke grenades This is a tough choice between flashbanger and center mass. Also, I build all my grenadiers around fire-nades and this lets me have an extra one. The Best Xcom 2 Mods You Need As great as XCOM 2 is, everyone has small things they gripe about. I suggest researching plasma cannons (you can get it after light plasma) and new fighter craft. increasing defense causes the enemy to shoot the others. Some skills 10 votes, 14 comments. I'm pretty sure I make use of Long Watch on every single mission. Though it may come as a surprise, my Heavy was the most gifted, most experienced, and most active member of my squad, from start to Further the suppression tree REALLY needs ot be maxed to scale into the game, so getting that first heavy to col so your suppression is an aoe damage machine is important. LWOTC Ufopaedia: Gunner When I learned that Kubikuri was not available in this version of XCOM, I decided right then that I would need to In the early and mid game the grenadier shines a lot because it can break cover and gives you very nice ambushes and anti mech options. Copy link. Late game, heavy gunner traits are preferable if you have some aim on grenadiers and are playing with more than one. When I find a Sectopod, I'd have the Assaults run up and Rapid Fire on it. We can create a typical grenadier, used to destroy enemy groups: extra grenades and additional rockets will allow us to eliminate large numbers of aliens, while thanks to HEAT Ammo we will be able to cope with Cyberdiscs and Sectopods. Check out the main class tree here (such as making the launchers single-build items and building rockets from corpses following the appropriate autopsy rather than rolling a random reward 120K subscribers in the Xcom community. X. All classes have their merits, and as such the core of your team should simply look like this: 1 Assault 1 Heavy 2 Support Always Mayhem - An extra rocket is fine, but mayhem allows you to get 100% damage with suppression and increases rocket damage. Anything to increase their effectiveness seems to be the best route to go. It's not ideal, especially since Absorption Fields only arrives at MSGT, but in a pinch (maybe you already Psi-trained all of your Gunners, Assaults and Engineers) you could grab Absorption Fields, Damage Control and Repair Servos then stick Go to Xcom r/Xcom. I'll probably do some missions with fun/interesting squad setups. Get plasma, plasma sniper and plasma heavy to fully kit out the squad. 10 Beginner's Build Heavy - Bullet swarm, suppression, heat ammo, danger zone and rocketeer. However, looking at the perks available to the heavy gunner route, the skills available look ideal for helping raw recruits level up. Rocketeer: Straight forward, maximize rocket Xcom builds . Consider him a Bullet Wizard Lite. so tactical sense may be good only to close combat tankers or flankers. Heavy is a rocket heavy to basically blow up anything I don't like. Games that have base building like Xcom EU/ Xcom2? These guys can lead the troops where to shoot, can carry up to 6 nades and can chuck 'em if the needs arise. I do however always have a hard time choosing between holo-targetting and bullet storm though Grenadier build: Heavy Gunner. Heavy armour. In the late game, the gunner is a god, it absolutely destroys sectopods and mechs. Heavy Class Builds, Progression and Abilities The Heavy class may sound like the tank of the squad, but they are actually ‘heavy’ because of their ability to wield badass weapons like the But there are these situations with either multiple overwatching Heavy Floaters, or packs of Berserkers or Chryssalids, or indestructible heavy cover with 2 enemies behind it, such as doorways in the base assault for example, and it just makes everything easier. HEAT Ammo is extremely effective against Cyberdiscs, Drones, A demolition based heavy works very well with a sniper throwing battle scanners, or a heavy destroying stuff to give line of sight to a sniper. But their weakness is, THEY RUN OUT. You can use either the Rocketeer or Assault class to provide shred, which frees your Gunner to grab Heat Ammo, but those alternatives are more limiting, and it is a good idea to have multiple sources of shred XCOM: EU/EW Class Builds - Assault The Assault is only good at two things Dodging plasma bolts, and shotgunning aliens in the face. Captain: Volatile Mix: Your grenades deal +2 damage. Key skills: Shredder, Heavy Ordnance, Volatile Mix, Salvo. O. Login Store Community XCOM: Enemy Unknown > General Discussions > Topic Details. Notes. Basically, your Heavy is more of an anti-tank / support class. XCOM skill wise Go to Xcom r/Xcom • by Offensive Grenadiers get Tandem Warheads, and Support Engineers get some really interesting build variations to play with. I studied the wiki and copied the Sattelite Rush strategy. Heavy for everything else (you will have better cover for the last mission). I use both builds but I also use a third build: LMG/HEAT Gunner Perks: Suppression - Flush - HEAT - Ranger - Rapid Fire - Platform Stability - Mayhem Items: Scope, AP Ammo, (third item depending on mission) Armor: Either light or heavy depending on mobility, mission type and the rest of the squad, but definitely always Seraph later on. Once you get the MECs with kinetic punch, the rockets don't matter because you Europe (4) - halves the price of your Workshops and Laboratories, saving you §65 for each Workshops and Laboratory. They synergize beautifully and even better, have zero cool down. Casey. Unfortunately, the Heavy's lack of a clear overall vision hurts the game's design, and the degree to which its primary weapon is boring doesn't help: LMG-class XCOM: Enemy Within - Heavy Class Guide and Skills walkthrough/tutorial/tipsHere is my guide/tutorial to the Heavy Class in XCOM: Enemy Within. And if you are going Mayhem, what do you gain by not also going Danger Zone? Posted by u/[Deleted Account] - 4 votes and 16 comments Harsh Times Call for Permanent Changes After the facility is built, you need to select a soldier to Augment before anything else can be done. Primary Weapon: SAWs, LMGs, Assault Rifles, Carbines, SMGs. I've made up to Plasma and Titan Armor on Classic mode and the game wasn't fun anymore, so I'm trying to move to Impossible and I'm getting my ass handed to me, but that's @Pureferret Unlike the original, where your score was higher if you let all the civs become chrysalids and then killed them (or, better yet, mind controlled a chrysalid and turned the aliens into chrysalids, to artificially inflate the number of aliens killed), in XCOM:EU it's actually important to save the civilians, as it can give you continent-wide panic reduction. Move order: Assault > Heavy > Support > Sniper. you'll also want a great extended magazine, allowing for upto 6 shots, if you have an autoloader, that The best XCOM 2 squad builds below will use all classes, weaponry, and armor from the base game, as well as those added in the DLC offerings and the War Of The Chosen expansion. He can help your troops as a healer or use his abilities to become the perfect utility soldier. check out www. Please see r/Fallout4Mods r/Fallout4ModsXB1 r/Fallout4Settlements or r/Fallout4ModSettlement for mods or settlement build posting. Skip to main content Volatile Mix and Salvo ensure your Grenadier can weaken armored enemies while also providing heavy If you so choose, you can build different MECs and choose different options to maximize your adaptability in combat. He's a medical support however. Often the Heavy will have a more important task (rocketing the enemy), while the support will often be available for this duty. Guides, builds, News, events, and more. The augmentation process will take about 3 days total to accomplish (your first augmented soldier yields a cutscene many people will enjoy) and costs 10 Meld per soldier you want to augment (a max of 3 soldier per Shotguns are short-range weapons, as they loose accuracy much more dramatically with distance than other weapons, but gain accuracy more quickly as you get close, and deal heavy damage. The soldier gets to fire a Here you will find some soldier builds that have worked for me in wonderfull ways. I am pretty sure i've oneshotted sectopods with the gunner on veteran ironman difficulty, or close to itwhen you run into a tough target he turns it from a Beam Weapons also unlocks heavy lasers research, which gives weapon upgrades to your Heavies, MECs, AND interceptors. I don't pick my grenadiers because I think they're good at shooting things, so Center Mass is out. My builds are made with aggressive, dominant play style in mind, and are most effective when used with aggressive tactics. TLSMFH. Especially good for tough targets you have to hit consecutively, like gatekeepers. Recommended for those who build many early Workshops and Laboratories. All the builds are created through practice, and are efficient in their tasks, although more often than not differ from the standard. Building a brand new MEC costs $25 and 40 MELD. Nano-Fiber Vest [xcom. Sergeant: Boosted Cores/Formidable. r/Xcom. There's the standard build with heat ammo and will to survive that will take a mix of damage and tanky perks. They look to Corporal: Heavy Ordinance. NOTE: Heavy Class builds suitable for all difficulties and DLCs: Early-game " rocketeer " build (1-2 months): Your universal panic button. Unlike human upgrades, SPARK chassis upgrades provide a +1 and +2 boost to mobility. XCOM Commander's Journal. This is a very strong ability, allowing your grenadier to guarantee destruction of all but the most sturdy cover. Auto pick here. It also contains four countries, which means if you start here, you can sacrifice three countries on Abduction Missions and other continents can be saved. Resilience: But I'm also playing a rather suppression heavy build right now (standard squad sees two gunners, a suppression medic, and an infantry with suppression). Each build will have skill distribution, equipment and a little explanation of how it works. New comments cannot be posted. This build is similar to the assaults I replaced my scouts with in b14, using hit and run to shred enemies for the rest of the squad, only this scout will add holo as well. when heavy plasma comes in Locked post. The bomb disposal I failed was on the train yard and I couldn’t get a clean shot with my heavy rocket. C. Progeny missions: MEC for the first mission (Portent). Exactly what it says on the tin. Controls the flow of combat and cripples enemies that no one can kill in the same turn. you can equip shotgun and fire twice at close range with infantry class and his tactical sense perk. Me, personally, I've gotten into the habit of fielding two MEC Troopers, One a former Assault Class piloting a MEC equipped with a Kinetic Strike Module, Restorative Mist and Electropulse. How the Infirmary Works. Like having a full ranger squad that is able to quickly Welcome to Fallout 4 Builds. wikia. So, just wondering what's your preferred heavy build in terms of perks (and to a certain extent, gear)? I usually end up having 2/3 but each is drastically different from one another for the sake of keeping it interesting. There's also an overwatch build which I'm a big fan of but not a lot of people like it. This will never be a Heavy as they are great in the early game, and not a Sniper as you will want to have 3 of them (one extra to chop into a MEC later). Preferred heavy weapons are rocket launcher and blaster launcher. More ammunition in a rifle XCOM Commander's Journal. Jan 16, 2014 @ 4:20pm Enemy Within Heavies So with the tweaks to Heavies and the introduction of Gene Modding, I'm kind of at Heavy ordnance wins, because grenades are king. ; South America So far, in the relatively early portions of the game, Demolitions Expert appears to be the optimal way to go, since grenadesa are so invaluable this time around. Also consider this, the heavy rifle does the same damage as a marksman rifle or a saw. it's really strong and stable tanker. Your #1 source for Fallout 76 I started Xcom2 3days ago and I understand the "Xcom moments" a lot now,I ain't even surprised when it XCOM: EU/EW Class Builds - MEC XCOM:EU/EW xcom. The holy trinity of explosive skills is Heavy Ordinance, Volatile Mix, and Salvo. Primary Weapon: Light Machinegun, Heavy Laser or Heavy Plasma. 1 In LWOTC, Sapper has been improved, adding +4 environmental damage (instead of 3), making it perfectly Role: This build has changed precisely zero. (Heavy lasers interceptors can easily shoot down abductors which appear in amy) And you save weapon fragments. Since I build the Gunner to do extra damage via suppression, Iron Curtain is often inferior to that. You can also give them the ability to fly with sereph/archangel armor. Chryssalids, Heavy Floaters, Muton Elites, Ethereals and so on. Holotargeting means more aim for everybody. The Heavy class may sound like the tank of the squad, but they are actually ‘heavy’ because of their ability to wield badass weapons like the XCOM: Enemy Unknown. [xcom. Reply reply XCOM is the type of game where you're soldiers go from missing point-blank shots on one mission to one-shotting mini-bosses at full health within 5 seconds the next. P. Bullet Swarm greatly improves the capabilities of the Heavy; Holo-Targeting is weaker initially as a stand-alone talent - it requires commitment to its synergies (Suppression, Rapid Reaction, Danger Zone, Mayhem). Depending on build (see below), AP and HE grenades into Alien grenades and arc thrower, or support grenades as needed Pathfinders have a few options - let's get the boring one out of the way: The Tank. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Heavy Ordnance: The grenade in your grenade-only slot gains a bonus use. 122K subscribers in the Xcom community. Abilities: Launch Grenade, Shredder, Suppression, Holo Targeting, Chain Shot, Salvo, Saturation Fire Suppression (Heavy Gunner) - Lowers enemies hit chance and makes it easier for your Ranger to flank. XCOM: EU/EW Class Builds - MEC. Yes, the Pathfinder can get a decent tanking build. Heavy Class. The support guy is used for scouting ahead with sprinter, and the grenades keep him relatively safe. Just like the Heavy’s ability to fire first and take a second action, this becomes a force multiplier by Loadout wise, it's obviously a Shotgun and Grenade Launcher. Heavy Weapon is the Shredstorm or Blaster Launcher. useless). Final mission: Anyone with high will stat. There's one called the "bullet wizard" which a lot of people swear by but it comes online very late. Heavy frags wins again, because grenades. Long War 2 Class Builds - Gunner. But this build massively suffers in times missions (most The Support class is one of the few that has two very different ways to build him. Members Builds I've tried that I liked very much. Long War Class Builds - Engineer. Go to Xcom r/Xcom • by Here are the builds. Be it a few, repetitive animations wasting their time or being unable to tell how much health an enemy has without tediously counting out the bars of health. Build the Infirmary: Prioritize constructing this facility early in your campaign. Fighting with entrenched gear (Rifles, good medium armor), or maybe heavy armor and shotguns if you are into breaching and mouse-hole tactics (be sure to have alien nades for the breach. com Open. Email. with this strategy, covering fire perk may help for a serial sniper, you just gotta make sure you stack up the aim as much as possible, get any AWC that provides Aim, get a good scope, get tracer rounds if you dont have over 125 aim. E. The absolute best "insurance policy" on missions with large quantities of Hardened foes, especially in harder There are four different classes in XCOM: Enemy Unknown, and there's a total of six spots on your team. T2 upgrades give +2 health +1 armor, T3 give +4 health +2 armor. A place to share your character builds or get help building your perks and stats for your sole survivor in Fallout 4. Only one heavy weapon can be equipped at a time and can only be used once per battle. this ability will prove valuable. com] Medikit The demolitions expert specializes on grenades and heavy weapons. Build 1 Main article: Squad Tactics (XCOM: Enemy Unknown)Support Class builds suitable for all difficulties and DLCs: Early-game "savior" build (1-2 months): Skills Sprinter, Field Medic, Revive, Dense Smoke, Savior Equipment Medikits, Arc Thrower, Laser Rifle, Skeleton Suit Upgrades Tactical Rigging, Improved Medikit, Improved Arc Thrower, Mimetic Skin, Lead By Example The harsh restrictions on the Heavy's "Fire Rocket" ability feel like something of an overreaction to how ridiculous -in most every sense of the word- rocketry was in the original XCOM. Players who prefer to use the class as a heavy fire support can XCOM EW Build Order tips . I had him down to two health, had my arc thrower guy in position to attempt a capture the next turn, and thought, "I'll just suppress him with my heavy to keep him in place. They don’t have the damage that the Heavy does, or the maneuverability of the Assault, but they bring excellent balance to your squad and do exactly what they This build should keep you pretty comfortable in the field, so now your task is to get air superiority ASAP. com] [Health +4, melee damage taken reduced by 50%] S. They are also quite good with flashbangs because of their deep pockets (extra slot), their better range and greater area of effect with grenades and Salvo. Due to my own stupidity the extra damage actually prevented me from capturing a floater once. MEC for the last (Furies) for the poison again. If you could get bombard it would indeed make it stronger. Then I'd have at least 1x Heavy, ideally both, take 2x shots with Heat Ammo 10 recommended character builds for maximum alien-slaying in XCOM 2. You can also put a Colonel Assault there if you want better aim and for him to be absorb damage closer. Locked post. May 08, 2021. Facebook. Members Online • MagnusFireblade . XCOM Class Guides - Tutorial and tips for effective class builds in XCOM Enemy Within Support Class Guide Sniper Class Guide Heavy Class Guide Assault Class The Heavy is at its strongest vs mechanical or high health enemies, but can also be really useful in situations were the enemies cluster together. Dual shot is the first double hit ability you get in the standard classes. com] [Health +2] / Chitin Plating [xcom. Share Sort by: Best. More. With the heavy damage comes the drawback of high ammo consumption, lower accuracy, limited rockets and the the lack of a side arm. Major: This build is about mobility and survival, since you will use mostly the sword the light suit will give you dodge XCOM Commander's Journal. XCOM: EU/EW Class Builds - Support It's hard to get excited about the Support class. You can get laser rifles out sooner, meaning you'll have them for more of those tough early missions with thin men. Most of the time I just have them dashing the entire mission trying to keep up with the rest of the squad, and then only have them shoot like 1 or 2 rockets. Grenade wise, this build prefers simply destroying cover, so a base Frag/Plasma grenade in the Grenade Pocket is preferred. Even with Heavy Ordinance, a Grenadier can carry just 3 grenades. Heavy for the second (Deluge) because of the Mechtoids. I recommend Heavy Armour, as this build opens the Sapper up to taking a lot of damage. org for Heavy Class Builds, Progression and Abilities. Share this post. No, you don’t need it to win, but trust me, Psi Lab. Note: This post is a heavily revised version of my Long War 2 Gunner build, with changes to the text/build as appropriate for the new rules and skills in LWOTC. XCOM: EU/EW Class Builds - Support. Impending Doom sounds the best though late game as Rupture in Xcom2 was absolutely lethal. It's a classic, and it's not going away anytime soon. Suit unlocks the Rocket Launcher as the default heavy weapon as well as opening the Experimental Heavy Weapon research in the Proving Ground. basically you want to have as much aim as possible to overcome the cover bonuses. Easier to punch through walls). The Heavy class would benefit the most from an aim bonus; but instead provides it to other classes, that often don’t need it. substack. All changes to the rules/mechanics of LW2 are displayed in bold. Does it work the same here? Adding 3 damage to all incoming damage? The Grenadier is similar to the ‘Heavy’ class in XCOM: Enemy Unknown, though with a bit more mobility and slightly nerfed (instead of rockets, we have grenades with a smaller range). As it stands the standard 17 range of the grenade launcher (already slightly farther than a bio soldier with bombard can throw) is sufficient for this tactic because it largely allows aggressive sweep and clear tactics by increasing your available Go to Xcom r/Xcom. The rocket heavy build is always useful from the moment you get the second rocket and so it's easier to train/replace them. Open comment sort options The Fallout Networks subreddit for Fallout 76. Heavy: Bullet Swarm Suppression early, Shredder late HEAT Ammo Danger Zone Rocketeer Bullet Swarm over Holo-Targeting because two shots are better than one. there is a little tip. Suppression is great early game to limit enemy movement and aid in captures Early build: explosive focus "blast padding -> suppression -> heavy ordinance -> volatile mix -> salvo -> rupture" Gear: Heavy armor, a pair of grenades (typically just frag/plasma), stock, expanded mags, and autoloader. May 06, 2021. Chop an You can actually build something very similar with the scout class in Long War. Pilot:Heavy (any level) Suit: Fist, Grenade, EMP Abilities: Advanced Fire Control, Damage Control, Jet Boots, Expanded Storage, Reactive Targeting Sensor. XCOM Commander's Journal XCOM Commander's Journal. Apr 29, 2021. I have another build in the works using the Smoke Grenade and Dense Smoke perks. This will be the ultimate overwatch breaker. Against Mechtoids, Cyberdiscs, Berserkers, Heavy Floaters, Sectopods, etc. Conventional deals 3-5, scatter laser 5-7, alloy cannon 8-10. If the Assults have to end their turn after moving, at least the Sniper can take a shot, or the Support can go in and patch 'em up / shield them. For sharpshooters, I will Heavy Shrapnel sounds stright forward and alliviates my biggest complaint about Claymore. Either a shotgun or an smg for captures on light missions. The Gunner class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM's arsenal to either inflict heavy damage, or lock down and debuff hostiles. The In The Zone Sniper usually has Snapshot while the Double Tap has Squadsight. com] [Aim +10] Frag Grenade [xcom. Armor: Tac Armor / Phalanx / Carapace / Aegis / Corsair Weapon: Shotgun or Tier Equivalent Proving ground next, both to advance the story (skulljack) and for experimental ammo, grenades, armor and heavy weapons, all of which are insanely powerful (acid grenades are lethal to everything, including mechs, btw). I am sure someone thought of the ultimate team composition and builds to go with it, per class. In terms of chassis upgrades, the SPARK shares an identical progression path with heavy weapons armor suits. " I'm still going with standard EU build, but if anyone could post their Heavy builds w/ Gene Mods on here, that would be great. (with Shen's The Other Sniper has Double Tap for just annihilating enemies. Long War 2 Class Builds - Gunner Suppression just ain't what it used to be. In part this is because many enemies go on overwatch during activation (Floaters, Cyberdiscs, Mechtoids, Heavy Floaters Anyone else feel like the Heavy class soldiers become obsolete halfway through the game? They have little mobility and poor aim. Building an E. See the best Heavy build and loadout for the early game, midgame, & max level, the best weapons XCOM: EU/EW Class Builds - MEC In a game known for misery, the MEC is big fun. XCOM has small problems that add up over time, getting on all our nerves. enemy safely. I've heard that a heavy sniper-style build offers as a massive DPS role in the team while being able to cleanup multiple low HP enemies due to Serial and Death from Above. IMO even on Normal/Classic scouts shotgun, heavy armor, breaching rounds, armor item, medikit or respirator implant I'm considering the glass cannon assault build as well, possibly with some particularly low-valued recruits: RunAndGun -> ExtraConditioning -> CCS + There are so many good ways to build an Engineer, but all of them feel like a painful compromise. e. It provides a crucial service that . Like most Gunner builds, mobility tends to be a heavy concern; Walker Servos are an instant solution Heavy Weapons are special wrist-mounted weapon systems for Heavy Armor and SPARKs in XCOM 2. Once those are gone, Salvo and Volatile Mix are little more than XCOM merit badges (i. See the best Heavy build and loadout for the early game, midgame, & max level, the best weapons and perks, how to pass all Heavy Trials, as well as how to play this class! Heavy is one of the six classes available in Warhammer 40K: Space Marine 2. This is for character builds, NOT settlement builds and NOT for mods. Then Psi Lab. Long War Class Builds - Gunner. Many players who have completed Ironman on Classic and Impossible difficulties recommend taking at least Bullet Swarm, Shredder Rocket, and Danger Zone. If you add up all the defense bonuses, it is possible to get 80 defense ias long asyour scout can see 4+ enemies. bpgde vhlqocst bncarqvd ipkiwn ozkn mzm uph mxfcam thaaf ygovmn toa xnkgi dlzbk ajfu ndfc