How can a low aim shooter be so valuable? Early in the campaign, the answer is suppression. With this ability, the soldier with the worst aim of any shooter class, becomes one of the most indispensable. Other classes can suppress, but not as early or as well as the Gunner, who has that ability right from the start, has more ammunition, and can eventually suppress multiple targets. Gunners can also choose from a variety of shooter utility skills (Holo-Targeting, Flush, Shredder, and Heat) which will either support other shooters, or amplify damage. With all these tools, and the best suppression in the game, gunners are always able to do something, and usually that something is really good.
Holo-Targeting
Shredder Ammo
Will to Survive
Double Tap
Danger Zone
Mayhem
Holo-Targeting
I grab this ability on both the Scout and the Gunner. Its just so good. This is everything I look for in a skill; easy to use and most helpful when you need it. Holo-Targeting is unique, in that it helps even when you miss. And Holo-Targeting is most helpful when the enemy has good defense, or lot’s of HP, which is when you are most in need of aid.
Alternatives: Flush or Covering Fire
Flush is a either a finishing move on weak enemies or a can opener for tough enemy positions. It has utility, but is also somewhat redundant, as the Gunner already has suppression, which is useful in those same situations. Also Flush is better used in tandem with suppression, rather than in place of it.
Covering Fire will sometimes give the gunner a shot at the target of suppression, which is good. Its worth noting that your target will be granted their cover bonus.
Shredder Ammo
Shredder works on everything. While Heat only affects robots; Shredder affects those enemies, as well as Berserkers, Chryssalids, Heavy Floaters, Muton Elites, Ethereals and so on. 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 on your squad. If you plan to grab Danger Zone and Mayhem, shredder is the better option, as this combination really shines.
Alternatives: Heat Ammo or Opportunist
Heat Ammo is great. It will add 2-4 points of damage against robots, depending on weapon tier, and that often means a kill against seekers and drones, and a much easier time taking down Mechtoids and Cyberdiscs. Heat Ammo is worth taking. It is as good as Shredder, though it affects fewer enemies, and doesn’t pair as well with late game abilities. Shred can be procured by both the Rocketeer and Assault classes to make up for its absence on the gunner.
Opportunist is only relevant for the gunner’s overwatch shots, and not when enemies run suppression, as those shots will already be given the Opportunist flag. It still has value during enemy activation, but its not as valuable as the other perks at this rank, except maybe if you grab Sentinel at MSGT.
Will to Survive
Suppression draws fire. Will to Survive is going to help keep your gunner from getting killed, and combines well with other DR items and abilities. Gunners are tanks by necessity, and benefit from additional protection.
Alternatives: Executioner or Ranger
Executioner doesn’t make sense with Holo-Targeting and Shredder; both of those abilities encourage positioning the gunner as your lead-off hitter. Executioner also doesn’t combine well with suppression. Gunners can benefit greatly from additional aim, so I imagine there are some gunner builds that can make use of this ability, but not the bullet wizard.
Ranger is very good. Eventually the gunner is going to be able to shoot twice, and hit the mark more often than not. With Ranger, those shots will do a bit more.
Double Tap
With Double Tap, you are getting the fussier multi-shot ability of the two. It only works every other turn, and sometimes you will forget that you used Double Tap on the previous turn, and so make a poor decision. Also the gunner must remain stationery for it to work. So this is a fussy ability, but very manageable given that you can suppress in between Double Taps, or relocate/reload when it is on cooldown, supposing you remember.
Alternatives: Rapid Fire or Ready for Anything
Rapid Fire is great. It is easier to use than Double Tap and available every turn. On the other hand, those two shots are less likely to hit due to the aim penalty. Rapid Fire is more valuable when paired with Command, but less valuable against enemies with high defense. I prefer Double Tap, but am not extremely confident that it matters which you choose.
Ready for Anything gives your gunner an extra shot, but its an overwatch, rather than a directed shot. Generally speaking, directed fire is more valuable than overwatches, and for this gunner build (w/ Holo-Targeting and Shredder Ammo) it is even more the case.
Danger Zone
The ability to suppress multiple enemies, and holo-target them as well, is only just good, until it is paired with Mayhem at MSTG rank. At that point it becomes an extremely powerful tool.
Alternatives: Resilience or Platform Stability
Resilience is a great ability for a soldier that will draw fire. The chance of a suppressing gunner being hit, and also crit, is low but not zero. Still, with WtS and other protections such as dense smoke, the gunner should be safe enough most of the time.
Platform Stability pairs very well with Double Tap or Rapid Fire. It makes sense if you are using Heat gunner build.
Mayhem
This is a fantastic ability that improves both direct fire, and suppression. It gives +2 damage either way, but for suppression targets, shred is now applied. This transforms the gunner’s suppression ability into a mini shredder rocket, which makes it an ideal opener for a real rocket. The bullet wizard offers a solid strategy for dealing with Muton Elites or Heavy Floaters behind indestructible cover, and other daunting situations in which dangerous enemies are on overwatch, or grouped together.
Alternatives: Extra Conditioning or Sentinel
Extra Conditioning is a very good ability that will modestly improve the gunner in a lot of ways. The extra HP is most significant, but my build already has Will to Survive and that should be enough to keep the gunner alive. Extra aim is nice but not as good as extra damage and guaranteed shred.
Sentinel is a very good ability, that might justify taking Opportunist. With lots of ammunition, and a high damage weapon, the Gunner is better suited to overwatch than most classes.
Great!
-Executioner pairs great with Flush and Mayhem to finish off targets in good cover.
It is also kinda nice with with Holo and Hyper Pupils Gene Mod: On Double Tabs you Holo+10 for yourself and then mostly get additional +10 if you hit OR miss the first shot. +20 on 2nd shot IS strong. There really should be an indicator if double is available or not, lol
Not too good experience on Rapid on Gunners bc of the low aim.
Also with Double you can hit (and shredder) two enemies.
I play with random stats so I still look for a gunner with very high mob and very high aim to "run&rapid". Otherwise prefer Double and Flush/suppress in between (if I can remember that is).
I got a gunner with exceptional aim from a request and turned her into a overwatch build incl ReadyFA. Amazing on terror missions and on close quartes maps, always with the SAWs.
Normally I use always LMGs. You didn't mention the SAW/LMG thing in this guide btw, which might be an important question for gunners and their builds.