


Some classes are better than others at different points in time, like assaults and engies being god-tier up until mutons/cyberdisks, when gunners, scouts and rocketeers will be doing most of the work. You almost always end up taking 8 different classes to each mission to be able to deal with any situation. Not only does every class do unique and specific things, but every class also has several ways of building it, ranging from versatile "a bit of everything" to tailor-made one-trick-ponies. They still need to be dealt with and can be a significant threat if they have the numbers. Have your infantry target the supportive enemies instead. You also want to chem the high DR enemies and if that's MEC's, you have other classes to deal with those.

Basically, their role changes from one of your primary damage dealers, to more of a supportive class that still has relevant damage. yes), the option of shooting at two different enemies regardless of their cover, shoot then overwatch etc. They are the really powerful damage dealers at that point, but they don't bring the versatility that your infantry gives you, in terms of battlefield control with their good overwatch (despite more enemies having LR etc. But that's fine, because there are other classes that get more powerful at that time, like gunners, snipers, HnR scouts and MECs. to keep their damage at a good level, but they will never be the monsters they used to. You can give them ranger, VPT and alloy-jacketed rounds etc. So in regards to infantry (I remember you going OW build?), yes, their damage does fall off later on in a campaign. They do one or two things great, but you need other classes/builds to cover up their deficiencies. But that's because you need a team of the different classes working together.
