Agree, support is absolutely useless in higher difficulty ironman games. Classic ironman is probably the last difficulty you might actually make use of it, but impossible ironman, early, middle or late game, they are an absolute waste of 1 unit. And you're right, the other classes are so much better, assault run and gun, tied best squaddie skill with heavy rocket, sniper squadsight at level 2 embarrasses the support level 2 skill (in impossible ironman, moving an extra 3 squares often means death to all your men due to multiple aggro / teleport bug.
So yeah, discussion is very short, on higher level difficulties, supports are useless. I stay well clear of them, in fact, in my last impossible ironman campaign which I won 2 days ago, I played early game with 2 heavy / 3 assault / 1 sniper, and middle / late game 2 squadsight snipers, 4 rapidfire assaults. Last time I used a support was in March 2015, and my game lasted for over a game year.
Supports really are a waste of space, I can't stress that enough.
Soldier Classes in XCOM 2 dictate the Soldier Abilities of a combat unit known as a Soldier. You may recruit new soldiers through the Armory for a cost of 25 Supplies or as rewards for completing some Missions and objectives. Rookie soldiers are promoted to a class at random through combat experience or they can be assigned classes in the Guerrilla Tactics School inside the Armory. It takes 5 days to train a Rookie to have a Class in the Guerrilla Tactics School, and as they succeed in Missions and are promoted they will unlock new abilities. Soldiers can further improve their Stats through Personal Combat Sims which are specially designed training modules and soldiers can be fully customized aesthetically as well as subtle elements such as personality traits. Customized soldiers can be saved to a player pool for use in future games. Soldiers can die and will be memorialized in the Avenger'sMemorial.
A squad, that you deploy during Missions, is comprised of 4-6 soldiers. The initial squad size is 4, but can be upgraded up to 6 via New Combat Tactics in the Guerrilla Tactics School. Mixing and matching the appropriate soldier classes to suit the mission will be the key to victory. Your initial squad of recruits are low skilled and highly underpowered and will improve as they are promoted and receive Upgrades to their Weapons as well as improved Armor and Utility Items gained through Research Projects and Engineering Projects. The Items gained through completing missions will fund those projects.
A soldier's loadout is comprised of an Armor, 1 Primary Weapon, 1 Secondary Weapon and 1 Utility Item. An extra slot for a Heavy Weapon becomes available when a soldier has the E.X.O. Suit equipped in the armor slot. Also, the second utility slot becomes available as you equip your soldiers with medium armor.
There are 5 base Classes and they are listed below. Shen's Last GiftDLC adds a sixth class, a front line class of robotic units called SPARK.
Serving as our demolitions experts. the Grenadiers provide heavy ordinance delivery whenever and wherever we need it.
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.
Just like it sounds. our sharpshooters engage enemy targets with pinpoint accuracy from extreme range. They're also trained in pistol marksmanship for the occasional close encounter.
Operating some of our most advanced equipment. Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.
While the other classes level up through combat, the Psi Operative does so through studying with abilities that unlock at random.