Jump to content

정찰병 (롱 워 리밸런스)

From UFOpaedia

Back To Main Page

   Scout

The Scout is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is Reconnaissance, which allows them to detect nearby aliens when not engaged in combat.

Primary Weapon: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off Shotguns.
Class-Limited items: Marksman Scope


Abilities

Rank Ability

Specialist
Reconnaissance
Reconnaissance
Reconnaissance
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover].
Low Profile
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.

Lance Corporal
Smoke and Mirrors
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
Hit and Run
Hit and Run
Hit and Run

The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn.


Corporal
First Aid
First Aid
First Aid
Grants 2 medikits.
Bull Rush
Bull Rush
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three).
Shadowstep
Shadowstep
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.

Sergeant
Holo Rounds
Holo Rounds
Holo Rounds

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].

Disabler
Disabler
Disabler
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
Disabling Shot
Disabling Shot
Disabling Shot
Fire a 0 AP 1 damage shot that disables the target's main weapon. Grants +1 ammo to primary weapons. Does not work against mechanical targets (except SHIVs). Cannot be used after activating In The Zone. 3 turn cooldown. Only for Sniper/Strike Rifles.
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.

Tech Sergeant
Concealment
Concealment
Concealment
Grants an additional battle scanner. If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being Holo'd, being flanked, and performing any action will break this concealment. Firing from concealment grants +3 crit damage and +30 crit.

Gunnery Sergeant
Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.
Precision Shot
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles.
Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.


Master Sergeant
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Ranger
Ranger
Ranger

Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist 0 +6 +1 +8
   Lance Corporal 0 +2 - +2
   Corporal 0 +2 - +2
   Sergeant 0 - - +2
   Tech Sergeant 0 - - +1
   Gunnery Sergeant 0 - - -
   Master Sergeant 0 - - -
Total Health
0
Aim
+10
Mobility
+1
Will
+15

Hidden Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist 0 +3-9 +1 +4-12
   Lance Corporal 0 +1-3 - +1-3
   Corporal 0 +1-3 - +1-3
   Sergeant 0 - - +1-3
   Tech Sergeant 0 - - +0-2
   Gunnery Sergeant 0 - - -
   Master Sergeant 0 - - -
Total Health
0
Aim
+5-15
Mobility
+1
Will
+7-23

Tactical Advice

Role: Scout / Mobile Offense

The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it's only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.

Scouts have a great deal of flexibility, thanks in part to their innate Low Profile, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:

  • Scout: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using Shadowstep if any major threats choose to Overwatch. Even better is advancing under Concealment, which is an effective method of gaining vision with almost no risk, so long as it is employed properly. The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +5 aim to shots against spotted targets. They can be supplemented with Smoke & Mirrors later on for an extra charge.
  • Mobile DPS / Off-DPS: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks Hit and Run or Snapshot combined with other potent damage increasing abilities (Precision Shot, Bullseye, Ranger, Vital Point Targeting, and even Holo Rounds), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with Snapshot even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters Hit and Run attacks.
  • Utility / Fire Support: The Scout class contains a veritable toolbox of utility skills that can round out any squad. Concealment and Smoke & Mirrors can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like Mind Merge or Psychokinetic Strike. Holo-targeting, and Battle Scanners offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with First Aid as well.

Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. Concealment is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.

Sample Builds

Strike Rifle Ranger

Role: Anti-Overwatch/Disabler/Remover

This build focuses on the Scout's use of Strike Rifles. and maximizing the effect and utility of them. The general playstyle is to keep the scout in the midline and use disabling and precision shots to deal with heavy mechanicals and other troublesome targets. While not guaranteed, Snapshot provides a pretty good chance to chain multiple Strike Rifle shots, and more importantly makes the scout nigh-immune to reaction fire when combined with Shadowstep. Precision Shot allows for High Damage removal on demand, but can be replaced with Sprinter if the mobility is more desirable. Like all scout builds, the Ranger has concealment, which can be used to approach enemy lines, or cheese the AI with LOS breaking. Snapshot combines with both Disabling and Precision Shots, meaning that shot chaining is even more possible than it may initially seem.

Sample Ranger: Snapshot -> Shadowstep -> Disabler -> Concealment -> Precision Shot -> Ranger.

Snap Shot
Snap Shot
Shadowstep
Shadowstep
Disabler
Disabler
Concealment
Concealment
Precision Shot
Precision Shot
Ranger
Ranger

Notes: Low Profile does not work with Concealment. Ranger allows some general offensive utility, and allows for the carrying of a machine pistol if desired. Precision Shot can be switched out for Sprinter, or Ranger for Extra conditioning if the mobility/health /reduced fatigue is desirable.

Recommended Equipment: Marksman's Scope.

Flanker

Role: Recon/Flank Damage & Crits

Flankers are a LWR variant on the classic "Runner" build from Long War 1.0, their main focus is on reconnaissance and keeping the AI out of position with flanks, as such, perks are taken at several levels to improve mobility. In LW 1.0 there were several methods to increase crit chances and damage without items, these are far less common in LWR, so building +crit equipment for your Flanker scouts (such as Targeting Modules) is more of a priority. Flankers perform very well with Shotguns, but can also be equipped with SMGs or Carbines as alternatives.

Sample Flanker: Hit and Run -> Shadowstep -> VPT -> Concealment -> Sprinter -> Ranger.

Hit and Run
Hit and Run
Shadowstep
Shadowstep
Vital Point Targeting
Vital Point Targeting
Concealment
Concealment
Sprinter
Sprinter
Ranger
Ranger

Notes: Low Profile does not work with Concealment.

Recommended Equipment: Laser Sight, Targeting Module.

Spy

Role: Covert Operative

The Spy's job is to move fast and not get hit by EXALT, this means minimal focus is put into anything other than speed and survivability. No damage upgrades, no support abilities, all speed. As a plus, this soldier can sub in as a Strike Rifle Scout when not on a covert op, and thanks to Extra Conditioning should be consistently available. Holo Rounds provides some emergency utility to teammates during Covert Ops, and during regular operations is a reliable skill in general, with the possibility to chain when using a strike rifle.

Sample Spy: Snapshot -> Shadowstep -> Holo Rounds -> Concealment -> Sprinter - EC

Snap Shot
Snap Shot
Shadowstep
Shadowstep
Holo Rounds
Holo Rounds
Concealment
Concealment
Sprinter
Sprinter
Extra Conditioning
Extra Conditioning

Notes: As always, Low Profile does not apply to Concealment. This is the absolute highest mobility a soldier can get without Equipment, the total gain (Shadowstep's 1.2, Sprinter's 1.2, and EC's 0.6, combined with the 0.6 gained from being a scout) is 3.6 tiles of movement. Walker Servos is not recommended for Spies, because Walker Servos sets movement to 8.7 tiles, which would likely be slower than the scout could move otherwise.

Recommended Equipment:

Mobile Support Unit

Role: Mobile Support...

Support Scouts rarely shoot, instead they spend their time keeping units safe with smoke, topping off allies with medkits, or dealing out justice with Chem and Concussion Grenades. When they do shoot they make sure the rest of their team hits with Holo Targeting, but otherwise they mostly stay in midrange or concealed until necessary. MSUs are a decent choice for carrying Stun Rifles, but Carbines are also an excellent alternative should the higher damage output be desirable. MSU is a good way to build high will scouts if you don't intend to turn them into Jaegers, as Psi Grenades and Mimic Beacons both fall under the support grenade category.

Sample MSU: Smoke and Mirrors -> First Aid -> Holo Rounds -> Concealment -> Packmaster - EC

Smoke and Mirrors
Smoke and Mirrors
First Aid
First Aid
Holo Rounds
Holo Rounds
Concealment
Concealment
Packmaster
Packmaster
Extra Conditioning
Extra Conditioning

Reccomended Equipment: Support Grenades (Smoke, Concussion (Flashbang), Chem, Psi Grenade, Mimic Beacon)

See also