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[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]


!! NOT UPDATED TO LWR YET !!
[[File: Class Jaeger (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;'''''Jaeger''''']]


[[File: Class Jaeger (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;<b><i>Jaeger</i></b>]]
MEC variant of the '''Sniper''' and '''Scout''' classes. The Jaeger is designed for fire support with a plethora of offensive perks to increase damage. Jaegers' main drawback are their poor selection of defensive perks, making them a bit fragile for MECs.
<div style="float:right; padding:0 15px 15px 20px;">
    <div>__TOC__<br/></div>
    <div style="float: left; padding-left: 40px;">{{Header (Long War)}}</div>
    </div>
</div>
 
MEC variant of the '''Sniper''' class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.


:'''Primary Weapon:''' MEC Primary Weapons
:'''Primary Weapon:''' MEC Primary Weapons
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
:'''Class-Limited items:''' MEC Equipment items
:'''Class-Limited items:''' MEC Equipment items
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]''' Aim x2, Mob x2.
<br/>


<div style="clear: both;"> </div>
== Abilities ==
== Abilities ==
{{Class Tree (Long War)|
{{Class Tree (LWR)|
|Specialist1={{In The Zone (Long War) |text=1}}
|Specialist1={{Hunter (LWR) |text=1|topbotpad=10}}{{Combined Arms (LWR) |text=1|topbotpad=10}}
|SpecialistE1=''No other bonuses.''
|LCorporal1={{Rapid Fire (LWR) |text=1|topbotpad=10}}
|LCorporal1={{Damn Good Ground (Long War) |text=1}}
|LCorporal2={{Pyro (LWR) |text=1|topbotpad=10}}
|LCorporal2={{Platform Stability (Long War) |text=1}}
|LCorporal3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}
|LCorporal3={{Sharpshooter (Long War) |text=1}}
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}}
|LCorporalE1=''No other bonuses.''
|Corporal2={{Impact (LWR) |text=1|topbotpad=10}}
|LCorporalE2=''No other bonuses.''
|Corporal3={{Jetboot Module (LWR) |text=1|topbotpad=10}}
|LCorporalE3=''No other bonuses.''
|Sergeant1={{Lock n' Load (LWR) |text=1|topbotpad=10}}
|Corporal1={{Executioner (Long War) |text=1}}
|Sergeant2={{Aggression (LWR) |text=1|topbotpad=10}}
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}
|Sergeant3={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
|Corporal3={{Flush (Long War) |text=1}}
|TechSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}
|CorporalE1=''No other bonuses.''
|GunSgt1={{Lone Wolf (LWR) |text=1|topbotpad=10}}
|CorporalE2='''+2 Will.'''
|GunSgt2={{Awareness (LWR) |text=1|topbotpad=10}}  
|CorporalE3=''No other bonuses.''
|GunSgt3={{Repulsor (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Lone Wolf (Long War) |text=1}}
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}
|MSgt2={{Sprinter (LWR) |text=1|topbotpad=10}}
|Sergeant3={{Ranger (Long War) |text=1}}
|SergeantE1=''No other bonuses.''
|SergeantE2='''+2 Aim.'''
|SergeantE3=''No other bonuses.''
|TechSgt1={{Aggression (Long War) |text=1}}
|TechSgt2={{Damage Control (Long War) |text=1}}
|TechSgt3={{Squadsight (Long War) |text=1}}
|TechSgtE1=''No other bonuses.''
|TechSgtE2='''+2 Will.'''
|TechSgtE3=''No other bonuses.''
|GunSgt1={{Repair Servos (Long War) |text=1}}
|GunSgt2={{Bring Em On (Long War) |text=1}}
|GunSgt3={{Shredder Ammo (Long War) |text=1}}
|GunSgtE1='''+2 Will.'''
|GunSgtE2=''No other bonuses.''
|GunSgtE3=''No other bonuses.''
|MSgt1={{Lock N Load (Long War) |text=1}}
|MSgt2={{Absorption Fields (Long War) |text=1}}
|MSgt3={{Vital Point Targeting (Long War) |text=1}}
|MSgtE1=''No other bonuses.''
|MSgtE2='''-1 Mobility.'''
|MSgtE3=''No other bonuses.''
}}
}}


== Stat Progression ==
==Tactical Advice==
 
{| class="wikitable"
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*
|-
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)
|-
|Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6)
|-
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)
|-
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)
|-
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)
|-
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)
|-
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)
|}
 
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).


==Tactical Advice==
Jaegers are extreme glass cannons, having the highest potential damage output of any class in the game, MEC or not, but having little to no defensive perks to keep them alive. ''Hunter'' and the LCPL perks are the main reason for this; as long as you can keep sight on enemies, you can dish out massive damage from turn to turn. The lack of defensive abilities makes this easier said than done, however.
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead '''Squadsight''' and '''In The Zone''' make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.


== Sample Builds ==
== Sample Builds ==
===Long-range ITZ cannon===


LCPL: '''Platform Stability''': Adds aim and crit chance to every action in the ITZ chain, if you fire without moving.
Much like the Sniper class that they may have been augmented from, Jaegers are fairly one-dimensional in what they do and how they do it. Because of this, you have a ton of flexibility in what perks you choose at each rank, regardless of your LCPL choice.


CPL: '''Executioner''' : ITZ chains often involve finishing off wounded targets.
===Rapid Fire Jaeger===


SGT: '''Ranger''' : ITZ needs raw damage, and Ranger provides it.
Jaegers that happen to take ''Rapid Fire'' are the ultimate in risk/reward; Rapid Fire's aim penalty and the Jaeger's general frailty make it difficult to use to its full potential, but it also unlocks the single highest per turn damage possible barring shenanigans with free actions. Because of the Rapid Fire aim penalty, extra aim from either items, close range, or flanks tends to be necessary to effectively hit targets. There will also be times where this build isn't ammo-efficient compared to other options, as its sheer damage output is only necessary against some enemies and you have to spend more ammo to get it.


TSGT: '''Squadsight''' : Core perk. Allows the Jaeger to fire from beyond visual range, enabling this extreme-damage but squishy build. 
Sample Rapid Fire Build:
''Rapid Fire -> Sharpshooter or Jetboot Module -> Lock n' Load or Bring 'Em On -> Killer Instinct -> Awareness -> Sprinter''


GSGT: '''Bring 'Em On''': More damage, but only on crits, which you can't rely on for ITZ. Either of the other perks works as well - Repair Servos to take a hit, Shredder Ammo for utility on turns you can't take advantage of ITZ.
{{Ability List Display
|level1={{Rapid Fire  (LWR)|align=center|topbotpad=7}}
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}} {{Jetboot Module (LWR)|align=center|topbotpad=7}}
|level3={{Lock n' Load (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level4={{Killer Instinct (LWR)|align=center|topbotpad=7}}
|level5={{Awareness (LWR)|align=center|topbotpad=7}}
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}
}}


MSGT: '''Vital Point Targeting''' : ITZ need damage to continue, adding more damage. '''Lock N' Load''' is also a good choice.
'''Recommended Equipment:''' Kinetic Strike Module, Flamethrower, Electropulse, Light MEC Suit, Aim-increasers, Ammo-increasers


This build is pure glass cannon, so it should engage from the rear of the battlefield. Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles). Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ. Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role, or Grenade Launcher to help with cover destruction (or just don't equip anything at all).
Notes:
* Because the Jaeger has no tank perks, heavy MEC suits may do more harm than good as they increase the likelihood that it will be shot.
* Grenade Launchers can pair decently with ''Hunter'', giving the Jaeger an emergency way to break Overwatch due to Hunter's cloaking.
** Gravity Mines can perform a similar role, but the delayed explosion tends to put the Jaeger in danger.
* Kinetic Strike Module can be useful to have on hand when dealing with enemies with high DR, or when trying to save ammo when Hunter shots are inactive or unnecessary.
* Flamethrowers and Electropulses can cover your weakness to swarms of weaker enemies, and can help you save ammo in some situations as well.
* At the earlier ranks you have multiple options when it comes to perk selections:
** At CPL, ''Sharpshooter'' is a plain aim increase against biologicals, while ''Jetboot Module'' lets you more easily get aim from height advantages, flanks, or proximity, and in general enables some more aggresive plays.
** At SGT, ''Bring 'Em On'' gives extra aim and increases survivability, pairing well with ''Jetboot Module'', while ''Lock n' Load'' gives some more sustainability, giving you the option to reload and shoot, which pairs better with ''Sharpshooter''.


===Short-range ITZ flanker===
===Pyro Jaeger===


LCPL: '''Sharpshooter''': Adds crit chance to every action in the ITZ which is important for reliable killing power.
Defensive perks and mobility perks are useful, as flamethrower use often requires the MEC to be placed in an exposed position, and good mobility can help maximize the number of enemies targeted with the flamethrower. Some degree of safety is provided by the fact that flamethrower attacks have a chance to cause panic. However, care should still be taken to place the MEC in safe positions. Use full cover to block line of sight for enemies that your MEC is not currently trying to burn to a crisp.


CPL: '''Executioner''' : ITZ chains often involve finishing off wounded targets.
Sample Pyro Build:
''Pyro-> Jetboot Module -> Bring 'Em On -> Killer Instinct -> Awareness or Repulsor -> Any''


SGT: '''Lone Wolf''' : ITZ needs high aim and crit chance to be effective, and this build will almost always be at least 7 tiles away from the team.
{{Ability List Display
|level1={{Pyro (LWR)|align=center|topbotpad=7}}
|level2={{Jetboot Module (LWR)|align=center|topbotpad=7}}
|level3={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level4={{Killer Instinct (LWR)|align=center|topbotpad=7}}
|level5={{Awareness (LWR)|align=center|topbotpad=7}} {{Repulsor (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}
}}


TSGT: '''Aggression''' : This perk is crucial for enabling flanking shots to have 100% chance to crit even after multiple ITZ kills. 
'''Recommended Equipment:''' Flamethrower, Incinerator Amp, Kinetic Strike Module, Electropulse, Survivability-increasers


GSGT: '''Bring 'Em On''': This perk pulls the rest of the build together, with this you should, in most cases, have a 100% chance to instantly kill most organic targets if they are flanked.
Notes:
* Kinetic Strike Module can be useful when dealing with mechanical enemies, which are not affected by the flamethrower.
* At GSGT, ''Awareness'' almost guarantees that you won't be shot when combined with the defense of light MEC suits, whereas ''Repulsor'' can be a better choice when using heavy MEC suits.
** ''Awareness'' can alternatively be obtained by a Cognitive Enhancer; in this case, taking ''Repulsor'' allows you to get the best of both worlds.
* At MSGT, ''Extra Conditioning'' gives extra HP, pairing better with heavy MEC suits, while ''Sprinter'' provides a defense boost and higher mobility to get you flanks or optimal flamethrower positioning.


MSGT: '''Vital Point Targeting''' : ITZ needs damage to continue, adding more damage. '''Lock N' Load''' is also a good choice.
===VPT Jaeger===


This build is an agile glass cannon, so it is best suited in a high mobility MEC platform. This unit operates on the principle that everything it shoots must die, it can move for multiple flanking shots, and then move back out of the enemies sight. The best gear is that of increasing crit chance and damage. A Scope, Targeting Module, and Battle Computer work nicely. It's even also a good idea to equip this unit with a Pulse Lance for increased crit chance.
Jaegers that take ''Vital Point Targeting'' trade some of the raw damage output for mid-range accuracy and ammo-efficiency. This build won't put out as much damage Rapid Fire build (especially against mechanical enemies), but it can do so much more safely and more consistently. VPT Jagers will want more often to flank and target biological enemies to achieve their full potential. For that reason they prefer mobility and defense, while damage will come naturally on its own.


===Mid-range ITZ Tank===
Sample VPT Build:
''Vital Point Targeting -> Jetboot Module -> Aggression or Bring 'Em On -> Killer Instinct -> Awareness -> Sprinter''


LCPL: '''Platform Stability''': + aim / crit %. 
{{Ability List Display
 
|level1={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
CPL: '''Executioner''' : + aim / crit %.
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}} {{Jetboot Module (LWR)|align=center|topbotpad=7}}
 
|level3={{Aggression (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
SGT: '''Ranger''' : + dmg.
|level4={{Killer Instinct (LWR)|align=center|topbotpad=7}}
 
|level5={{Awareness (LWR)|align=center|topbotpad=7}}
TSGT: ''' Damage Control''' : +1.5 DR. 
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}
 
}}
GSGT: ''' Repair Servos''': Auto-repair.


MSGT: ''' Absorption Fields''' : +DR
'''Recommended Equipment:''' Kinetic Strike Module, Electropulse, Light MEC Suit, Aim-increasers, Damage-increasers, Defense-increasers


This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks. This unit operates within enemy sight range (no '''Squadsight'''), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into '''One for All''' position.
Notes:
* The added mobility and defense of light MEC suits lets a VPT Jaeger go for wider flanks more safely.
* Kinetic Strike Module is particularly useful at times for this build, ensuring that you always are effective even against mechanical enemies. It can be risky to use, however, since you typically don't want to close in with this build.
* At the earlier ranks you have multiple options when it comes to perk selections:
** At SGT, ''Aggression'' provides a lot more damage, ''Bring 'Em On'' sacrifices some of that damage, but also gives extra survivability, so it is also a decent option.


==See also==
==See also==
{{Soldiers (Long War) Navbar}}
{{Soldiers (LWR) Navbar}}
[[Category: Long War]]
[[Category: Long War Rebalance]]
[[Category: Soldiers (Long War)]]
[[Category: Soldiers (LWR)]]
[[Category: MECs (Long War)]]
[[Category: MECs (LWR)]]

Latest revision as of 22:42, 27 December 2025

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   Jaeger

MEC variant of the Sniper and Scout classes. The Jaeger is designed for fire support with a plethora of offensive perks to increase damage. Jaegers' main drawback are their poor selection of defensive perks, making them a bit fragile for MECs.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items
Attribute Growth: Aim x2, Mob x2.


Abilities

Rank Ability

Specialist
Hunter
Hunter
Hunter
This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. All hiding (Cloaked or Stealthed) breaks at the end of turn or after a non-movement action. When cloaked, shots gain +50% weapon damage and +30 crit. Grants Combined Arms [All weapons and equipment deal +1 damage].
Combined Arms
Combined Arms
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.

Lance Corporal
Rapid Fire
Rapid Fire
Rapid Fire

Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance.

Pyro
Pyro
Pyro

The first Flamethrower use each turn will leave this unit with 1 AP. Flamethrowers deal -3 damage and gain +5 charges.

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.

Corporal
Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
Jetboot Module
Jetboot Module
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting).

Sergeant
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.
Bring 'Em On
Bring 'Em On
Bring 'Em On

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.


Tech Sergeant
Killer Instinct
Killer Instinct
Killer Instinct
Grants +30% crit damage.

Gunnery Sergeant
Lone Wolf
Lone Wolf
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit.
Awareness
Awareness
Awareness
A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots.
Repulsor
Repulsor
Repulsor
If at full HP, non-psionic attacks are repulsed, causing them to graze (dealing only half of the original damage)

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.
Sprinter
Sprinter
Sprinter

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


Tactical Advice

Jaegers are extreme glass cannons, having the highest potential damage output of any class in the game, MEC or not, but having little to no defensive perks to keep them alive. Hunter and the LCPL perks are the main reason for this; as long as you can keep sight on enemies, you can dish out massive damage from turn to turn. The lack of defensive abilities makes this easier said than done, however.

Sample Builds

Much like the Sniper class that they may have been augmented from, Jaegers are fairly one-dimensional in what they do and how they do it. Because of this, you have a ton of flexibility in what perks you choose at each rank, regardless of your LCPL choice.

Rapid Fire Jaeger

Jaegers that happen to take Rapid Fire are the ultimate in risk/reward; Rapid Fire's aim penalty and the Jaeger's general frailty make it difficult to use to its full potential, but it also unlocks the single highest per turn damage possible barring shenanigans with free actions. Because of the Rapid Fire aim penalty, extra aim from either items, close range, or flanks tends to be necessary to effectively hit targets. There will also be times where this build isn't ammo-efficient compared to other options, as its sheer damage output is only necessary against some enemies and you have to spend more ammo to get it.

Sample Rapid Fire Build: Rapid Fire -> Sharpshooter or Jetboot Module -> Lock n' Load or Bring 'Em On -> Killer Instinct -> Awareness -> Sprinter

Rapid Fire
Rapid Fire
Sharpshooter
Sharpshooter
Jetboot Module
Jetboot Module
Lock n' Load
Lock n' Load
Bring 'Em On
Bring 'Em On
Killer Instinct
Killer Instinct
Awareness
Awareness
Sprinter
Sprinter

Recommended Equipment: Kinetic Strike Module, Flamethrower, Electropulse, Light MEC Suit, Aim-increasers, Ammo-increasers

Notes:

  • Because the Jaeger has no tank perks, heavy MEC suits may do more harm than good as they increase the likelihood that it will be shot.
  • Grenade Launchers can pair decently with Hunter, giving the Jaeger an emergency way to break Overwatch due to Hunter's cloaking.
    • Gravity Mines can perform a similar role, but the delayed explosion tends to put the Jaeger in danger.
  • Kinetic Strike Module can be useful to have on hand when dealing with enemies with high DR, or when trying to save ammo when Hunter shots are inactive or unnecessary.
  • Flamethrowers and Electropulses can cover your weakness to swarms of weaker enemies, and can help you save ammo in some situations as well.
  • At the earlier ranks you have multiple options when it comes to perk selections:
    • At CPL, Sharpshooter is a plain aim increase against biologicals, while Jetboot Module lets you more easily get aim from height advantages, flanks, or proximity, and in general enables some more aggresive plays.
    • At SGT, Bring 'Em On gives extra aim and increases survivability, pairing well with Jetboot Module, while Lock n' Load gives some more sustainability, giving you the option to reload and shoot, which pairs better with Sharpshooter.

Pyro Jaeger

Defensive perks and mobility perks are useful, as flamethrower use often requires the MEC to be placed in an exposed position, and good mobility can help maximize the number of enemies targeted with the flamethrower. Some degree of safety is provided by the fact that flamethrower attacks have a chance to cause panic. However, care should still be taken to place the MEC in safe positions. Use full cover to block line of sight for enemies that your MEC is not currently trying to burn to a crisp.

Sample Pyro Build: Pyro-> Jetboot Module -> Bring 'Em On -> Killer Instinct -> Awareness or Repulsor -> Any

Pyro
Pyro
Jetboot Module
Jetboot Module
Bring 'Em On
Bring 'Em On
Killer Instinct
Killer Instinct
Awareness
Awareness
Repulsor
Repulsor
Extra Conditioning
Extra Conditioning
Sprinter
Sprinter

Recommended Equipment: Flamethrower, Incinerator Amp, Kinetic Strike Module, Electropulse, Survivability-increasers

Notes:

  • Kinetic Strike Module can be useful when dealing with mechanical enemies, which are not affected by the flamethrower.
  • At GSGT, Awareness almost guarantees that you won't be shot when combined with the defense of light MEC suits, whereas Repulsor can be a better choice when using heavy MEC suits.
    • Awareness can alternatively be obtained by a Cognitive Enhancer; in this case, taking Repulsor allows you to get the best of both worlds.
  • At MSGT, Extra Conditioning gives extra HP, pairing better with heavy MEC suits, while Sprinter provides a defense boost and higher mobility to get you flanks or optimal flamethrower positioning.

VPT Jaeger

Jaegers that take Vital Point Targeting trade some of the raw damage output for mid-range accuracy and ammo-efficiency. This build won't put out as much damage Rapid Fire build (especially against mechanical enemies), but it can do so much more safely and more consistently. VPT Jagers will want more often to flank and target biological enemies to achieve their full potential. For that reason they prefer mobility and defense, while damage will come naturally on its own.

Sample VPT Build: Vital Point Targeting -> Jetboot Module -> Aggression or Bring 'Em On -> Killer Instinct -> Awareness -> Sprinter

Vital Point Targeting
Vital Point Targeting
Sharpshooter
Sharpshooter
Jetboot Module
Jetboot Module
Aggression
Aggression
Bring 'Em On
Bring 'Em On
Killer Instinct
Killer Instinct
Awareness
Awareness
Sprinter
Sprinter

Recommended Equipment: Kinetic Strike Module, Electropulse, Light MEC Suit, Aim-increasers, Damage-increasers, Defense-increasers

Notes:

  • The added mobility and defense of light MEC suits lets a VPT Jaeger go for wider flanks more safely.
  • Kinetic Strike Module is particularly useful at times for this build, ensuring that you always are effective even against mechanical enemies. It can be risky to use, however, since you typically don't want to close in with this build.
  • At the earlier ranks you have multiple options when it comes to perk selections:
    • At SGT, Aggression provides a lot more damage, Bring 'Em On sacrifices some of that damage, but also gives extra survivability, so it is also a decent option.

See also