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[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]
[[File: Class Scout (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;'''''Scout''''']]
[[File: Class Scout (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;'''''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.
The '''Scout''' is a unique class, combining elements of Assaults and Strike Rifle 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.
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Strike Rifles, Arc Weapons.
:'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off Shotguns.
:'''Secondary Weapon''': Pistols, Autopistols, Sawed-off Shotguns.
:'''Class-Limited items''':  Marksman Scope
:'''Class-Limited items''':  Marksman Scope, Battle Scanner
<br/>
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]'''  Aim x2, Mob x2.
<br/>  


== Abilities ==
== Abilities ==
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{{Class Tree (LWR)|
{{Class Tree (LWR)|
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}
|LCorporal1={{Bullseye (LWR) |text=1|topbotpad=10}}
|LCorporal2={{Snapshot (LWR) |text=1|topbotpad=10}}
|LCorporal2={{Hit and Run (LWR) |text=1|topbotpad=10}}
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}
|Corporal1={{Executioner (LWR) |text=1|topbotpad=10}}
|Corporal1={{Snapshot (LWR) |text=1|topbotpad=10}}  
|Corporal2={{Bullseye (LWR) |text=1|topbotpad=10}}  
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}  
|Corporal3={{Shadowstep (LWR) |text=1|topbotpad=10}}
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Packmaster (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}
|Sergeant2={{Disabling Shot (LWR) |text=1|topbotpad=10}}
|Sergeant2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}
|Sergeant3={{Tinker (LWR) |text=1|topbotpad=10}}
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}
|GunSgt1={{First Aid (LWR) |text=1|topbotpad=10}}
|GunSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}}
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}
|GunSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}}
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}
|GunSgt3={{Kitted (LWR) |text=1|topbotpad=10}}
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}
|MSgt2={{Ranger (LWR) |text=1|topbotpad=10}}
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
}}
 
== Attribute Progression ==
 
{{Stat Progression Table (LWR)
| rank1-hp=- | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12
| rank2-hp=- | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3
| rank3-hp=- | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+1-3
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+0-2
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=- | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23
}}
 
'''Predictable Potential:'''
 
{{Stat Progression Table (LWR)
| rank1-hp=- | rank1-aim=+6 | rank1-mob=- | rank1-will=+8
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+1
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=- | aimtotal=+10 | mobtotal=- | willtotal=+15
}}
}}


== Tactical Advice ==
== Tactical Advice ==
'''Role''': Scout / Mobile Offense
'''Role''': Scout / Mobile Offense / Frontline Support


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.
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of ''Reconnaissance'' - this Perk 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. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.


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:
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'', and ''Vital Point Targeting''), 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''. ''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.
* '''Scout''': A major role of the Scout class is in their ability to recon. In Long War, 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. ''Low Profile'' allows them to safely turtle even in low cover, and then later they have more options to escape using ''Shadowstep'' and ''Pathfinder'' abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.


Sample Ranger:
* '''Mobile DPS / Off-DPS''': The Scout can be specialized as a damage dealer thanks to the presence of offensive perks ''Hit and Run'' or ''Bullseye''. These two abilities create two disting builds and combined with other potent damage increasing abilities (''Precision Shot'', ''Snapshot'', ''Ranger'', and ''Vital Point Targeting'') allow a damage-focused Scout to effectively compete with other classes. ''Hit and Run'' is more mobile crit based builds that prefers using SMGs, while ''Bullseye'' is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, ''Hit and Run'' can be very effective with Strike Rifles or even Shotgun, while ''Bullseye'' Scout for example can keep moving a lot and still dish out damage consistently.
''Snapshot -> Shadowstep ->  Disabler -> Concealment -> Precision Shot -> Ranger.''


{{Ability List Display
* '''Utility / Fire Support''': The Scout class contains a veritable toolbox of utility skills that can round out any squad. ''Smoke & Mirrors'' can make for a good support Scout, able to concuss, corrode, or even shred enemies from  range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}
|level3={{Disabler (LWR)|align=center|topbotpad=7}}
|level4={{Concealment (LWR)|align=center|topbotpad=7}}
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}
|level6={{Ranger (LWR)|align=center|topbotpad=7}}
}}


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.
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. ''Hit and Run'' scout can make for a potent damage operative.


===Flanker===
==Sample Builds==
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.''
 
{{Ability List Display
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level4={{Concealment (LWR)|align=center|topbotpad=7}}
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}
|level6={{Ranger (LWR)|align=center|topbotpad=7}}
}}
 
Notes: Low Profile does not work with Concealment.
 
Recommended Equipment: Laser Sight, Targeting Module.
 
===Recon Support===
Role: Recon & Disorienter/Disabler
 
The Recon Support scout is the best soldier on the team to run into close range and use concussion/psi grenades thanks to its exclusive low profile perk. The natural extension of this specialization is the disabling shot, which is difficult to use but possible thanks to the Bullseye perk. Unlike the pure support scout, when the scout is out of grenades, they are still capable of bullseye + shooting to finish enemies off. The Recon Support scout is also an excellent choice for psionics as they can extend their disabling role with mindfray and psi panic.


Sample Recon Support:
===Support Scout===
''Smoke And Mirrors -> Bullseye -> Disabling Shot -> Concealment -> Sprinter -> Ranger''
The support Scout uses ''Smoke And Mirrors'' to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, ''Disabling Shot'' and the ever important ''Recon'' ability bundled with ''Low Profile'' for added survivability. ''Ranger'' is intersting to give the more range and damage with Pisols, but instead ''Disabling shot'' could be used for example to disable an alien leader. ''Tinker'' is unique to Scout and strong vs certain lategame aliens, but then ''Impact'' would add valuable anti-ow option. There is more choices, ''Shadowstep'' is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, ''Kitted'' gives those handy extra items. You can't go wrong by experimenting, this build has lots of flexibility.


{{Ability List Display
{{Ability List Display
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level2={{Bullseye (LWR)|align=center|topbotpad=7}}
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}
|level3={{Disabling Shot (LWR)|align=center|topbotpad=7}}
|level3={{Tinker (LWR)|align=center|topbotpad=7}}
|level4={{Concealment (LWR)|align=center|topbotpad=7}}
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (LWR)|align=center|topbotpad=7}}
|level6={{Ranger (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}
}}


Note: Late game Recon Support become worthy snipers when they stack Bullseye's +50 crit, Concealment's +30% crit, and Precision Shot's +30 crit and +50% weapon damage, but may instead choose sprinter if they value their supportive role more.
'''Recommended Weapons:''' Strike Rifle or Arc Rifle<br>
 
'''Recommended Equipment:''' Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners
Recommended Equipment: Concussion Grenade, Marksman Scope, Strike Rifle
 
===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 they hit with executioner, 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.
Notes
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren't in range, or simply aren't worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.


Sample MSU:
===Marksman Scout===
''Smoke and Mirrors -> Executioner -> Packmaster -> Concealment -> First Aid - EC''
The Marksman Scout offers consistent fire support at up to mid ''Squadsight'' range through ''Bullseye'' (or longer with ''Precision Shot'') and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with ''Snapshot'' and ''Impact''. This build can be assimilated to a less damaging but more mobile Sniper with added utility in ''Recon'', Battle scanners and immediate Overwatch clearing. 


{{Ability List Display
{{Ability List Display
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}
|level2={{Executioner (LWR)|align=center|topbotpad=7}}
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}
|level3={{Packmaster (LWR)|align=center|topbotpad=7}}
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level4={{Concealment (LWR)|align=center|topbotpad=7}}
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}
|level5={{First Aid (LWR)|align=center|topbotpad=7}}
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}
}}


Reccomended Equipment: Support Grenades (Smoke, Concussion (Flashbang), Chem, Psi Grenade, Mimic Beacon)
'''Recommended Weapons:''' Strike rifle. Secondary Sawn-off or autopistol<br>
</div>
'''Recommended Equipment:''' Marksman's Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).
 
===Spy (OUTDATED)===
Update: As of v1.30.00, the Covert Operatives now have a mobility debuff of -50%, scouts no longer receive any mobility upon promotion, shadow-step only grants +0.6 mobility, and the Covert Operative must spend a turn hacking the terminal before moving.


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.  
Notes
* ''Shadowstep'' allows the Marksman Scout to be essentially immune to reaction fire and can be particularly helpful when on the retreat or attempting a flank. If you aren't concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.
* At MSGT, you can choose to focus on more raw damage through ''Aggression'' or a further increased multi-shot chance and some nice stats from ''Extra Conditioning''.


Sample Spy:
===Hit and Run Scout===
''Snapshot -> Shadowstep -> Vital Point Targeting-> Concealment -> Sprinter - EC''
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for ''Hit and Run'' to activate. Properly supported, the HnR Scout can efficiently and reliably 'delete' high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of ''Recon'' stays a welcome addition to any squad.


{{Ability List Display
{{Ability List Display
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}
|level2={{Ranger (LWR)|align=center|topbotpad=7}}
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level4={{Concealment (LWR)|align=center|topbotpad=7}}
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}
}}
}}


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 Weapons:''' Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol<br>
'''Recommended Equipment:''' Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo
 


Recommended Equipment:
Notes
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.
* Each weapon choice fulfills a different role on the team:
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don't necessarily need to bring extra mobility items due to the SMG's bonus.
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun's mobility penalty so that you can get in and get out.
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special ''Shot'' at GSGT to benefit this weapon choice, but you'll lock yourself into Strike Rifles as a result.
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw damage.


==See also==
==See also==

Latest revision as of 22:47, 27 December 2025

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   Scout

The Scout is a unique class, combining elements of Assaults and Strike Rifle 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, SMGs, Shotguns, Strike Rifles, Arc Weapons.
Secondary Weapon: Pistols, Autopistols, Sawed-off Shotguns.
Class-Limited items: Marksman Scope, Battle Scanner
Attribute Growth: Aim x2, Mob x2.


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
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).
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.

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.

Corporal
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
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.

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.

Sergeant
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
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.
Tinker
Tinker
Tinker
Concussion and psi grenades add 20 shred to their targets. On detonation, smoke grenades repair all shred.

Tech Sergeant
Pathfinder
Pathfinder
Pathfinder
Grants +1 Battlescanner and +0.6 mobility. If this unit activates enemies when moving, they regain up to 2 AP. Does not apply to covert operatives. Maximum of one activation per turn. Fails if another allied unit acts before the pod finished activating.

Gunnery Sergeant
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.
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.
Kitted
Kitted
Kitted
Grants a medikit and a smoke grenade. If this unit does not have a scope, it gains a generic scope (+10 aim). If this unit does not have a plating, it gains a generic plating (+2 armor HP).

Master Sergeant
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.
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.


Tactical Advice

Role: Scout / Mobile Offense / Frontline Support

The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of Reconnaissance - this Perk 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. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.

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, 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. Low Profile allows them to safely turtle even in low cover, and then later they have more options to escape using Shadowstep and Pathfinder abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.
  • Mobile DPS / Off-DPS: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks Hit and Run or Bullseye. These two abilities create two disting builds and combined with other potent damage increasing abilities (Precision Shot, Snapshot, Ranger, and Vital Point Targeting) allow a damage-focused Scout to effectively compete with other classes. Hit and Run is more mobile crit based builds that prefers using SMGs, while Bullseye is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, Hit and Run can be very effective with Strike Rifles or even Shotgun, while Bullseye Scout for example can keep moving a lot and still dish out damage consistently.
  • Utility / Fire Support: The Scout class contains a veritable toolbox of utility skills that can round out any squad. Smoke & Mirrors can make for a good support Scout, able to concuss, corrode, or even shred enemies from range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.


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. Hit and Run scout can make for a potent damage operative.

Sample Builds

Support Scout

The support Scout uses Smoke And Mirrors to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, Disabling Shot and the ever important Recon ability bundled with Low Profile for added survivability. Ranger is intersting to give the more range and damage with Pisols, but instead Disabling shot could be used for example to disable an alien leader. Tinker is unique to Scout and strong vs certain lategame aliens, but then Impact would add valuable anti-ow option. There is more choices, Shadowstep is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, Kitted gives those handy extra items. You can't go wrong by experimenting, this build has lots of flexibility.

Smoke and Mirrors
Smoke and Mirrors
Ranger
Ranger
Disabling Shot
Disabling Shot
Tinker
Tinker
Pathfinder
Pathfinder
Kitted
Kitted
Shadowstep
Shadowstep
Extra Conditioning
Extra Conditioning

Recommended Weapons: Strike Rifle or Arc Rifle
Recommended Equipment: Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners

Notes

  • This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren't in range, or simply aren't worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.

Marksman Scout

The Marksman Scout offers consistent fire support at up to mid Squadsight range through Bullseye (or longer with Precision Shot) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with Snapshot and Impact. This build can be assimilated to a less damaging but more mobile Sniper with added utility in Recon, Battle scanners and immediate Overwatch clearing.

Bull Rush
Bull Rush
Snap Shot
Snap Shot
Disabling Shot
Disabling Shot
Impact
Impact
Vital Point Targeting
Vital Point Targeting
Pathfinder
Pathfinder
Precision Shot
Precision Shot
Shadowstep
Shadowstep
Aggression
Aggression
Extra Conditioning
Extra Conditioning

Recommended Weapons: Strike rifle. Secondary Sawn-off or autopistol
Recommended Equipment: Marksman's Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).


Notes

  • Shadowstep allows the Marksman Scout to be essentially immune to reaction fire and can be particularly helpful when on the retreat or attempting a flank. If you aren't concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.
  • At MSGT, you can choose to focus on more raw damage through Aggression or a further increased multi-shot chance and some nice stats from Extra Conditioning.

Hit and Run Scout

The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for Hit and Run to activate. Properly supported, the HnR Scout can efficiently and reliably 'delete' high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of Recon stays a welcome addition to any squad.

Hit and Run
Hit and Run
Ranger
Ranger
Vital Point Targeting
Vital Point Targeting
Pathfinder
Pathfinder
Shadowstep
Shadowstep
Extra Conditioning
Extra Conditioning
Aggression
Aggression

Recommended Weapons: Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol
Recommended Equipment: Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo


Notes

  • Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.
  • Each weapon choice fulfills a different role on the team:
    • An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don't necessarily need to bring extra mobility items due to the SMG's bonus.
    • A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun's mobility penalty so that you can get in and get out.
    • Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special Shot at GSGT to benefit this weapon choice, but you'll lock yourself into Strike Rifles as a result.
  • Muscle Fiber Density allows for vastly extended reach in a large number of maps.
  • HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw damage.

See also