Archer (Long War): Difference between revisions
→Tactical Advice: Kind of a contradiction to say it's flexible and then immediately say it has one main role... |
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The Archer, could be called a mobile artillery unit. It is very good at dealing high splash damage over long distances, with pinpoint accuracy, flushing out enemies from fortified cover, while being able to defend itself somewhat decently. It will, however, need the support of other units, or it will be destroyed rather quickly. | The Archer, could be called a mobile artillery unit. It is very good at dealing high splash damage over long distances, with pinpoint accuracy, flushing out enemies from fortified cover, while being able to defend itself somewhat decently. It will, however, need the support of other units, or it will be destroyed rather quickly. | ||
With a rather low HP progression and a bit of a lack of defensive perks, an Archer MEC should generally be kept out of the line of fire. However its starting perk '''Bombard''' makes up for it's poor front-line potential. | |||
The Archer has one role, which it does very well, but it has the perks to fill in other roles, should the need arise. However, if you do not intend to use the Archer as a walking artillery piece, then it might not be the MEC you should get. If you want a MEC specialised in grenade launchers and destroying cover, but with a bit more flexibility outside that role, look to the [[Shogun (Long War)|Shogun]], which lacks the Archer's range but has a few other advantages to balance it out. | |||
The Archer has one role, which it does very well, but it has the perks to fill in | |||
== Stat Progression == | == Stat Progression == | ||
Revision as of 11:49, 30 July 2014
MEC variant of the Rocketeer class. A super charged grenadier, with the ability to throw grenades over very large distances. This MEC is the closest thing that XCOM has to artillery support.
Abilities
Tactical Advice
Intended Role: Long-range Offensive Support
The Archer is used to bombard enemies from afar with deadly and highly precise grenade throws. Its role is very much the same as the Rocketeer, with the exception of it not needing a high aim for its grenades to hit, at the expense of a somewhat lower maximum damage.
The Archer, could be called a mobile artillery unit. It is very good at dealing high splash damage over long distances, with pinpoint accuracy, flushing out enemies from fortified cover, while being able to defend itself somewhat decently. It will, however, need the support of other units, or it will be destroyed rather quickly.
With a rather low HP progression and a bit of a lack of defensive perks, an Archer MEC should generally be kept out of the line of fire. However its starting perk Bombard makes up for it's poor front-line potential.
The Archer has one role, which it does very well, but it has the perks to fill in other roles, should the need arise. However, if you do not intend to use the Archer as a walking artillery piece, then it might not be the MEC you should get. If you want a MEC specialised in grenade launchers and destroying cover, but with a bit more flexibility outside that role, look to the Shogun, which lacks the Archer's range but has a few other advantages to balance it out.
Stat Progression
| Rank | HP at level | Total HP | Aim at level | Total Aim |
|---|---|---|---|---|
| Specialist | 1 | 1 | 2 | 2 |
| Lance Corporal | 0 | 1 | 2 | 4 |
| Corporal | 0 | 1 | 2 | 6 |
| Sergeant | 1 | 2 | 2 | 8 |
| Tech Sergeant | 0 | 1 | 2 | 10 |
| Gunnery Sergeant | 0 | 1 | 2 | 12 |
| Master Sergeant | 1 | 3 | 2 | 14 |


















