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|Gunnery Sergeant|| 0 || 1 || 2 || 12
|Gunnery Sergeant|| 0 || 2 || 2 || 12
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|Master Sergeant|| 1 || 3 || 2 || 14
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==See also==
==See also==
{{Soldiers (Long War) Navbar}}
{{Soldiers (Long War) Navbar}}

Revision as of 12:09, 26 September 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

Rank Ability

Specialist
Bombard
Throw or launch grenades over exceptionally long distances.
'

Lance Corporal
Rapid Reaction
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Automated Threat Assessment
Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.
Platform Stability
Any shots taken without moving have a +10 Aim and +10% critical chance.
Aim: 2 Will: 0 Mob: 0 Aim: 0 Will: 1 Mob: 0 Aim: 1 Will: 0 Mob: 0

Corporal
HEAT Warheads
Rockets and grenades do additional damage to robotic enemies.
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Body Shield
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
Aim: 0 Will: 0 Mob: -1 Aim: 0 Will: 0 Mob: 1 Aim: 0 Will: 2 Mob: 0

Sergeant
Mayhem
Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
Aim: 0 Will: 0 Mob: 0 Aim: 2 Will: 1 Mob: 0 Aim: 0 Will: 2 Mob: 0

Tech Sergeant
Ranger
Primary weapons does one additional damage.
Packmaster
All limited-use items in your inventory receive one extra use.
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
Aim: 3 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Gunnery Sergeant
Danger Zone
Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.
Reactive Targeting Sensors
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 3 Will: 0 Mob: 0

Master Sergeant
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
Vital Point Targeting
Additional 2 damage against any human target and any alien that has been autopsied.
Grenadier
Allows two uses of damaging grenade items, and increases grenade throw range by 20%.
' ' '


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. Note some of these talents may effect proximity mines as well as grenades even thought they are not listed int he description. This needs confirmation.

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 2 2 10
Gunnery Sergeant 0 2 2 12
Master Sergeant 1 3 2 14

See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s