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Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn't moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn't particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn't moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn't particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.
Also, note that despite having five tiers of weapons, Mayhem still only grant +1/+2 damage, with Beam laser and Gauss granting +1 damaged, while pulse and plasma grant +2


[[Category: Long War]]
[[Category: Long War]]
[[Category: Soldiers (Long War)]]
[[Category: Soldiers (Long War)]]

Revision as of 18:26, 4 August 2014

Sniper

Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight no longer functions with Overwatch.

Primary Weapon: Sniper Rifles, Marksman Rifles, Assault Rifles
Secondary Weapon: Pistols, Machine Pistols

Abilities

Rank Ability

Specialist
Squad Sight
Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.
No other bonuses.

Lance Corporal
Lone Wolf
Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies
Gunslinger
Confers 2 bonus damage with pistols and negates the long-range accuracy penalty when shooting beyond 14 meters.
Low Profile
Makes partial cover count as full.
No other bonuses. No other bonuses. No other bonuses.

Corporal
Snap Shot
Allows the sniper rifle to be fired after moving, at a -10 aim penalty.
Precision Shot
With sniper/long rifles, fire a shot with +30% critical chance and +3 to +6 critical damage based on the tech level of the sniper rifle. With marksman/strike rifles, allows an unlimited range shot with no other bonuses. 2 turn cooldown.
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Provide +2 Aim +2 Will +1 Mobility. No other bonuses. Provide +5 Aim +2 Will +1 Mobility.

Sergeant
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses. (including while flying)
Sharpshooter
Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.
Executioner
+10% Aim against targets with less than 50% Health.
Provide +1 Mobility. Provide +1 Mobility. Provide +2 Will +1 Mobility.

Tech Sergeant
Aggression
'
Ranger
+1 damage with primary weapon
Lock N' Load
+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.
Provide +2 Aim +1 Will No other bonuses. No other bonuses.

Gunnery Sergeant
Vital Point Targeting
Additional 2 damage against any human target and any alien that has been autopsied.
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Disabling Shot
Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. (-10 Aim, reduced Damage)
No other bonuses. No other bonuses. No other bonuses.

Master Sergeant
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can't be used with Snap Shot)
Mayhem
Confers extra 2 damage to LMGs, Sniper Rifles, Rockets, Suppression, Grenades, and Mines.
In The Zone
'
No other bonuses. No other bonuses. '


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 0 0 8 8
Lance Corporal 0 0 4 12
Corporal 1 1 4 16
Sergeant 0 1 4 20
Tech Sergeant 0 1 4 24
Gunnery Sergeant 0 1 4 28
Master Sergeant 1 2 4 32

Tactical Advice

Role: Long Range Offense

Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. Squadsight no longer works on overwatch, and snipers no longer have access to the Opportunist perk, making them considerably less good defensively - you'll find snipers can't demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more "snap shot" skirmishing snipers (that role goes to the Scout). However, snipers can still have Snap Shot at Corporal rank, and it's not mutually exclusive with Squadsight, allowing snipers more mobility without greatly compromising their offensive ability. But combined with Double Tap, they can be excellent soldiers on the battlefield, trading between two shots, and 1 move and 1 shot: in effect, some damage has been traded for some mobility in the Long War. Plus Head Shot and a high crit rate, they can still be quite strong. Watch your ammo levels, though, so High Cap mags are a good item for them.

Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn't moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn't particularly useful in practice, since the Infantry class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.

Also, note that despite having five tiers of weapons, Mayhem still only grant +1/+2 damage, with Beam laser and Gauss granting +1 damaged, while pulse and plasma grant +2