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|SergeantE2=''No other bonuses.''
|SergeantE2=''No other bonuses.''
|SergeantE3=''No other bonuses.''
|SergeantE3=''No other bonuses.''
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load''' <br/> ''+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.''
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load''' <br/> ''Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.''
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger''' <br/>  ''Primary weapons do one additional damage.''
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger''' <br/>  ''Primary weapons do one additional damage.''
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight(max +30%).''
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight(max +30%).''
Line 43: Line 43:
|MSgt1=[[File:SNIPER ITZ.png|32px|center]]'''In The Zone''' <br/> ''Killing a flanked or uncovered enemy does not cost an action. Incurs a stacking critical hit chance penalty for each successive In The Zone kill.''
|MSgt1=[[File:SNIPER ITZ.png|32px|center]]'''In The Zone''' <br/> ''Killing a flanked or uncovered enemy does not cost an action. Incurs a stacking critical hit chance penalty for each successive In The Zone kill.''
|MSgt2=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem''' <br/> ''Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.''
|MSgt2=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem''' <br/> ''Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.''
|MSgt3=[[File:SNIPER_DOUBLETAP.png|32px|center]]'''Double Tap''' <br/> ''Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no costly actions were taken, 1 turn cooldown.'' (Can't be used with ''Snap Shot'')
|MSgt3=[[File:SNIPER_DOUBLETAP.png|32px|center]]'''Double Tap''' <br/> ''Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no costly actions were taken, 1 turn cooldown.''  
(Can't be used with ''Snap Shot'')
|MSgtE1=''No other bonuses.''
|MSgtE1=''No other bonuses.''
|MSgtE2=''No other bonuses.''
|MSgtE2=''No other bonuses.''

Revision as of 01:38, 16 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
Class-Limited items: None

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
Low Profile
Makes partial cover count as full.
Gunslinger
Confers 1 bonus damage with pistols and negates the long-range accuracy penalty when shooting beyond 14 meters.
Lone Wolf
Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies
No other bonuses. No other bonuses. No other bonuses.

Corporal
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
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.
Snap Shot
Allows the sniper rifle to be fired after moving, at a -10 aim penalty.
Provides +2 Aim +2 Will +1 Mobility. No other bonuses. No other bonuses.

Sergeant
Executioner
Confers +10 Aim and + 10 critical chance against targets at or below 50% health.
Sharpshooter
Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses. (including while flying)
No other bonuses. No other bonuses. No other bonuses.

Tech Sergeant
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.
Ranger
Primary weapons do one additional damage.
Aggression
Confers +10% critical chance per enemy in sight(max +30%).
No other bonuses No other bonuses. Provides +2 Will.

Gunnery Sergeant
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)
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Vital Point Targeting
Additional 2 damage against any human target and alien targets whose species has been autopsied.
No other bonuses. No other bonuses. No other bonuses.

Master Sergeant
In The Zone
Killing a flanked or uncovered enemy does not cost an action. Incurs a stacking critical hit chance penalty for each successive In The Zone kill.
Mayhem
Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no costly actions were taken, 1 turn cooldown.

(Can't be used with Snap Shot)

No other bonuses. 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

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

Role: Assassin, Long Range Offense

The sniper in this role stays behind and relies on its Squad Sight. It is the classical "one shot - one kill" role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage.

Sample sniper:

Lone Wolf -> Precision Shot -> Sharpshooter/ Damn Good Ground -> Ranger -> Vital Point Targeting -> Double tap.

Note: Ranger + VPT provide you with +3 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision shot, Lone Wolf and Sharpshooter provide you with additional critical chance. Double tap is the signature ability, with which you can take on two separate adversaries in one turn, or focus on one tough one.

Role Stalker, Mid to Long range Offense

A mobile, versatile sniper who uses terrain and mobility to find himself on the flank or even behind enemy lines. It makes heavy use of In the Zone, which works against flanked and exposed targets (such as flying and those with no cover), which in turn requires the sniper to have a suitably large ammo magazine. While not staying far behind, the sniper should still keep some distance from the main group because of the short range penalty of the Strike/Sniper rifle. Perks focus on critical chance and utility.

Sample sniper: Lone wolf -> Snap Shot -> Sharpshooter -> Lock N' Load -> Bring 'Em On -> In the Zone

Note: Since Lock N' Load only works together with Snap Shot ( you can not shoot after taking a costly action, reloading included), the two perks go together. With Lock N' Load, Ammo conservation project and Hi-Cap magazine your sniper rifle will have +3 maximum ammo (!), more than enough for In the Zone. If you plan on taking a Marksman Rifle to avoid taking the Snapshot perk, here is how the sample will look:

Lone wolf -> Precision shot -> Sharpshooter -> Aggression -> Bring 'Em On -> In the Zone

You will have less ammo and more critical chance.

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