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{{Class Tree (Long War)|
{{Class Tree (Long War)|
|Specialist1={{Lightning Reflexes (Long War) |text=1}}
|Specialist1={{Lightning Reflexes (Long War) |text=1}}
|SpecialistE1= ''' Provides +1 Mobility.'''
|SpecialistE1= '''+1 Mobility.'''
|LCorporal1={{Rapid Reaction (Long War) |text=1}}
|LCorporal1={{Gunslinger (Long War) |text=1}}
|LCorporal2={{Holo-Targeting (Long War) |text=1}}
|LCorporal2={{Holo-Targeting (Long War) |text=1}}
|LCorporal3={{Damn Good Ground (Long War) |text=1}}
|LCorporal3={{Damn Good Ground (Long War) |text=1}}
|LCorporalE1='''Provides +2 Aim, +2 Will.'''
|LCorporalE1=''No other bonuses.''
|LCorporalE2=''No other bonuses.''
|LCorporalE2=''No other bonuses.''
|LCorporalE3=''No other bonuses.''
|LCorporalE3=''No other bonuses.''
Line 25: Line 25:
|CorporalE3=''No other bonuses.''
|CorporalE3=''No other bonuses.''
|Sergeant1={{Sharpshooter (Long War) |text=1}}
|Sergeant1={{Sharpshooter (Long War) |text=1}}
|Sergeant2={{Low Profile (Long War) |text=1}}
|Sergeant2={{Tactical Sense (Long War) |text=1}}
|Sergeant3={{Sprinter (Long War) |text=1}}
|Sergeant3={{Sprinter (Long War) |text=1}}
|SergeantE1='''Provides +3 Aim, +2 Will.'''
|SergeantE1='''+2 Aim.'''
|SergeantE2=''No other bonuses.''
|SergeantE2=''No other bonuses.''
|SergeantE3=''No other bonuses.''
|SergeantE3=''No other bonuses.''
|TechSgt1={{Aggression (Long War) |text=1}}
|TechSgt1={{Aggression (Long War) |text=1}}
|TechSgt2={{Tactical Sense (Long War) |text=1}}
|TechSgt2={{Low Profile (Long War) |text=1}}
|TechSgt3={{Ranger (Long War) |text=1}}
|TechSgt3={{Ranger (Long War) |text=1}}
|TechSgtE1=''No other bonuses.''
|TechSgtE1=''No other bonuses.''
|TechSgtE2=''No other bonuses.''
|TechSgtE2=''No other bonuses.''
|TechSgtE3='''Provides +2 Aim.'''
|TechSgtE3='''+2 Aim.'''
|GunSgt1={{Vital Point Targeting (Long War) |text=1}}
|GunSgt1={{Vital Point Targeting (Long War) |text=1}}
|GunSgt2={{Resilience (Long War) |text=1}}
|GunSgt2={{Bring Em On (Long War) |text=1}}
|GunSgt3={{Smoke And Mirrors (Long War) |text=1}}
|GunSgt3={{Smoke And Mirrors (Long War) |text=1}}
|GunSgtE1=''No other bonuses.''
|GunSgtE1=''No other bonuses.''
|GunSgtE2='''Provides +2 Will.'''
|GunSgtE2=''No other bonuses.''
|GunSgtE3=''No other bonuses. ''
|GunSgtE3=''No other bonuses.''
|MSgt1={{Rapid Fire (Long War) |text=1}}
|MSgt1='''Concealment'''
|MSgt2={{Hit And Run (Long War) |text=1}}
|MSgt2={{Resilience (Long War) |text=1}}
|MSgt3={{In The Zone (Long War) |text=1}}
|MSgt3={{In The Zone (Long War) |text=1}}
|MSgtE1='''Provides +2 Aim.'''
|MSgtE1=''No other bonuses.''
|MSgtE2=''No other bonuses.''
|MSgtE2=''No other bonuses.''
|MSgtE3=''No other bonuses.''
|MSgtE3=''No other bonuses.''
Line 58: Line 58:
|Specialist|| 0 || 0 || 4 || 4|| 5(6) || 5(-6)
|Specialist|| 0 || 0 || 4 || 4|| 5(6) || 5(-6)
|-
|-
|Lance Corporal|| 0 || 0 || 4 || 8|| 5(6)|| 10(-12)
|Lance Corporal|| 0 || 0 || 3 || 7|| 5(6)|| 10(-12)
|-
|-
|Corporal|| 1 || 1 || 4 || 12||3(4) || 13(-16)
|Corporal|| 1 || 1 || 4 || 11||3(4) || 13(-16)
|-
|-
|Sergeant|| 0 || 1 || 4 || 16||3(4) || 16(-20)
|Sergeant|| 0 || 1 || 3 || 14||3(4) || 16(-20)
|-
|-
|Tech Sergeant|| 0 || 1 || 3 || 19||3(4) || 19(-24)
|Tech Sergeant|| 0 || 1 || 4 || 18||3(4) || 19(-24)
|-
|-
|Gunnery Sergeant|| 0 || 1 || 3 || 22||3(4) || 22(-28)
|Gunnery Sergeant|| 0 || 1 || 3 || 21||3(4) || 22(-28)
|-
|-
|Master Sergeant|| 1 || 2 || 3 || 25|| 3(4)|| 25(-32)
|Master Sergeant|| 1 || 2 || 4 || 25|| 2(3)|| 24(-31)
|}
|}



Revision as of 03:36, 2 March 2015

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Scout
Long War Main Page

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 Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.

Primary Weapon: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.
Secondary Weapon: Pistols, Machine pistols, Sawed-off Shotgun.
Class-Limited items: Marksman Scope, Chameleon Suit

Abilities

Rank Ability

Specialist
Lightning Reflexes
Lightning Reflexes
Lightning Reflexes
The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.
+1 Mobility.

Lance Corporal
Gunslinger
Gunslinger
Gunslinger
Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.
Holo-Targeting
Holo-Targeting
Holo-Targeting
Shooting at or suppressing enemies confers +10 Aim to allies' attacks on those enemies until end of turn.
Damn Good Ground
Damn Good Ground
Damn Good Ground
Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
No other bonuses. No other bonuses. No other bonuses.

Corporal
Battle Scanner
Battle Scanner
Battle Scanner
Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70% (does not stack with other perks).
Flush
Flush
Flush
Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
Lone Wolf
Lone Wolf
Lone Wolf
+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
No other bonuses. No other bonuses. No other bonuses.

Sergeant
Sharpshooter
Sharpshooter
Sharpshooter
+10 critical chance in all situations, +10 Aim against enemies in full cover.
Tactical Sense
Tactical Sense
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Sprinter
Sprinter
Sprinter
Grants +4 mobility (roughly 3 tiles movement).
+2 Aim. No other bonuses. No other bonuses.

Tech Sergeant
Aggression
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Low Profile
Low Profile
Low Profile
Makes partial cover grant the defense bonus of full cover.
Ranger
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
No other bonuses. No other bonuses. +2 Aim.

Gunnery Sergeant
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Bring 'Em On
Bring 'Em On
Bring 'Em On
Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Smoke and Mirrors
Smoke and Mirrors
Smoke & Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
No other bonuses. No other bonuses. No other bonuses.

Master Sergeant
Concealment
Resilience
Resilience
Resilience
Confers immunity to critical hits.
In the Zone
In the Zone
In the Zone
Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill.
No other bonuses. No other bonuses. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 0 0 4 4 5(6) 5(-6)
Lance Corporal 0 0 3 7 5(6) 10(-12)
Corporal 1 1 4 11 3(4) 13(-16)
Sergeant 0 1 3 14 3(4) 16(-20)
Tech Sergeant 0 1 4 18 3(4) 19(-24)
Gunnery Sergeant 0 1 3 21 3(4) 22(-28)
Master Sergeant 1 2 4 25 2(3) 24(-31)
  • Note that even without Hidden Potential switched on there is a Random (2) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.

Tactical Advice

Role: Scout / Mobile Offense

In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.

Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:

  • Point-man
A major role of the Scout class is leading the charge, drawing out overwatch fire with their Lightning Reflexes so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as Tactical Sense, and Resilience. Resilience is particularly important, since some aliens have Opportunist, and even with Lightning Reflexes eventually your scout will be hit by overwatch fire. They will typically be armed with SMGs for mobility, though given they're usually at the front, shotguns are also good in this role.
  • Close range combatant
Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run & Gun. Key perks to getting the most out of Scouts in this role are In The Zone or Hit & Run, allowing a Scout to move up to an enemy, kill them (or even several of them with ITZ) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role.
  • Mid-to-long range flanker
A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. Squadsight is available from Marksman Scopes to allow the Scout to use the full range of marksman rifles to make this easier.

Any of these roles can also benefit from the Scout's support perks such as Holo-Targeting, Battle Scanner and Flush.

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.

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