Jump to content

Sniper (LWR): Difference between revisions

From UFOpaedia
PikaPilot (talk | contribs)
PikaPilot (talk | contribs)
Line 30: Line 30:


== Attribute Progression ==
== Attribute Progression ==
'''Random Potential'''


{{Stat Progression Table (LWR)
{{Stat Progression Table (LWR)

Revision as of 22:06, 5 January 2021

Back To Main Page

   Sniper

Long War Rebalanced Snipers are akin to the vanilla Sniper, the main difference being that overwatch works with Squadsight. With Squadsight as their first ability, they're able to inflict long range damage on enemy targets from a position of safety.

Primary Weapon: Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.
Secondary Weapon: Pistols, Machine Pistols.
Class-Limited items:


Abilities

Rank Ability

Specialist
Squad sight
Squad sight
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an ally at 0 AP that can see the target). Grants +2 aim per ally (+8 per scout) can see the target and -5 aim for each tile beyond 18. Overwatch and reaction shots are still limited to 18 tiles. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight.

Lance Corporal
In The Zone
In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire 3 additional chain shots until they run out of ammo or targets. Chain shots have a stacking -20 crit malus. If this unit has not moved, standard shots outside an ITZ chain gain +15 aim/crit and trigger a free reload.
Mayhem
Mayhem
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.
Double Tap
Double Tap
Double Tap
Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used.

Corporal
Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.
Holo Rounds
Holo Rounds
Holo Rounds

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].

Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.

Sergeant
Ranger
Ranger
Ranger

Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.

Executioner
Executioner
Executioner
Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm.
Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.

Tech Sergeant
Precision Shot
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles.

Gunnery Sergeant
Disabling Shot
Disabling Shot
Disabling Shot
Fire a 0 AP 1 damage shot that disables the target's main weapon. Grants +1 ammo to primary weapons. Does not work against mechanical targets (except SHIVs). Cannot be used after activating In The Zone. 3 turn cooldown. Only for Sniper/Strike Rifles.
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.
Bring 'Em On
Bring 'Em On
Bring 'Em On

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.


Master Sergeant
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Lone Wolf
Lone Wolf
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit.


Attribute Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist 0 +7-22 - +2-6
   Lance Corporal 0 +1-3 - +0-2
   Corporal 0 +1-3 - -
   Sergeant 0 +1-3 - -
   Tech Sergeant 0 +1-3 - -
   Gunnery Sergeant 0 +1-3 - -
   Master Sergeant 0 +0-2 - -
Total Health
0
Aim
+12-39
Mobility
0
Will
+2-8

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist 0 +14 - +4
   Lance Corporal 0 +2 - +1
   Corporal 0 +2 - -
   Sergeant 0 +2 - -
   Tech Sergeant 0 +2 - -
   Gunnery Sergeant 0 +2 - -
   Master Sergeant 0 +1 - -
Total Health
0
Aim
+25
Mobility
0
Will
+5

Tactical Advice

Snipers are quite similar to vanilla, but there are a few differences. Overwatch now has unlimited range with Squadsight. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.

Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn't moved. They can also use Strike 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.

Sample Builds

Overwatch Sniper

The sniper specializes in dealing high single target damage mainly by overwatch. It is extremely effective against targets in cover and biological units. If the shot connects, there is a high chance that the target is dead and a small chance to have its action interrupted. Due to VPT, it is recommended to have a source of flush or be flanking biological units to increase the damage potential.

Sample Overwatch Build: Mayhem -> Impact -> Opportunist -> Precision Shot -> Vital Point Targeting -> Extra Conditioning.

Mayhem
Mayhem
Impact
Impact
Opportunist
Opportunist
Precision Shot
Precision Shot
Vital Point Targeting
Vital Point Targeting
Extra Conditioning
Extra Conditioning

See also