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{{Stat Progression Table (LWR)
{{Stat Progression Table (LWR)
| rank1-hp=- | rank1-aim=+8-24 | rank1-mob=- | rank1-will=-
| rank1-hp=- | rank1-aim=+10-30 | rank1-mob=- | rank1-will=-
| rank2-hp=- | rank2-aim=+2-6 | rank2-mob=- | rank2-will=-
| rank2-hp=- | rank2-aim=+2-6 | rank2-mob=- | rank2-will=-
| rank3-hp=- | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-
| rank3-hp=- | rank3-aim=+2-6 | rank3-mob=- | rank3-will=-
| rank4-hp=- | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-
| rank4-hp=- | rank4-aim=+2-6 | rank4-mob=- | rank4-will=-
| rank5-hp=- | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-
| rank5-hp=- | rank5-aim=+2-6 | rank5-mob=- | rank5-will=-
| rank6-hp=- | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-
| rank6-hp=- | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-
| hptotal=- | aimtotal=+15-45 | mobtotal=- | willtotal=-
| hptotal=- | aimtotal=+20-60 | mobtotal=- | willtotal=-
}}
}}


Line 47: Line 47:


{{Stat Progression Table (LWR)
{{Stat Progression Table (LWR)
| rank1-hp=- | rank1-aim=+16 | rank1-mob=- | rank1-will=-  
| rank1-hp=- | rank1-aim=+20 | rank1-mob=- | rank1-will=-  
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=-
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=-
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-
| rank3-hp=- | rank3-aim=+4 | rank3-mob=- | rank3-will=-
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-
| rank4-hp=- | rank4-aim=+4 | rank4-mob=- | rank4-will=-
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-
| rank5-hp=- | rank5-aim=+4 | rank5-mob=- | rank5-will=-
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-
| hptotal=- | aimtotal=+30 | mobtotal=- | willtotal=-
| hptotal=- | aimtotal=+40 | mobtotal=- | willtotal=-
}}
}}



Revision as of 17:23, 13 February 2021

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   Jaeger

MEC variant of the Scout and Sniper classes. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items


Abilities

Rank Ability

Specialist
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.

Lance Corporal
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.
Awareness
Awareness
Awareness
A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots.
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.

Corporal
Lone Wolf
Lone Wolf
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit.
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.
Jetboot Module
Jetboot Module
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting).

Sergeant
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].

Executioner
Executioner
Executioner
Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm.
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.

Tech Sergeant
Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.

Gunnery Sergeant
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.

Critical System Targeting
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons.
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.

Master Sergeant
Killer Instinct
Killer Instinct
Killer Instinct
Grants +30% crit damage.
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist - +10-30 - -
   Lance Corporal - +2-6 - -
   Corporal - +2-6 - -
   Sergeant - +2-6 - -
   Tech Sergeant - +2-6 - -
   Gunnery Sergeant - +1-3 - -
   Master Sergeant - +1-3 - -
Total Health
-
Aim
+20-60
Mobility
-
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist - +20 - -
   Lance Corporal - +4 - -
   Corporal - +4 - -
   Sergeant - +4 - -
   Tech Sergeant - +4 - -
   Gunnery Sergeant - +2 - -
   Master Sergeant - +2 - -
Total Health
-
Aim
+40
Mobility
-
Will
-

Tactical Advice

Sample Builds

Squadsight Jaeger

This build makes the Squadsight Jaeger into an extreme version of the In The Zone sniper. Squadsight grants the Jaeger an incredible amount of versatility, and Jetboot Module adds flexibility to In The Zone as it extends the range of your first AP 'blue' move, so that you can spend your second AP steadying in a better position. In truth, you can choose almost any combination of perks you prefer after picking up squadsight, and find that it will be viable. Keep in mind that the Squadsight Jaeger's greatest synergy is with a soldier that has the Concealment perk, allowing you to set up before combat starts.

Squadsight Jaeger Sample Build: Squadsight -> Jetboot Module -> Sharpshooter -> CST -> Executioner -> Aggression

Squad sight
Squad sight
Jetboot Module
Jetboot Module
Sharpshooter
Sharpshooter
Critical System Targeting
Critical System Targeting
Executioner
Executioner
Aggression
Aggression

Recommended Equipment: Battle Computer, Ammo Module, Alloy Jacketed Rounds/Flak Ammo/AP Ammo, LMEC-2

Notes:

  • Lone Wolf can be chosen in place of Jetboot Module for more aim.
  • Bullseye, VPT, and Killer Instinct can be chosen if you wish to specialize against floaters.
  • Only take Holo if none of your other soldier builds have it.

Matrix jaeger(Dodger/Scout/Flanker)

Introduction

This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.

Build preparation

You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.

Perk choices

In The Zone
In The Zone
Awareness
Awareness
Extra Conditioning
Extra Conditioning
Jetboot Module
Jetboot Module
Executioner
Executioner

In The Zone

  • Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.

Awareness

  • Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.
  • A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.

Extra Conditioning (or Lone Wolf)

  • This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.

Jetboot Module (or Sharpshooter)

  • Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you

Executioner

  • Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.

Gunnery sergeant and Master sergeant perk can be chosen to fit individual playstyle. They are the main damage perks.

Tactical

  Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance.
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.

Special uses:

  1. Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.
  2. Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.
  3. Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.

Equipment

  1. carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.
  2. Ammo module: For ITZ usage, very helpful.
  3. kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.

Caution:

  1. As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.
  2. Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.
  3. Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.
  4. This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.

See also