Jump to content

Archer (Long War)

From UFOpaedia
Revision as of 19:06, 29 July 2014 by Carroway (talk | contribs) (Added Tactical Advice for Archer. If there is incorrect information, please do correct and note changes.)

MEC variant of the Rocketeer class. A Super charged grenadier, with the ability to throw grenades over very large distances. This Mec, is the closest thing, that XCOM has to artillery support

Abilities

Rank Ability

Specialist
Bombard
Throw or launch grenades over exceptionally long distances.
'

Lance Corporal
Rapid Reaction
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Automated Threat Assessment
Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.
Platform Stability
Any shots taken without moving have a +10 Aim and +10% critical chance.
Aim: 2 Will: 0 Mob: 0 Aim: 0 Will: 1 Mob: 0 Aim: 1 Will: 0 Mob: 0

Corporal
HEAT Warheads
Rockets and grenades do additional damage to robotic enemies.
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Body Shield
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
Aim: 0 Will: 0 Mob: -1 Aim: 0 Will: 0 Mob: 1 Aim: 0 Will: 2 Mob: 0

Sergeant
Mayhem
Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
Aim: 0 Will: 0 Mob: 0 Aim: 2 Will: 1 Mob: 0 Aim: 0 Will: 2 Mob: 0

Tech Sergeant
Ranger
Primary weapons does one additional damage.
Packmaster
All limited-use items in your inventory receive one extra use.
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
Aim: 3 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Gunnery Sergeant
Danger Zone
Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.
Reactive Targetting Sensors
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 3 Will: 0 Mob: 0

Master Sergeant
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
Vital Point Targeting
Additional 2 damage against any human target and any alien that has been autopsied.
Grenadier
Allows two uses of damaging grenade items, and increases grenade throw range by 20%.
' ' '


Tactical Advice

Intended Role: Long-range Offensive Support


The Archer MEC class, has many similarities to the Rocketeer class which spawns it. The Archer is used to bombard enemies from afar with deadly and highly precise grenade throws. It's role is very much the same as the Rocketeer, with the exception of it not needing a high aim for its grenades to hit, at the expense of a somewhat lower maxmimum damage. The Archer also gains Overwatch focused perks, which makes it better suited for securing flanks aswell as holding specific spots, however, some of these might interfere with perks that increase the deadliness of its grenades.

The Archer, could be called a mobile artillery unit. It is very good at dealing high splash damage over long distances, with pinpoint accuracy, flushing out enemies, from fortified cover, while being able to defend itself somewhat decently. It will, however, need the support of other units, or it will be destroyed rather quickly.

Functionally, there is abit of a cross between The Archer and the Shogun, as they share many, if not all, of the same perks. Depending on what you want from your MEC, it is abit of a toss-up between the two, especially the more experienced that the MEC becomes.

With a rather low HP progression, an Archer Mec, should be kept well out of range of enemy fire, as it doesn't have the same damage reducing capabilities as the Goliath. However it's starting perk Bombard makes up for it's poor front-line potential.

The Archer is a more flexible MEC, compared to others, with a very large variety of offensive and defensive skills, though usually at the expense of other, more useful perks. Like the Goliath, The Archer has one role, which it does very well, but it has the perks to fill in, other roles, should the need arise. However, if you do not intend to use the Archer as a walking artillery piece, then it might not be the MEC you should get.

Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 2 2
Lance Corporal 0 1 2 4
Corporal 0 1 2 6
Sergeant 1 2 2 8
Tech Sergeant 0 1 2 10
Gunnery Sergeant 0 1 2 12
Master Sergeant 1 3 2 14