Снайпер (Long War)
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Снайпер из Долгой Войны практически идентичен ванильной версии. Со стартовым навыком Общий Вид, снайпер может наносить урон врагам на очень больших дистанциях, оставаясь на безопасной позиции. Ответный огонь больше не работает с Общим видом.
- Основное оружие: Снайперские винтовки, Марксманские винтовки, Боевые винтовки, Карабины, Пистолеты-пулеметы.
- Дополнительное оружие: Пистолеты, Легкие Пистолеты-пулеметы.
- Классовое снаряжение: Сошки из Сплавов, Снайперские винтовки
Способности
Прогрессия характеристик
- Даже без Скрытого потенциала во второй волне, имеется шанс получить одну дополнительную волю на каждом уровне (указано в скобках). Псионики так же получают от 1 до 6 бонусной воли за уровень псионика (
1 + rand(6)
).
Tactical Advice
Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with Squadsight 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). With In The Zone and Double Tap still available, snipers are still some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; 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.
The three main 'trick' shots, Precision Shot (aka: Headshot), Disabling Shot, and Snapshot are now all on the same tier of Corporal, and thus, mutually exclusive. Thus, you may find yourself desiring more snipers than other classes in your campaign, to have a number of each to go out on missions. And, if you use multiple snipers in a squad, consider if to have them be the same kind, or mix n' match. For example, Disablers help out greatly for doing alien captures, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers could be played like Scouts (with more accurate/potent shots, can hit from full Squadsight range, but less defensive abilities). You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).
Role: Long Range Sentry
The sniper in this role relies on In The Zone to keep enemies at an optimal engagement distance. It will utilize offensive upgrades combined with defensive upgrades to act as a high-powered turret with the ability to clear the map when used correctly. The sniper in those role also utilizes SnapShot providing additional utility and versatility. A sniper using this build has power potential proportional increases with tech level. Certain techs like flying armour will significantly buff its combat ability.
Sample Sniper
Low Profile -> SnapShot -> Damn Good Ground/Executioner -> Ranger -> Lock N' Load -> In The Zone.
Note: Lock N' Load cannot be used after moving. Lock N' Load can be used to continue an ITZ chain after the original magazine is emptied. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed, but should be prioritized after ground targets because they are likely to end the ITZ chain. Be wary when firing at flanked targets in Squadsight Range. SS Flanked targets will often not be tagged as exposed and will end the ITZ chain.
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 -> Executioner/ Damn Good Ground -> Ranger -> Vital Point Targeting -> Double tap/Mayhem.
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.
Addition Note: If you prefer, Mayhem provide 4 Damages and +3 aim with +3 will combine with Precision shot ,Ranger(1) and VPT(2) can made a doom shot (+7 damage from MH RG and VPT not inculde PS ,One shot - One kill) with critical per turn untill run out of ammo.
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. This build works well with Marksman Rifles as well as sniper rifles, making use of the +1 mobility and avoiding taking the Snapshot perk; here is how the marksman rifle build will look:
Lone wolf -> Precision shot -> Sharpshooter -> Aggression -> Bring 'Em On -> In the Zone
You will have less ammo and more critical chance.