Sniper (LWR)

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   Sniper

Long War Rebalanced Snipers are akin to the vanilla Sniper. 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.
Secondary Weapon: Pistols, Machine Pistols.
Class-Limited items: Sniper Rifles.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Squad sight
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target) with -3 aim for each tile further than 18. Does not apply to overwatch or reaction shots. For Sniper only: Grants Low Profile.
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.
RANK CORPORAL.png
Lance Corporal
In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 extra shots until out of ammo or targets. Regular shots grant +10 aim and an automatic reload.
Mayhem
Mayhem
Suppressive fire damage occurs immediately. Grants +70% weapon damage to grenades, sniper rifles, and strike rifles.
Double Tap
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +20 aim if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.
RANK SERGEANT.png
Corporal
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.
Kitted
Kitted
Grants a medikit, a smoke grenade, +1 ammo to non-electric primary weapons, and +1 armor HP.
Impact
Grants +1 penetration to all shots. Non-reaction shots that hit disable enemy Overwatch and Reactive Targeting Sensors.
RANK LIEUTENANT.png
Sergeant
Ranger
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty, gain double the close-range aim bonus, and reloading costs only 1 AP.
Executioner
Executioner
Grants +25 aim against targets at or below half HP.
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.
RANK CAPTAIN.png
Tech Sergeant
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 crit, and +50% weapon damage. 2 turn cooldown. Only for Strike/Sniper Rifles.
RANK MAJOR.png
Gunnery Sergeant
Disabling Shot
Disabling Shot
If this unit has a sniper/strike/arc rifle: Fire a 1 damage shot at -20 aim that disables the target's main weapon and has a chance to maim any biological target equal to the percent of HP they have lost. Targets with disabled main weapons must reload before they can fire again. Requires 2 AP. 4 turn cooldown.
Vital Point Targeting
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 30% more damage when they are steadied or against targets not protected by cover.
Bring 'Em On
Bring 'Em On
Grants the primary weapon additional damage equal to 1 + half the number of enemies in sight.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 5 tiles of an allied unit.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (50%) +12-20 - +2-6
RANK CORPORAL.png   Lance Corporal +0-1 (10%) +2-6 - +0-2
RANK SERGEANT.png   Corporal +0-1 (10%) +1-3 - -
RANK LIEUTENANT.png   Sergeant +0-1 (10%) +1-3 - -
RANK CAPTAIN.png   Tech Sergeant +0-1 (10%) +1-3 - -
RANK MAJOR.png   Gunnery Sergeant +0-1 (10%) +1-3 - -
RANK COLONEL.png   Master Sergeant - +1-3 - -
Total Health
+0-6
Aim
+15-45
Mobility
-
Will
+2-8

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +16 - +4
RANK CORPORAL.png   Lance Corporal - +4 - +1
RANK SERGEANT.png   Corporal - +2 - -
RANK LIEUTENANT.png   Sergeant - +2 - -
RANK CAPTAIN.png   Tech Sergeant - +2 - -
RANK MAJOR.png   Gunnery Sergeant - +2 - -
RANK COLONEL.png   Master Sergeant - +2 - -
Total Health
+1
Aim
+30
Mobility
-
Will
+5

Tactical Advice

Snipers are quite similar to vanilla, but there are a few differences. 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 can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn't particularly useful in practice.

Sample Builds

In The Zone Sniper

The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying > Shoot x 3 > Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky Commanding Officer/Extra conditioning proc can greatly increase overall damage per turn.

Sample In The Zone Build: In the Zone -> Kitted -> Executioner or Ranger -> Precision Shot -> Disabling Shot or Bring 'Em On-> Extra Conditioning.

Recommended Weapons: Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages mouvement.Secondary autopistol.
Recommended Equipment: High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.

Notes:

  • All 3 perks at CPL level are viable on this build. Impact gives a little more damage output from penetration and adds the utility of overwatch clearing, Kitted's extra ammo is very relevant as ITZ snipers function best with 4 ammo which opens up other choices for equipment slots, and Sharpshooter increases aim in a straightforward manner which is always welcome.
  • Disabling shot offers more utility against dangerous targets, BEO offers a more straightforward damage increase, while VPT offers the most damage potential but is also the most situational.

Mayhem Overwatch Sniper

The Mayhem Overwatch Sniper specializes in delivering high single target damage at Squadsight range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+70% from Mayhem) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+70% damage from Mayhem and significant aim bonus from Opportunist). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target.

Sample Mayhem Overwatch Build: Mayhem -> Sharpshooter/Kitted -> Opportunist -> Precision Shot -> Vital Point Targeting or Bring 'Em On -> Extra Conditioning.

Recommended Weapons: Strike Rifle. Sniper rifles are not recommended if relying on Overwatch as it doesn't work with Squadsight which means your sniper needs to keep up with the front lines, and they usually can't do this if they are being slowed down by heavy equipment.

Recommended Equipment: High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.

Notes:

  • VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase

Double Tap Sniper

The Double Tap Sniper is a middle ground between the setup reliant In the Zone and the immediate power of Mayhem. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper's shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has Holo Rounds and Executioner. If the extra aim isn't needed then damage boosting perks may be picked instead. Finally, do keep in mind that Double Tap activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).

Sample Double Tap Sniper Build: Double Tap -> Holo Rounds or Impact -> Executioner or Ranger -> Precision Shot -> Disabling Shot or Vital Point Targeting or Bring 'Em On -> Extra Conditioning

Recommended Weapons: Sniper rifle or strike rifle on close combat maps. Secondary autopistol.
Recommended Equipment: High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.

Notes:

  • Holo Rounds can be switched for Impact if the extra aim and utility isn't needed.
  • Executioner can be switched for Ranger if the extra aim isn't needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.
  • The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.

See also