Sniper (LWR)

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   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
RANK SQUADDIE.png
Specialist
Squad sight
Squadsight
Allows firing beyond 18.7 tiles with long-range weapons at targets that allies can see (-3 aim/crit penalty for each tile further than 18.7).
RANK CORPORAL.png
Lance Corporal
In The Zone
In The Zone
Shooting with a steadied weapon now allows this soldier to fire for as long as there is ammo and targets, but can perform no other actions. First shot still gains +50 aim/crit, subsequent shots gain +10 aim/crit.
Mayhem
Mayhem
Grants +1 damage to suppression, +20% weapon damage to rockets, +50% weapon damage to flush and grenades, and +100% weapon damage to sniper and strike rifles.
Double Tap
Double Tap
Allows shooting twice with the primary weapon. 1 turn cooldown. Non-reaction shots fired at 2 AP gain +15 aim.
RANK SERGEANT.png
Corporal
Bull Rush
Bullseye
Gain +20 aim against flying targets.
Executioner
Executioner
Grants +20 aim, +20 crit, and +1 damage against targets at or below half HP.
Death From Afar
Grants +10 aim when firing at squadsight range.
RANK LIEUTENANT.png
Sergeant
Ranger
Ranger
Grants +25 aim to sidearms, +1 damage to all weapons and equipment, and 20% throw range. Also negates the range accuracy penalty of sidearms.
Holo Rounds
Holo Rounds
Grants +1 damage against mechanical units. Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim to all shots at them for the next 3 turns.
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +1 penetration. Also grants +10 aim to shots with the primary weapon fired at targets through cover.
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
Disabler
Disabler
All shots gain a 40% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
Disabling Shot
Disabling Shot
Causes target's main weapon to malfunction. Can only be used with a sniper/strike/arc rifle. Deals 1 damage. 2 turn cooldown.
Vital Point Targeting
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 50% more damage if they are uncovered.
Bring 'Em On
Bring 'Em On
Grants the primary weapon +0.5 damage per enemy in sight.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +2 armor health, +0.6 mobility, and reduces fatigue times by 20%.
Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 7 tiles of an allied unit.


Attribute Progression

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 +100% 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 extreme ranges, but only allow firing if the user hasn't moved, but 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, since the Infantry class generally performs better with Assault Rifles.

Sample Builds

Heavy Sniper

This build orients the Sniper into an effective, single target, high damage, unit with effective action economy. While this Sniper is less effective in the early game, it will gain power as the Sniper levels up and as better equipment becomes available. Mayhem doubles the damage output of the Sniper when it strikes a target, assuming a high damage hit of 7 damage with a ballistic Sniper rifle, Mayhem can transform that to 14 damage, Mayhem also helps the Sniper punch through enemy damage resistance. Death From Afar and the end game Lone Wolf gives a near universal boost to the Sniper who typically should be operating at squadsight range, although all Corporal perks are viable for this build. Sharpshooter helps the Sniper hit and punch through targets in cover. Vital Point Targeting provides a further significant boost to damage output to exposed organic targets.

Sample Heavy Sniper Build: Mayhem -> Death From Afar -> Sharpshooter -> Precision Shot -> Vital Point Targeting -> Lone Wolf.

Note: High Will snipers can benefit from certain psionic items that boost accuracy.

Recommended Equipment: Scope, High Cap Mags, Neural Gunlink, Alloy Bipod.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s