Difference between revisions of "Archer (Long War)"
(Added Tactical Advice for Archer. If there is incorrect information, please do correct and note changes.) |
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− | MEC variant of the [[Rocketeer]] class. A |
+ | MEC variant of the [[Rocketeer (Long War)|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 == |
== Abilities == |
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− | + | The Archer is used to bombard enemies from afar with deadly and highly precise grenade throws. Its 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 maximum damage. The Archer also gains overwatch focused perks, which makes it better suited for securing flanks as well as holding specific spots, however, some of these might interfere with perks that increase the deadliness of its grenades. |
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− | 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 |
+ | 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 |
+ | Functionally, there is a bit of a cross between The Archer and the Shogun, as they share many of the same perks. Depending on what you want from your MEC it is a bit of a toss-up between the two, especially the more experienced that the MEC becomes. |
− | With a rather low HP progression, an Archer |
+ | 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. |
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. |
Revision as of 10:18, 30 July 2014
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
Tactical Advice
Intended Role: Long-range Offensive Support
The Archer is used to bombard enemies from afar with deadly and highly precise grenade throws. Its 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 maximum damage. The Archer also gains overwatch focused perks, which makes it better suited for securing flanks as well 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 a bit of a cross between The Archer and the Shogun, as they share many of the same perks. Depending on what you want from your MEC it is a bit 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 |