Difference between revisions of "Archer (Long War)"

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(Templates added and updated for beta 14f, updated Stag Progression table)
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[[File: CLASS MECH.png|left|frame|64px|Archer]]
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<div style="float:right">__TOC__</div>
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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.
 
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.
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 +
  
 
== Abilities ==
 
== Abilities ==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
|Specialist1=[[File:ALIEN_BOMBARD.png|32px|center]]'''Bombard'''<br/>''Throw or launch grenades over exceptionally long distances.''
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|Specialist1={{ Bombard (Long War)|text=1}}
|SpecialistE1=''''
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|SpecialistE1=''No other bonuses.''
|LCorporal1=[[File:HEAVY RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.''
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|LCorporal1={{ Rapid Reaction (Long War)|text=1}}
|LCorporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.''
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|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}
|LCorporal3=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have a +10 Aim and +10% critical chance.''
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|LCorporal3={{ Platform Stability (Long War)|text=1}}
|LCorporalE1=''Aim: 2 Will: 0 Mob: 0''
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|LCorporalE1='''Provides +2 Aim.'''
|LCorporalE2=''Aim: 0 Will: 1 Mob: 0''
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|LCorporalE2='''Provides +1 Will.'''
|LCorporalE3=''Aim: 1 Will: 0 Mob: 0''
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|LCorporalE3='''Provides +1 Aim.'''
|Corporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''Rockets and grenades do additional damage to robotic enemies.''
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|Corporal1={{ HEAT Warheads (Long War)|text=1}}
|Corporal2=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''
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|Corporal2={{ Jetboot Module (Long War)|text=1}}
|Corporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''
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|Corporal3={{ Body Shield (Long War)|text=1}}
|CorporalE1=''Aim: 0 Will: 0 Mob: -1''
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|CorporalE1=''No other bonuses.''
|CorporalE2=''Aim: 0 Will: 0 Mob: 1''
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|CorporalE2='''Provides +1 Mobility.'''
|CorporalE3=''Aim: 0 Will: 2 Mob: 0''
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|CorporalE3='''Provides +2 Will.'''
|Sergeant1=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''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.''
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|Sergeant1={{ Mayhem (Long War)|text=1}}
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
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|Sergeant2={{ Aggression (Long War)|text=1}}
|Sergeant3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''
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|Sergeant3={{ Damage Control (Long War)|text=1}}
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''
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|SergeantE1=''No other bonuses.''
|SergeantE2=''Aim: 2 Will: 1 Mob: 0''
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|SergeantE2='''Provides +2 Aim, +1 Will.'''
|SergeantE3=''Aim: 0 Will: 2 Mob: 0''
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|SergeantE3='''Provides +2 Will.'''
|TechSgt1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''
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|TechSgt1={{ Ranger (Long War)|text=1}}
|TechSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''
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|TechSgt2={{ Packmaster (Long War)|text=1}}
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''
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|TechSgt3={{ Collateral Damage (Long War)|text=1}}
|TechSgtE1=''Aim: 3 Will: 0 Mob: 0''
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|TechSgtE1='''Provides +3 Aim.'''
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''
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|TechSgtE2=''No other bonuses.''
|TechSgtE3=''Aim: 0 Will: 0 Mob: 0''
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|TechSgtE3=''No other bonuses.''
|GunSgt1=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.''
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|GunSgt1={{ Danger Zone (Long War)|text=1}}
|GunSgt2=[[File:SNIPER_DOUBLETAP.png|32px|center]]'''Double Tap''' <br/> ''Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.''
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|GunSgt2={{ Double Tap (Long War)|text=1}}
|GunSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''
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|GunSgt3={{ Reactive Targeting Sensors (Long War)|text=1}}
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''
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|GunSgtE1=''No other bonuses.''
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
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|GunSgtE2=''No other bonuses.''
|GunSgtE3=''Aim: 3 Will: 0 Mob: 0''
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|GunSgtE3='''Provides +3 Aim.'''
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>Reduces most incoming damage to this unit, scaling up as the damage increases.''
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|MSgt1={{ Grenadier (Long War)|text=1}}
|MSgt2=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''
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|MSgt2={{ Vital Point Targeting (Long War)|text=1}}
|MSgt3=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier''' <br/> ''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''
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|MSgt3={{ Absorption Fields (Long War)|text=1}}
|MSgtE1=''''
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|MSgtE1=''No other bonuses.''
|MSgtE2=''''
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|MSgtE2='''Provides +4 Aim.'''
|MSgtE3=''''
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|MSgtE3='''Provides +4 Will.'''
 
}}
 
}}
  
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== Stat Progression ==
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{| class="wikitable"
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!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*
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|-
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|Specialist|| 1 || 1 || 2 || 2 || 2(3)|| 2(-3)
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|-
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|Lance Corporal|| 0 || 1 || 2 || 4 || 2(3)|| 4(-6)
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|-
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|Corporal|| 0 || 1 || 2 || 6 || 2(3)|| 6(-9)
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|-
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|Sergeant|| 1 || 2 || 2 || 8 || 2(3)|| 8(-12)
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|-
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|Tech Sergeant|| 0 || 2 || 2 || 10 || 2(3)|| 10(-15)
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|-
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|Gunnery Sergeant|| 0 || 2 || 2 || 12 || 2(3)|| 12(-18)
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|-
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|Master Sergeant|| 1 || 3 || 2 || 14 || 2(3)|| 14(-21)
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|}
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* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.
  
 
== Tactical Advice ==
 
== Tactical Advice ==
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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. If you want a MEC specialised in grenade launchers and destroying cover, but with a bit more flexibility outside that role, look to the [[Shogun (Long War)|Shogun]], which lacks the Archer's range but has a few other advantages to balance it out.
 
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. If you want a MEC specialised in grenade launchers and destroying cover, but with a bit more flexibility outside that role, look to the [[Shogun (Long War)|Shogun]], which lacks the Archer's range but has a few other advantages to balance it out.
  
== Stat Progression ==
 
 
{| class="wikitable"
 
!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 || 2 || 2 || 10
 
|-
 
|Gunnery Sergeant|| 0 || 2 || 2 || 12
 
|-
 
|Master Sergeant|| 1 || 3 || 2 || 14
 
|}
 
  
 
==See also==
 
==See also==

Revision as of 15:11, 22 November 2014

Archer

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
RANK SQUADDIE.png
Specialist
Bombard
Bombard
Throw or launch grenades over exceptionally long distances (+50%).
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Rapid Reaction
Rapid Reaction
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit.
Automated Threat Assessment
Automated Threat Assessment
Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Platform Stability
Platform Stability
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Provides +2 Aim. Provides +1 Will. Provides +1 Aim.
RANK SERGEANT.png
Corporal
HEAT Warheads
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed.
Jetboot Module
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Body Shield
Body Shield
The nearest visible enemy suffers -20 aim and cannot critically hit this unit
No other bonuses. Provides +1 Mobility. Provides +2 Will.
RANK LIEUTENANT.png
Sergeant
Mayhem
Mayhem
Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot.
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Damage Control
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
No other bonuses. Provides +2 Aim, +1 Will. Provides +2 Will.
RANK CAPTAIN.png
Tech Sergeant
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
Collateral Damage
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied.
Provides +3 Aim. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
Danger Zone
Danger Zone
Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.
Double Tap
Double Tap
Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
Reactive Targeting Sensors
Reactive Targeting 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.
No other bonuses. No other bonuses. Provides +3 Aim.
RANK COLONEL.png
Master Sergeant
Grenadier
Grenadier
Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further.
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Absorption Fields
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
No other bonuses. Provides +4 Aim. Provides +4 Will.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 2 2 2(3) 2(-3)
Lance Corporal 0 1 2 4 2(3) 4(-6)
Corporal 0 1 2 6 2(3) 6(-9)
Sergeant 1 2 2 8 2(3) 8(-12)
Tech Sergeant 0 2 2 10 2(3) 10(-15)
Gunnery Sergeant 0 2 2 12 2(3) 12(-18)
Master Sergeant 1 3 2 14 2(3) 14(-21)
  • Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.

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. Note some of these talents may effect proximity mines as well as grenades even thought they are not listed int he description. This needs confirmation.

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.

With a rather low HP progression and a bit of a lack of defensive perks, an Archer MEC should generally be kept out of the line of fire. However its starting perk Bombard makes up for it's poor front-line potential.

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. If you want a MEC specialised in grenade launchers and destroying cover, but with a bit more flexibility outside that role, look to the Shogun, which lacks the Archer's range but has a few other advantages to balance it out.


See also

Lone Wolf (EU2012).jpg Long War: 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 Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
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