Difference between revisions of "Archer (Long War)"
(Templates added and updated for beta 14f, updated Stag Progression table) |
|||
Line 1: | Line 1: | ||
[[File: CLASS MECH.png|left|frame|64px|Archer]] |
[[File: CLASS MECH.png|left|frame|64px|Archer]] |
||
− | <div style="float:right">__TOC__</div> |
+ | <div style="float:right">{{Header (Long War)}}__TOC__</div> |
− | MEC variant of the |
+ | 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. |
+ | :'''Primary Weapon:''' MEC Primary Weapons |
||
+ | :'''Secondary Weapon:''' MEC Secondary Weapon Systems |
||
+ | :'''Class-Limited items:''' MEC Equipment items |
||
Revision as of 23:30, 26 November 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.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
Bombard
Throw or launch grenades over exceptionally long distances (+50%). | |||
No other bonuses. | ||||
Lance Corporal |
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 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 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. | ||
Corporal |
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed. |
Jetboot Module When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. |
Body Shield The nearest visible enemy suffers -20 aim and cannot critically hit this unit | |
No other bonuses. | Provides +1 Mobility. | Provides +2 Will. | ||
Sergeant |
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 Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
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. | ||
Tech Sergeant |
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
Limited-use small items (including those from perks) receive 1 additional use. |
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. | ||
Gunnery Sergeant |
Danger Zone Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers. |
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 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. | ||
Master Sergeant |
Grenadier Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further. |
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
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
- 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.