Difference between revisions of "Archer (Long War)"
(→Tactical Advice: reorder and condense a bit.) |
m |
||
Line 31: | Line 31: | ||
|GunSgt1=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.'' | |GunSgt1=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.'' | ||
|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.'' | |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.'' | ||
− | |GunSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive | + | |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.'' |
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0'' | |GunSgtE1=''Aim: 0 Will: 0 Mob: 0'' | ||
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0'' | |GunSgtE2=''Aim: 0 Will: 0 Mob: 0'' |
Revision as of 21:45, 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, 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.
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 |