Difference between revisions of "Jaeger (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
 
!! NOT UPDATED TO LWR YET !!
 
  
 
[[File: Class Jaeger (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;<b><i>Jaeger</i></b>]]
 
[[File: Class Jaeger (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;<b><i>Jaeger</i></b>]]
<div style="float:right; padding:0 15px 15px 20px;">
 
    <div>__TOC__<br/></div>
 
    <div style="float: left; padding-left: 40px;">{{Header (Long War)}}</div>
 
    </div>
 
</div>
 
  
 
MEC variant of the '''Sniper''' class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.
 
MEC variant of the '''Sniper''' class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.
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<div style="clear: both;"> </div>
 
<div style="clear: both;"> </div>
 
== Abilities ==
 
== Abilities ==
{{Class Tree (Long War)|
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{{Class Tree (LWR)|
|Specialist1={{In The Zone (Long War) |text=1}}
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|Specialist1={{In The Zone (LWR) |text=1}}
|SpecialistE1=''No other bonuses.''
+
|LCorporal1={{Squadsight (LWR) |text=1}}
|LCorporal1={{Damn Good Ground (Long War) |text=1}}
+
|LCorporal2={{Awareness (LWR) |text=1}}
|LCorporal2={{Platform Stability (Long War) |text=1}}
+
|LCorporal3={{Lock n' Load (LWR) |text=1}}
|LCorporal3={{Sharpshooter (Long War) |text=1}}
+
|Corporal1={{Lone Wolf (LWR) |text=1}}
|LCorporalE1=''No other bonuses.''
+
|Corporal2={{Extra Conditioning (LWR) |text=1}}
|LCorporalE2=''No other bonuses.''
+
|Corporal3={{Holo Rounds (LWR) |text=1}}
|LCorporalE3=''No other bonuses.''
+
|Sergeant1={{Jetboot Module (LWR) |text=1}}
|Corporal1={{Executioner (Long War) |text=1}}
+
|Sergeant2={{Sharpshooter (LWR) |text=1}}
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}
+
|Sergeant3={{Aggression (LWR) |text=1}}
|Corporal3={{Flush (Long War) |text=1}}
+
|TechSgt1={{Executioner (LWR) |text=1}}
|CorporalE1=''No other bonuses.''
+
|GunSgt1={{Bring 'Em On (LWR) |text=1}}
|CorporalE2='''+2 Will.'''
+
|GunSgt2={{Critical System Targeting (LWR) |text=1}}
|CorporalE3=''No other bonuses.''
+
|GunSgt3={{Vital Point Targeting (LWR) |text=1}}
|Sergeant1={{Lone Wolf (Long War) |text=1}}
+
|MSgt1={{Killer Instinct (LWR) |text=1}}
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}
+
|MSgt2={{Bullseye (LWR) |text=1}}
|Sergeant3={{Ranger (Long War) |text=1}}
 
|SergeantE1=''No other bonuses.''
 
|SergeantE2='''+2 Aim.'''
 
|SergeantE3=''No other bonuses.''
 
|TechSgt1={{Aggression (Long War) |text=1}}
 
|TechSgt2={{Damage Control (Long War) |text=1}}
 
|TechSgt3={{Squadsight (Long War) |text=1}}
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE2='''+2 Will.'''
 
|TechSgtE3=''No other bonuses.''
 
|GunSgt1={{Repair Servos (Long War) |text=1}}
 
|GunSgt2={{Bring Em On (Long War) |text=1}}
 
|GunSgt3={{Shredder Ammo (Long War) |text=1}}
 
|GunSgtE1='''+2 Will.'''
 
|GunSgtE2=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
 
|MSgt1={{Lock N Load (Long War) |text=1}}
 
|MSgt2={{Absorption Fields (Long War) |text=1}}
 
|MSgt3={{Vital Point Targeting (Long War) |text=1}}
 
|MSgtE1=''No other bonuses.''
 
|MSgtE2='''-1 Mobility.'''
 
|MSgtE3=''No other bonuses.''
 
 
}}
 
}}
  
 
== Stat Progression ==
 
== Stat Progression ==
 
{| class="wikitable"
 
!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*
 
|-
 
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)
 
|-
 
|Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6)
 
|-
 
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)
 
|-
 
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)
 
|-
 
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)
 
|-
 
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)
 
|-
 
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)
 
|}
 
 
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
 
  
 
==Tactical Advice==
 
==Tactical Advice==
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead '''Squadsight''' and '''In The Zone''' make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.
 
  
 
== Sample Builds ==
 
== Sample Builds ==
===Long-range ITZ cannon===
 
 
LCPL: '''Platform Stability''': Adds aim and crit chance to every action in the ITZ chain, if you fire without moving. 
 
 
CPL: '''Executioner''' : ITZ chains often involve finishing off wounded targets.
 
 
SGT: '''Ranger''' : ITZ needs raw damage, and Ranger provides it.
 
 
TSGT: '''Squadsight''' : Core perk. Allows the Jaeger to fire from beyond visual range, enabling this extreme-damage but squishy build. 
 
 
GSGT: '''Bring 'Em On''': More damage, but only on crits, which you can't rely on for ITZ. Either of the other perks works as well - Repair Servos to take a hit, Shredder Ammo for utility on turns you can't take advantage of ITZ.
 
 
MSGT: '''Vital Point Targeting''' : ITZ need damage to continue, adding more damage. '''Lock N' Load''' is also a good choice.
 
 
This build is pure glass cannon, so it should engage from the rear of the battlefield.  Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles).  Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role, or Grenade Launcher to help with cover destruction (or just don't equip anything at all).
 
 
===Short-range ITZ flanker===
 
 
LCPL: '''Sharpshooter''': Adds crit chance to every action in the ITZ which is important for reliable killing power. 
 
 
CPL: '''Executioner''' : ITZ chains often involve finishing off wounded targets.
 
 
SGT: '''Lone Wolf''' : ITZ needs high aim and crit chance to be effective, and this build will almost always be at least 7 tiles away from the team.
 
 
TSGT: '''Aggression''' : This perk is crucial for enabling flanking shots to have 100% chance to crit even after multiple ITZ kills. 
 
 
GSGT: '''Bring 'Em On''': This perk pulls the rest of the build together, with this you should, in most cases, have a 100% chance to instantly kill most organic targets if they are flanked.
 
 
MSGT: '''Vital Point Targeting''' : ITZ needs damage to continue, adding more damage. '''Lock N' Load''' is also a good choice.
 
 
This build is an agile glass cannon, so it is best suited in a high mobility MEC platform. This unit operates on the principle that everything it shoots must die, it can move for multiple flanking shots, and then move back out of the enemies sight. The best gear is that of increasing crit chance and damage. A Scope, Targeting Module, and Battle Computer work nicely. It's even also a good idea to equip this unit with a Pulse Lance for increased crit chance.
 
 
===Mid-range ITZ Tank===
 
 
LCPL: '''Platform Stability''': + aim / crit %. 
 
 
CPL: '''Executioner''' : + aim / crit %.
 
 
SGT: '''Ranger''' : + dmg.
 
 
TSGT: ''' Damage Control''' : +1.5 DR. 
 
 
GSGT: ''' Repair Servos''': Auto-repair.
 
 
MSGT: ''' Absorption Fields''' : +DR
 
 
This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks.  This unit operates within enemy sight range (no '''Squadsight'''), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into '''One for All''' position.
 
  
 
==See also==
 
==See also==
{{Soldiers (Long War) Navbar}}
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{{Soldiers (LWR) Navbar}}
[[Category: Long War]]
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[[Category: Long War Rebalance]]
[[Category: Soldiers (Long War)]]
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[[Category: Soldiers (LWR)]]
[[Category: MECs (Long War)]]
+
[[Category: MECs (LWR)]]

Revision as of 22:16, 13 July 2020

Back To Main Page

   Jaeger

MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 extra shots until out of ammo or targets. Standard shots that are not part of an ITZ chain gain +10 aim and grant an automatic reload.
RANK CORPORAL.png
Lance Corporal
Squad sight
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight.
Awareness
Awareness
Provides +30 defense.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
RANK SERGEANT.png
Corporal
Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit.
Extra Conditioning
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Holo Rounds
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
RANK LIEUTENANT.png
Sergeant
Jetboot Module
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 3 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting).
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.
Aggression
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
RANK CAPTAIN.png
Tech Sergeant
Executioner
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP.
RANK MAJOR.png
Gunnery Sergeant
Bring 'Em On
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
Vital Point Targeting
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens.
RANK COLONEL.png
Master Sergeant
Killer Instinct
Killer Instinct
Critical hits deal 200% damage.
Bull Rush
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).


Stat Progression

Tactical Advice

Sample Builds

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