Difference between revisions of "Jaeger (Long War)"

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(Article fully updated for beta 15, added new icon. Tactical Advice section will be revised later,)
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{{CheckOutdated (Long War)|b15}}
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[[File: Class Jaeger (Long War).png|left|frame|64px|   Jaeger]]
[[File: Class Jaeger (Long War).png|left|frame|64px|Jaeger]]
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{{Toc (Long War)|40}}
<div style="float:right">{{Header (Long War)}}__TOC__</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 (better even than a 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.
  
 
:'''Primary Weapon:''' MEC Primary Weapons
 
:'''Primary Weapon:''' MEC Primary Weapons
Line 9: Line 8:
 
:'''Class-Limited items:''' MEC Equipment items
 
:'''Class-Limited items:''' MEC Equipment items
  
 +
<div style="clear:both;"></div>
  
== Abilities ==
+
==Abilities==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
|Specialist1={{Squadsight (Long War) |text=1}}
+
|Specialist1={{In The Zone (Long War) |text=1}}
 
|SpecialistE1=''No other bonuses.''
 
|SpecialistE1=''No other bonuses.''
 
|LCorporal1={{Damn Good Ground (Long War) |text=1}}
 
|LCorporal1={{Damn Good Ground (Long War) |text=1}}
Line 24: Line 24:
 
|Corporal3={{Flush (Long War) |text=1}}
 
|Corporal3={{Flush (Long War) |text=1}}
 
|CorporalE1=''No other bonuses.''
 
|CorporalE1=''No other bonuses.''
|CorporalE2=''No other bonuses.''
+
|CorporalE2='''+2 Will.'''
 
|CorporalE3=''No other bonuses.''
 
|CorporalE3=''No other bonuses.''
 
|Sergeant1={{Lone Wolf (Long War) |text=1}}
 
|Sergeant1={{Lone Wolf (Long War) |text=1}}
Line 30: Line 30:
 
|Sergeant3={{Ranger (Long War) |text=1}}
 
|Sergeant3={{Ranger (Long War) |text=1}}
 
|SergeantE1=''No other bonuses.''
 
|SergeantE1=''No other bonuses.''
|SergeantE2=''No other bonuses.''
+
|SergeantE2='''+2 Aim.'''
 
|SergeantE3=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
 
|TechSgt1={{Aggression (Long War) |text=1}}
 
|TechSgt1={{Aggression (Long War) |text=1}}
 
|TechSgt2={{Damage Control (Long War) |text=1}}
 
|TechSgt2={{Damage Control (Long War) |text=1}}
|TechSgt3={{Vital Point Targeting (Long War) |text=1}}
+
|TechSgt3={{Squadsight (Long War) |text=1}}
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE2='''+2 Will.'''
 
|TechSgtE2='''+2 Will.'''
Line 44: Line 44:
 
|GunSgtE2=''No other bonuses.''
 
|GunSgtE2=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
|MSgt1={{In The Zone (Long War) |text=1}}
+
|MSgt1={{Lock N Load (Long War) |text=1}}
 
|MSgt2={{Absorption Fields (Long War) |text=1}}
 
|MSgt2={{Absorption Fields (Long War) |text=1}}
|MSgt3={{Light Em Up (Long War) |text=1}}
+
|MSgt3={{Vital Point Targeting (Long War) |text=1}}
 
|MSgtE1=''No other bonuses.''
 
|MSgtE1=''No other bonuses.''
 
|MSgtE2='''-1 Mobility.'''
 
|MSgtE2='''-1 Mobility.'''
Line 52: Line 52:
 
}}
 
}}
  
== Stat Progression ==
+
==Stat Progression==
 +
{{Stat Progression Table (Long War)
 +
| rank1-hp-add=1 || rank1-aim-add=4 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=4 || rank1-will-total=2(-3)
 +
| rank2-hp-add=0 || rank2-aim-add=4 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=8 || rank2-will-total=4(-6)
 +
| rank3-hp-add=0 || rank3-aim-add=4 || rank3-will-add=2(-3) || rank3-hp-total=1 || rank3-aim-total=12 || rank3-will-total=6(-9)
 +
| rank4-hp-add=1 || rank4-aim-add=4 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=16 || rank4-will-total=8(-12)
 +
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=2(-3) || rank5-hp-total=2 || rank5-aim-total=20 || rank5-will-total=10(-15)
 +
| rank6-hp-add=0 || rank6-aim-add=4 || rank6-will-add=2(-3) || rank6-hp-total=2 || rank6-aim-total=24 || rank6-will-total=12(-18)
 +
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=3 || rank7-aim-total=28 || rank7-will-total=14(-21)
 +
}}
  
{| class="wikitable"
+
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
!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|| 1 || 0 || 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). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).
 
  
 
==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 '''Light 'Em Up''' make for an effective damage dealer at mid to long(ish) ranges. They should be treated as Marksman Rifle Scouts, with a higher damage potential.
+
While Jaegers are not designed for front-line combat roles like the Goliath, there is no reason that they have to be in any way 'squishy', vulnerable or fragile. Like all other MECs, Jaegers have access to the core MEC defensive perks: ATA*, Damage Control, Repair Servos and Absorption Fields. Like any other MEC, they can use heavier MEC suits, and defensive equipment choices. In addition, as long as the commander judges carefully and the Jaeger doesn't fail to kill, In the Zone can be used in much the same way as Hit&Run on the Pathfinder: moving out to take one or more shots on exposed (or flying) targets, before moving back into a position where it can't be seen. In other words, with the right build and equipment, a Jaeger can be just as capable of operating within enemy sight range, and weathering enemy fire, as any other MEC. (The 'Mid-Range ITZ Tank' build detailed below is an example of this approach.)
 
 
Perk Pros and Cons:
 
 
 
'''LCPL:''' At this rank any perk can be useful. I would not recommend '''Damn Good Ground''' unless you plan to choose '''Jetboot Module''' over '''Squadsight''' later. '''Platform Stability''' is highly useful until MSGT when '''Light 'Em Up''' becomes available, unless you plan to move your Jaeger around a lot. '''Sharpshooter''' is good for dealing with entrenched enemies, but less useful for flanking or hitting Flying enemies. Your call.
 
 
 
'''CPL:''' I would recommend '''Flush''' as a support Perk. Due to the squishiness of the Jaeger, it is unlikely you will place it in a position where it needs to be on overwatch, so '''Automated Threat Assessment''' is less useful; however if you are not using it as a squadsight firing position the extra defence can be lifesaving. '''Aggression''' is never one I would recommend simply because I do not like relying on criticals to win a battle. But it's up to your personal Playstyle.
 
 
 
'''SGT:''' '''Squadsight'''. No ifs, no buts, my recommendation is squadsight. The mobility and altitude traversal of '''Jetboots''' is useful, but this means you will always have to put your squishiest MEC in positions it can be shot back at, which without cover can get nasty. '''Ranger''' is as worthless as ever.
 
  
'''TSGT:''' Depends on your playstyle. If you spread you troops out enough, '''Lone Wolf''' is good but is situational - especially since the Squadsight only gives you +5 tiles range, so you're still losing a couple of tiles from the distance you can fire on a spotted enemy. '''Executioner''' is nice but highly situational - though it can combine well with '''Light 'Em Up''' to maintain aim bonus after '''Platform Stability''' has worn off provided you do decent damamge. If you play the class right, you'll never need '''Damage Control''' but it can be useful if you choose to make an overwatcher Jetboot combo.
+
That being said, the Jaeger's access to Squadsight at TSGT mean that a very powerful choice can be to drop defensive perks and gear and rely on being out of enemy range for this MEC's safety. The combination of '''Squadsight''' and '''In The Zone''' make for an extremely effective damage dealer at mid to long(ish) ranges, especially supplemented with other damage and crit perks, and equipment choices like SCOPEs, AP ammo, etc. If a commander decides to go for a specialised build such as this, they should take the utmost care not to expose the Jaeger to significant fire: it would be especially inadvisable to bring such a Jaeger to small maps that are dense with aliens, like Urban Close Quarters maps.
  
'''GSGT:'''If you're buliding a '''Jetboot / Threat Assessment''' Overwatcher here, '''Advanced Fire Control'''. If you're building a '''Squadsight''' Marksman, Shredder Ammo offers some nice support options. '''Bring 'Em On''' isn't for me due to my aforementioned reluctance to rely on Crits. Personal Choice.
+
The Jaeger has the best aim progression of all MECs.
  
'''MSGT:''' The Big Choices here. Depends on what you've built. If you're a squadsight Flanker, '''ITZ''' is amazing if you can do the damage needed. If you've gone for a Jetboot Overwatcher, you NEED '''Absorbtion Fields''' to reduce your squishiness in the late game. If you've gone for a Support Marksman, '''Light 'Em Up''' allows for greater damage potential.
+
(*The Pathfinder being the one exception in not having access to ATA.)
  
 
==Sample Builds==
 
==Sample Builds==
 +
===Long-Range ITZ Cannon===
 +
{{Class Build (Long War)|
 +
|LCL={{ Platform Stability (Long War)}}
 +
|CPL={{ Executioner (Long War)}}
 +
|SGT={{ Ranger (Long War)}}
 +
|TSG={{ Squadsight (Long War)}}
 +
|GSG={{ Bring Em On (Long War)}}
 +
|MSG={{ Vital Point Targeting (Long War)}}
 +
|Boost=N/A
 +
|Strength=good damage, ITZ cleanup potential
 +
|Weakness=somewhat lackluster single target dmg
 +
|Battles=All
 +
|Loadout=Battle Computer, SCOPE, Tactical Sensors
 +
|Power Ranks=TSG for range and safety, MSG for dmg
 +
|Description=Functions similarly to an ITZ sniper, but with more damage and no need for cover.  VPT gives very nice damage for ITZ chains, but Lock N Load can also be taken for potentially longer chains and more ammo overall.  Bring Em On can give some clutch damage to chain off of, but is generally unreliable for chaining since ITZ lowers crit chance and the build lacks Aggression.  Consider taking Shredder Ammo for utility on turns where chaining isn’t possible or even Repair Servos for some durability.
 +
|Strategic Analysis=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.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for some supportive utility or a Grenade Launcher to help with cover destruction (or just don't equip anything at all).
 +
}}
  
'''Marksman'''
+
===Short-Range ITZ Flanker===
 +
{{Class Build (Long War)|
 +
|LCL={{ Sharpshooter (Long War)}}
 +
|CPL={{ Executioner (Long War)}}
 +
|SGT={{ Lone Wolf (Long War)}}
 +
|TSG={{ Aggression (Long War)}}
 +
|GSG={{ Bring Em On (Long War)}}
 +
|MSG={{ Vital Point Targeting (Long War)}}
 +
|Boost=N/A
 +
|Strength=great damage, ITZ cleanup potential
 +
|Weakness=vulnerable if caught out
 +
|Battles=All
 +
|Loadout=Mobile Exo Suit, Battle Computer, SCOPE, Tactical Sensors
 +
|Power Ranks=TSG for crits, GSG and MSG for dmg
 +
|Description=This build is an agile glass cannon which operates on the principle that everything it shoots must die.  It can move for multiple flanking kills, and then move back out of the remaining enemies’ sight.  Be prepared to bail it out with smoke or an officer Command if a shot fails to kill while dangerous enemies are around.
 +
|Strategic Analysis=Ensuring kills with Bring Em On crits is extremely important for this build to get the extra actions from ITZ.  Fully activated Aggression, Sharpshooter, and a crit item gives 98% crit chance on a flank.  Lone Wolf, Executioner, and more crit from items will keep the crit chance going through the ITZ chain.  As always, keep ammo topped off whenever possible.
 +
}}
  
Platform Stability - Flush - Squadsight - Executioner - Shredder Ammo - Light 'Em Up
+
===Mid-Range ITZ Tank===
 
+
{{Class Build (Long War)|
 
+
|LCL={{ Platform Stability (Long War)}}
A unit to sit a little behind the front lines and offer Fire support. Platform Stability will offer the already excellent aim progression of the Jaeger a little boost, Flush and Shredder offer some support options and Executioner works well with Light 'Em Up to maintain the aim bonus lost after the first shot with Platform Stability. Super Squishy.
+
|CPL={{ Executioner (Long War)}}
Equip a Grenade Launcher to offer additional Support by cover destruction.
+
|SGT={{ Advanced Fire Control (Long War)}}
 
+
|TSG={{ Damage Control (Long War)}}
 
+
|GSG={{ Repair Servos (Long War)}}
'''Overwatcher'''
+
|MSG={{ Absorption Fields (Long War)}}
 
+
|Boost=+2 will, +2 aim, -1 mobility
Damn Good Ground - Automated Threat Assessment - Jetboot Module - Damage Control - Advanced Fire Control - Absorbtion Fields
+
|Strength=good tank, ITZ cleanup potential, Overwatch Potential
 
+
|Weakness=lackluster single target dmg, ITZ chains less reliable
 
+
|Battles=All
Not the strongest option for this class, the lack of health in the late game requires the use of Damage Control and Absorbtion Fields since the MEC can't take cover. DGG and Jetboot work well together to exploit rooftops, and the Defence granted by DGG combines with ATA to almost make up for the inability to take cover. AFC is not necessarily necessary due to the Jaeger's excellent aim, but with this you should hit almost every Overwatch against uncovered enemies and most against those in light cover.
+
|Loadout=Heavy Exo Suit, Core Armoring, Battle Computer or SCOPE, Alien Trophy, Explosive Launcher(s)
Equip Restorative Mist to help recover damage taken.
+
|Power Ranks=SGT for overwatch capability, MSG for tanking
 
+
|Description=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 quite a beating. Advanced Fire Control gives it decent overwatch utility, but can be dropped for Ranger to get more dmg. Grenade launchers and proxy mines are useful for when you need to hunker into One for All position to tank but still need to contribute to the fight.
'''Flanker'''
+
|Strategic Analysis=Generally this soldier will want to finish off as many enemies with ITZ as possible then either reload, use a secondary weapon, or if you have good ammo left simply Overwatch.  Battle Computer can be given without making enemies completely ignore the tank while on Overwatch due to the lack of Automated Threat Assessment.
 
+
}}
Damn Good Ground - Aggression - Jetboot Module - Lone Wolf (Feeling Risky) or Damage Control (safer) - Bring 'Em On - In the Zone
 
 
 
 
 
A dangerous game to play, if you have an accidental trigger of a high Damage enemy (Cyberdisc, Sectopod etc.) then your Jaeger may become toasted. This build relies on exploiting the bonus to Critical chance offered by a flank with the high mobility options of Jetboot module. Depending on how many people you can see and how far away you're flanking from the rest of your team, the % bonus critical chance from Lone Wolf and Aggression can start to stack up. Combine that with Flank bonus and Bonus damage from Bring 'Em On and you have a killer. ITZ lets you chain a couple of weak enemies then run away like the squishy thing that you are.
 
If you're playing with the Second Wave option that makes all flanks criticals, you can ignore the critical Chance boosters and choose something else.
 
Equip Flamethrower for close combat screaming or Restorative Mist to recover damage taken.
 
  
 
==See also==
 
==See also==

Latest revision as of 03:07, 3 May 2021

   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
Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Damn Good Ground
Damn Good Ground
Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
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).
Sharpshooter
Sharpshooter
+10 critical chance in all situations, +10 Aim against enemies in full cover.
No other bonuses. No other bonuses. No other bonuses.
RANK SERGEANT.png
Corporal
Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
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.
Flush
Flush
Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
No other bonuses. +2 Will. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Lone Wolf
Lone Wolf
+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
Advanced Fire Control
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
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.
No other bonuses. +2 Aim. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
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.
Squad sight
Squadsight
Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
No other bonuses. +2 Will. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
Repair Servos
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%.
Bring 'Em On
Bring 'Em On
Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Shredder Ammo
Shredder Ammo
The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns.
+2 Will. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
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.
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.
No other bonuses. -1 Mobility. No other bonuses.


Stat Progression

Rank / Level Total
Health
Aim
Will
 *
Health
Aim
Will
 *
Specialist 1 4 2(-3) 1 4 2(-3)
Lance Corporal 0 4 2(-3) 1 8 4(-6)
Corporal 0 4 2(-3) 1 12 6(-9)
Sergeant 1 4 2(-3) 2 16 8(-12)
Tech Sergeant 0 4 2(-3) 2 20 10(-15)
Gunnery Sergeant 0 4 2(-3) 2 24 12(-18)
Master Sergeant 1 4 2(-3) 3 28 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

While Jaegers are not designed for front-line combat roles like the Goliath, there is no reason that they have to be in any way 'squishy', vulnerable or fragile. Like all other MECs, Jaegers have access to the core MEC defensive perks: ATA*, Damage Control, Repair Servos and Absorption Fields. Like any other MEC, they can use heavier MEC suits, and defensive equipment choices. In addition, as long as the commander judges carefully and the Jaeger doesn't fail to kill, In the Zone can be used in much the same way as Hit&Run on the Pathfinder: moving out to take one or more shots on exposed (or flying) targets, before moving back into a position where it can't be seen. In other words, with the right build and equipment, a Jaeger can be just as capable of operating within enemy sight range, and weathering enemy fire, as any other MEC. (The 'Mid-Range ITZ Tank' build detailed below is an example of this approach.)

That being said, the Jaeger's access to Squadsight at TSGT mean that a very powerful choice can be to drop defensive perks and gear and rely on being out of enemy range for this MEC's safety. The combination of Squadsight and In The Zone make for an extremely effective damage dealer at mid to long(ish) ranges, especially supplemented with other damage and crit perks, and equipment choices like SCOPEs, AP ammo, etc. If a commander decides to go for a specialised build such as this, they should take the utmost care not to expose the Jaeger to significant fire: it would be especially inadvisable to bring such a Jaeger to small maps that are dense with aliens, like Urban Close Quarters maps.

The Jaeger has the best aim progression of all MECs.

(*The Pathfinder being the one exception in not having access to ATA.)

Sample Builds

Long-Range ITZ Cannon

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Platform Stability
Executioner
Ranger
Squad sight
Bring 'Em On
Vital Point Targeting
Build Overview
Stat Boosts N/A
Strengths good damage, ITZ cleanup potential
Weaknesses somewhat lackluster single target dmg
Preferred battle sites All
Most common Loadout Battle Computer, SCOPE, Tactical Sensors
Power Ranks TSG for range and safety, MSG for dmg
Description Functions similarly to an ITZ sniper, but with more damage and no need for cover. VPT gives very nice damage for ITZ chains, but Lock N Load can also be taken for potentially longer chains and more ammo overall. Bring Em On can give some clutch damage to chain off of, but is generally unreliable for chaining since ITZ lowers crit chance and the build lacks Aggression. Consider taking Shredder Ammo for utility on turns where chaining isn’t possible or even Repair Servos for some durability.
Strategic Analysis 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. Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for some supportive utility or a Grenade Launcher to help with cover destruction (or just don't equip anything at all).


Short-Range ITZ Flanker

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Sharpshooter
Executioner
Lone Wolf
Aggression
Bring 'Em On
Vital Point Targeting
Build Overview
Stat Boosts N/A
Strengths great damage, ITZ cleanup potential
Weaknesses vulnerable if caught out
Preferred battle sites All
Most common Loadout Mobile Exo Suit, Battle Computer, SCOPE, Tactical Sensors
Power Ranks TSG for crits, GSG and MSG for dmg
Description This build is an agile glass cannon which operates on the principle that everything it shoots must die. It can move for multiple flanking kills, and then move back out of the remaining enemies’ sight. Be prepared to bail it out with smoke or an officer Command if a shot fails to kill while dangerous enemies are around.
Strategic Analysis Ensuring kills with Bring Em On crits is extremely important for this build to get the extra actions from ITZ. Fully activated Aggression, Sharpshooter, and a crit item gives 98% crit chance on a flank. Lone Wolf, Executioner, and more crit from items will keep the crit chance going through the ITZ chain. As always, keep ammo topped off whenever possible.


Mid-Range ITZ Tank

Perk progression
- RANK CORPORAL.png
Lance Corporal
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Corporal
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Sergeant
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Tech Sergeant
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Gunnery Sergeant
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Master Sergeant
Perk by tier
Platform Stability
Executioner
Advanced Fire Control
Damage Control
Repair Servos
Absorption Fields
Build Overview
Stat Boosts +2 will, +2 aim, -1 mobility
Strengths good tank, ITZ cleanup potential, Overwatch Potential
Weaknesses lackluster single target dmg, ITZ chains less reliable
Preferred battle sites All
Most common Loadout Heavy Exo Suit, Core Armoring, Battle Computer or SCOPE, Alien Trophy, Explosive Launcher(s)
Power Ranks SGT for overwatch capability, MSG for tanking
Description 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 quite a beating. Advanced Fire Control gives it decent overwatch utility, but can be dropped for Ranger to get more dmg. Grenade launchers and proxy mines are useful for when you need to hunker into One for All position to tank but still need to contribute to the fight.
Strategic Analysis Generally this soldier will want to finish off as many enemies with ITZ as possible then either reload, use a secondary weapon, or if you have good ammo left simply Overwatch. Battle Computer can be given without making enemies completely ignore the tank while on Overwatch due to the lack of Automated Threat Assessment.


See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
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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
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Officers
CLASS PSIONIC.png
Psionics
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Gene Mods
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S.H.I.V.s