Difference between revisions of "Jaeger (Long War)"
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==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 effective damage dealer at mid to long(ish) ranges. They should be treated as Marksman Rifle Scouts, with a higher damage potential. | + | 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 effective damage dealer at mid to long(ish) ranges. They should be treated as Marksman Rifle Scouts, with a higher damage potential. The Jaeger has the best aim progression of all MECs. |
+ | |||
+ | |||
+ | == Sample Builds == | ||
+ | ===Long range ITZ cannon=== | ||
+ | |||
+ | LCPL: '''Platform Stability''': + aim/crit %. | ||
+ | |||
+ | CPL: '''Executioner''' : + aim/crit %. | ||
+ | |||
+ | SGT: '''Ranger''' : + dmg. | ||
+ | |||
+ | TSGT: '''Squadsight''' : Extra range. Core perk. | ||
+ | |||
+ | GSGT: '''Bring 'Em On''': + crit dmg. | ||
+ | |||
+ | MSGT: '''Lock N' Load''' : Keep firing... | ||
+ | |||
+ | |||
+ | 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). Give it a Battle Computer and Tactical Sensors for increased aim and defense. This build won't benefit from most MEC secondary weapons, so give it a Restorative Mist for a more supportive role. | ||
==See also== | ==See also== |
Revision as of 23:29, 1 November 2016
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.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
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. | ||||
Lance Corporal |
Damn Good Ground Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses. |
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 +10 critical chance in all situations, +10 Aim against enemies in full cover. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Corporal |
Executioner Confers +10 aim and +10 critical chance against targets at or below 50% health. |
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 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. | ||
Sergeant |
Lone Wolf +10 Aim and Critical Chance if not within 7 tiles of an allied unit. |
Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty. |
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. | ||
Tech Sergeant |
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. |
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. | ||
Gunnery Sergeant |
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 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 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. | ||
Master Sergeant |
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
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
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
- 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
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 effective damage dealer at mid to long(ish) ranges. They should be treated as Marksman Rifle Scouts, with a higher damage potential. The Jaeger has the best aim progression of all MECs.
Sample Builds
Long range ITZ cannon
LCPL: Platform Stability: + aim/crit %.
CPL: Executioner : + aim/crit %.
SGT: Ranger : + dmg.
TSGT: Squadsight : Extra range. Core perk.
GSGT: Bring 'Em On: + crit dmg.
MSGT: Lock N' Load : Keep firing...
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). Give it a Battle Computer and Tactical Sensors for increased aim and defense. This build won't benefit from most MEC secondary weapons, so give it a Restorative Mist for a more supportive role.