Pathfinder
MEC variant of the Scout class. Mirroring the Scouts they're recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank
|
Ability
|
Specialist
|
Hit and RunYour first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.
|
+1 Mobility.
|
Lance Corporal
|
DeadeyeConfers +15 aim against flying targets.
|
|
Lone Wolf+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
|
No other bonuses.
|
+2 Aim.
|
No other bonuses.
|
Corporal
|
Damn Good GroundConfers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
|
Sharpshooter+10 critical chance in all situations, +10 Aim against enemies in full cover.
|
FlushFire 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.
|
No other bonuses.
|
No other bonuses.
|
Sergeant
|
RangerConfers +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.
|
ExecutionerConfers +10 aim and +10 critical chance against targets at or below 50% health.
|
Repair ServosRepairs 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%.
|
No other bonuses.
|
No other bonuses.
|
No other bonuses.
|
Tech Sergeant
|
Damage ControlWhen this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
|
AggressionConfers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
|
Vital Point TargetingConfers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
|
No other bonuses.
|
No other bonuses.
|
No other bonuses.
|
Gunnery Sergeant
|
Bring 'Em OnConfers 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.
|
SquadsightAllows 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.
|
Lock N' LoadPrimary 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.
|
No other bonuses.
|
No other bonuses.
|
No other bonuses.
|
Master Sergeant
|
Lightning ReflexesThe hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.
|
Rapid FireTake two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
|
Absorption FieldsReduces 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.
|
No other bonuses.
|
-1 Mobility.
|
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).
Sample Builds
SS Marksman
Perk progression
|
- |
Lance Corporal |
Corporal |
Sergeant |
Tech Sergeant |
Gunnery Sergeant |
Master Sergeant
|
Perk by tier
|
|
|
|
|
|
|
Build Overview
|
Stat Boosts |
N/A
|
Strengths |
great damage, good range
|
Weaknesses |
somewhat vulnerable, burns ammo very quickly
|
Preferred battle sites |
All
|
Most common Loadout |
Battle Computer, Hi Cap Mags, SCOPE
|
Power Ranks |
TSG and MSG for dmg, GSG for range and safety
|
Description |
This build focuses on laying down fire from long range, occasionally moving for flanks when available or necessary. Compared to a non-overwatch Valkyrie this build offers better mobility with HnR+Lone Wolf vs Light Em UP+Platform Stability and better accuracy due to having Executioner and Lone Wolf affecting all shots (not just the first for PS) at the cost of less damage (either overall with Shredder Ammo or against mechs with HEAT). Executioner can be dropped for Ranger or Repair Servos to gain more dmg or a bit of tank if desired. Flush is useful for consistently securing kills and supporting overwatch teammates, but it can be dropped for Sharpshooter or even DGG.
|
Strategic Analysis |
This glass cannon build is most effective against stragglers, or attacking from just outside standard sight range. Like the Squadsight (SS) Jaeger builds, the trick is to keep it within 18-23 tile range to take advantage of SS, while taking up to 3 shots against uncovered targets using HnR and Rapid Fire. Alternately, you can maneuver for a HnR flank shot then retreat. Cover destruction support to maximize HnR efficiency without needing to do potentially dangerous maneuvers for flanks is greatly appreciated.
|
Crazed Gunman
Perk progression
|
- |
Lance Corporal |
Corporal |
Sergeant |
Tech Sergeant |
Gunnery Sergeant |
Master Sergeant
|
Perk by tier
|
|
|
|
|
|
|
Build Overview
|
Stat Boosts |
N/A
|
Strengths |
great damage
|
Weaknesses |
somewhat vulnerable
|
Preferred battle sites |
All, especially Terror Missions
|
Most common Loadout |
Mobile Exosuit, Tactical Sensors, Battle Computer, SCOPE
|
Power Ranks |
TSG and MSG for dmg, GSG for ammo supply
|
Description |
Similar to the SS Marksman, but trades the safety of range for the ability to constantly lay down massive volume of fire. DGG is good for abusing high ground to get fantastic shots with relative safety, but can be dropped for Sharpshooter to get more crits or even Flush. If DGG is dropped, mobile exosuit is no longer necessarily required if you prefer heavy suits. Repair Servos can also be dropped for Executioner if you don't mind having a MEC with no tank perks. Tactical Sensors and/or a Battle Computer are very important for preventing this soldier from being overwhelmed.
|
Strategic Analysis |
Flank around the sides of enemy lines whenever possible for powerful flank shots and also to keep some enemies out of range from this soldier. This build's sustained volume of fire combined with its mobility is especially good on terror missions where a.) killing lots of enemies very quickly is necessary to minimize civilian casualties and b.) lots of single target damage is sometimes needed to take out a high level squad leader. Unfortunately, Hit and Run cannot be activated on the same turn as reloading with Lock N' Load (This is likely a bug caused by the two abilities using the same game resources, but very important to keep in mind when planning turns).
|
Critfinder
Perk progression
|
- |
Lance Corporal |
Corporal |
Sergeant |
Tech Sergeant |
Gunnery Sergeant |
Master Sergeant
|
Perk by tier
|
|
|
|
|
|
|
Build Overview
|
Stat Boosts |
N/A
|
Strengths |
superb damage
|
Weaknesses |
glass cannon, goes through ammo quickly
|
Preferred battle sites |
All
|
Most common Loadout |
Battle Computer, Targeting Module/SCOPE/Holo-Targeter, Tactical Sensors
|
Power Ranks |
GSgt for max crit damage
|
Description |
This build focuses on annihilating targets with an extremely powerful single-shot critical hit and then fleeing out of sight thanks to Hit and Run. You can also shoot a second time with Rapid Fire if you need something dead or reload your weapon, though you'll have to position carefully in that case. Tactical Sensors and a Battle Computer is enough of a Defense bonus to allow another MEC or bio trooper to tank. Targeting Module can help secure crits, Holo-Targeter can make your follow-up Rapid Fire shot more accurate, and SCOPE can split the difference between the two. To maximize mobility, don't equip any Secondary weapons.
|
Strategic Analysis |
This glass cannon build is pretty squishy to field by itself and requires a supporting bio trooper or MEC to tank for it. Tactical Sensors are essential and will make it fairly unlikely to get shot at. Your ammo capacity is pretty bad without Lock n Load but you can't combine it with Hit and Run anyways; mech weapons have a base ammo capacity of 3, which improves to 4 after ammo conservation, so that leads to a simple rotation of HnR + RF in turn 1 and HnR + reload in turn 2.
|
See also