Difference between revisions of "S.C.O.P.E. (EU2012)"

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{{Ref Close | source = XCOM: Enemy Unknown (2012)}}
 
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}
  
{| class="wikitable" width="25%"
+
==Notes==  
|+ '''S.C.O.P.E.'''
+
{{Item Data Box (EU2012)
|-
+
|requires=[[Weapon Fragments (EU2012)|Weapon Fragments]]
! width="30px" align="center" | Property !! Info
+
|costs=§20<br>5 Engineers
|- style="vertical-align:top;"
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|abilities/stats=+10 Aim
|-
+
}}
| align="center" | Requires: || align="center" | [[Research (EU2012)|Research]]: Weapon Fragments
 
|-
 
| align="center" | Cost: || align="center" | §20 <br>Min. Engineers:20
 
|-
 
| align="center" | Abilities || align="center" | +10 Aim
 
|-
 
| align="center" | Equipped || align="center" | Item slot
 
|-
 
|}
 
  
==Tips & Tricks == 
+
* S.C.O.P.E.s can be upgraded to give a +10 Critical chance through the Foundry's project [[Foundry (EU2012)#Foundry Projects|Improved S.C.O.P.E]].
* S.C.O.P.E.s can be upgraded to give a +10 Critical chance through the Foundry's project [[Foundry (EU2012)#Improved S.C.O.P.E|Improved S.C.O.P.E]].
+
* S.C.O.P.E.s can be very useful on [[Shotgun (EU2012)|Shotgun]]-wielding soldiers, extending their range by negating some of the range drop-off.
* S.C.O.P.E.s can be very useful on shotgun-wielding soldiers, extending their range by negating some of the range drop-off.
+
* Pair this with a [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] to get nearly guaranteed hits (+20 Aim).
* Pair this with a Light Plasma Rifle to get nearly guaranteed hits (+20 Aim).
+
** Even a rookie with a Light Plasma Rifle and S.C.O.P.E. will have trouble missing.
** Even a rookie with a Light Plasma Rifle and S.C.O.P.E will have trouble missing.
+
* S.C.O.P.E.s can be excellent on '''Squadsight''' [[Sniper (EU2012)|Snipers]].  The aim bonus helps them remain accurate against enemies with defensive bonuses or who are in cover, the additional crit chance makes their shots more lethal, and they should ideally be fighting from out of range of other equipment options.
* S.C.O.P.E.s can be excellent on Squad Sight Snipers.  The aim bonus helps them remain accurate against enemies with defensive bonuses or who are in cover, the additional crit chance makes their shots more lethal, and they should ideally be fighting from out of range of other equipment options.
+
* Crit bonus S.C.O.P.E. Upgrade doesn't show up in the detailed info screen, but it's there.
* Crit bonus S.C.O.P.E. Upgrade don't show up in detailed info, but it's there.
+
* [[Aim (EU2012)|Aim]] and Crit bonus from S.C.O.P.E. don't stack with pistol upgrades.
* Aim and Crit bonus from S.C.O.P.E. don't stack with pistol upgrades.
 
 
* All-in-all, the S.C.O.P.E is a safe bet almost anywhere and it never hurts to have a few spares lying around. If you have absolutely no idea what to give a soldier, give them a S.C.O.P.E.
 
* All-in-all, the S.C.O.P.E is a safe bet almost anywhere and it never hurts to have a few spares lying around. If you have absolutely no idea what to give a soldier, give them a S.C.O.P.E.
** It's probably easier to count the instances where a S.C.O.P.E is actually a bad idea than it is to count where a S.C.O.P.E is a good idea.
+
** It's probably easier to count the instances where a S.C.O.P.E. is actually a bad idea than it is to count where a S.C.O.P.E. is a good idea.
 +
 
 
==See Also==
 
==See Also==
 
{{Equipment (EU2012)}}
 
{{Equipment (EU2012)}}
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
[[Category: Equipment (2012)]]
+
[[Category: Equipment (EU2012)]]

Latest revision as of 22:48, 10 November 2015

Description
S.C.O.P.E.

When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim.

  • Provides an Aim bonus of 10 to the user
Source: XCOM: Enemy Unknown (2012)

Notes

Research Required Weapon Fragments
Base Costs §20
5 Engineers
Abilities/Stats +10 Aim


  • S.C.O.P.E.s can be upgraded to give a +10 Critical chance through the Foundry's project Improved S.C.O.P.E.
  • S.C.O.P.E.s can be very useful on Shotgun-wielding soldiers, extending their range by negating some of the range drop-off.
  • Pair this with a Light Plasma Rifle to get nearly guaranteed hits (+20 Aim).
    • Even a rookie with a Light Plasma Rifle and S.C.O.P.E. will have trouble missing.
  • S.C.O.P.E.s can be excellent on Squadsight Snipers. The aim bonus helps them remain accurate against enemies with defensive bonuses or who are in cover, the additional crit chance makes their shots more lethal, and they should ideally be fighting from out of range of other equipment options.
  • Crit bonus S.C.O.P.E. Upgrade doesn't show up in the detailed info screen, but it's there.
  • Aim and Crit bonus from S.C.O.P.E. don't stack with pistol upgrades.
  • All-in-all, the S.C.O.P.E is a safe bet almost anywhere and it never hurts to have a few spares lying around. If you have absolutely no idea what to give a soldier, give them a S.C.O.P.E.
    • It's probably easier to count the instances where a S.C.O.P.E. is actually a bad idea than it is to count where a S.C.O.P.E. is a good idea.

See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Soldier Equipment
Armor:
Light:Body Armor
Medium:Carapace ArmorSkeleton SuitGhost ArmorPsi Armor
Heavy:Titan ArmorArchangel Armor
MEC Suits:MEC-1 WardenMEC-2 SentinelMEC-3 Paladin
Weapons:
Conventional:PistolAssault RifleShotgunSniper RifleLMGRocket Launcher
Laser:Laser PistolLaser RifleScatter LaserLaser Sniper RifleHeavy Laser
Plasma:Plasma PistolLight Plasma RiflePlasma RifleAlloy CannonPlasma Sniper RifleHeavy PlasmaBlaster Launcher
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
MEC Weapons:MinigunRailgunParticle Cannon
Items:EU: Alien GrenadeArc ThrowerChitin PlatingCombat StimsFrag GrenadeMedikitMind ShieldNano-Fiber VestS.C.O.P.E.
EW DLC: Flashbang GrenadeGas GrenadeGhost GrenadeMimic BeaconNeedle GrenadeReaper RoundsRespirator Implant