Difference between revisions of "Scout (Long War)"
Line 122: | Line 122: | ||
|MSG={{ Extra Conditioning (Long War)}} | |MSG={{ Extra Conditioning (Long War)}} | ||
|Boost=+5 aim, +4 will, +1 mobility | |Boost=+5 aim, +4 will, +1 mobility | ||
− | |Strength=Good mobility, good intel with battle scanners and motion trackers, can maintain stealth with concealment, can’t be pinned due to Lightning Reflexes | + | |Strength=Good mobility, good intel with battle scanners and motion trackers, can maintain stealth with concealment, can’t be pinned due to Lightning Reflexes, needed for Covert Extractions |
− | |Weakness=Must hold Alien Trophy to stop panic, having active pods with no relay in blue move range is very dangerous | + | |Weakness=Must hold Alien Trophy to stop panic, having active pods with no relay in blue move range is very dangerous, not too useful in Covert Data Recovery |
|Battles=Covert Operative Deployments | |Battles=Covert Operative Deployments | ||
|Loadout=Alien Trophy, Motion Scanner | |Loadout=Alien Trophy, Motion Scanner | ||
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility | |Power Ranks=SGT for intel, TSG for stealth, GSG for mobility | ||
− | |Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults. Scout Operatives are effective at gaining lots of intel about their surroundings and moving into relay range without activating pods prematurely. | + | |Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults. Scout Operatives are effective at gaining lots of intel about their surroundings and moving into relay range without activating pods prematurely thanks to Concealment and Battle Scanners. They are arguably mandatory once you're on the second half of EXALT missions and it stops being feasible to beat Covert Extractions by killing all EXALT units rather than just extracting (25-30 Exalt vs. 4 XCOM troopers + covert operative is tough even if everything goes well). Ranger, LR, Extra Con, and Sprinter will help immensely once the bullets inevitably start flying. |
− | |Strategic Analysis=Good use of motion scanners and battle scanners is key to keeping this operative out of danger. | + | |Strategic Analysis=Good use of motion scanners and battle scanners is key to keeping this operative out of danger. Your priority for covert extractions is to hit the transmitters one after the other in consecutive turns and then extract; killing EXALT is useful along the way but wiping them out is not. Getting in blue move range of the first transmitter, or even reaching it while concealed, is crucial; if the operative activates a pod before getting in range, break line of sight (or take full cover) at a location in range of the transmitter for next turn and pray to RNGsus (keep in mind that concealment DOES NOT ACTIVATE when an enemy can see the scout’s starting location). On Covert Data Recovery, finish off low hp enemies when possible while chaining transmitters. |
}} | }} | ||
Revision as of 07:46, 28 September 2021
The Scout is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.
- Primary Weapon: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.
- Secondary Weapon: Pistols, Machine pistols, Sawed-off Shotgun.
- Class-Limited items: Marksman Scope, Chameleon Suit.
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
Lightning Reflexes The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots. | |||
+1 Mobility. | ||||
Lance Corporal |
Holo-Targeting
Shooting at or suppressing enemies confers +10 Aim to allies' attacks on those enemies until end of turn. |
Damn Good Ground Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses. |
Lone Wolf +10 Aim and Critical Chance if not within 7 tiles of an allied unit. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Corporal |
Low Profile
Makes partial cover grant the defense bonus of full cover. |
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. |
Deadeye Confers +15 aim against flying targets. | |
No other bonuses. | +1 Aim. | +1 Aim. | ||
Sergeant |
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. |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
Battle Scanner
Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70% (does not stack with other perks).
| |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Concealment When the soldier moves to high cover, enemies without special capabilities will not target the soldier (but CAN sense him/her). Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover, being flanked, firing, hacking arrays, and capturing meld will break this concealment. Low Profile units will not gain this bonus by occupying low cover. Firing from concealment grants +30% crit.
|
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.
|
Hit and Run Your 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.
| |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Gunnery Sergeant |
Tactical Sense
Confers +5 Defense per enemy in sight (max +20). |
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. |
Sprinter
Grants +4 mobility (roughly 3 tiles movement). | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus. |
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. |
Smoke & Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
| |
+4 Aim, +4 Will, +1 Mobility. | No other bonuses. | No other bonuses. |
*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled
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). Psionic soldiers can also gain 1-6 extra will per psi level (
1 + rand(6)
).
Tactical Advice
Role: Scout / Mobile Offense
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of reconnaissance, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it's only use; potent damage dealing perks like Hit and Run or In The Zone (gained relatively early at Tech Sergeant) make the Scout mobile & lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.
Scouts have a great deal of flexibility, able to be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:
- Scout: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping relatively safely using the core class perk Lightning Reflexes if any major threats choose to Overwatch. Even better is advancing under Concealment, which is an effective method of gaining vision with almost no risk, so long as it is employed properly. The Scout class also gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may be supplemented with Smoke & Mirrors later on for an extra charge.
- Mobile DPS / Off-DPS: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks Hit and Run or In The Zone combined with other potent damage increasing abilities (Aggression, Bring Em On, Ranger, Vital Point Targeting, and even Lone Wolf), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. While other DPS classes gain an edge late game (most notably, Infantry and Snipers at Master Sergeant, and Gunners against mechanical units), the Scout readily transitions into one of the best DPS MECs in the game, the Pathfinder. Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters In The Zone build.
- Utility / Fire Support: The Scout class contains a veritable toolbox of utility skills that can round out any squad. Concealment and Smoke & Mirrors can make for a decent Support Grenadier, able to Flashbang or Chem enemies from close range without breaking concealment; this is especially potent when combined with support psionics like Mind Merge or Psychokinetic Strike. Holo-targeting, Battle Scanners, and Flush offer utility value in various circumstances as well.
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. Concealment is particularly valuable for mid-to-late game Covert Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.
Sample Builds
Concealment Recon
Perk progression | ||||||
---|---|---|---|---|---|---|
- | Lance Corporal |
Corporal |
Sergeant |
Tech Sergeant |
Gunnery Sergeant |
Master Sergeant |
Perk by tier | Template:Smoke and Mirrors (Long War) | |||||
Build Overview | ||||||
Stat Boosts | +4 will, +5 aim, +1 mobility | |||||
Strengths | Excellent recon, holo support and solid chip damage in firefights | |||||
Weaknesses | fragile and lacks damage due to lack of aim perks | |||||
Preferred battle sites | Abductions, UFO missions, Council Missions, Covert Extractions | |||||
Most common Loadout | Marksman Scope, Motion Tracker, Flashbang, Psi Grenade, Chem Grenade, Mimic Beacon, and/or Shadow Device | |||||
Power Ranks | SGT and TSG for recon | |||||
Description | Pure information and utility build that utilizes Concealment to make the scout a permanent, portable Battle Scanner. You should still take the Battle Scanners perk anyways because it's just that good, especially when you can chuck it 70% past visual range. Low Profile does not work with Concealment; Ranger in its place allows some offensive utility, and allows a Strike Rifle to be combined with a heavy pistol for damage at all ranges. Smoke and Mirrors allows the Scout to maintain concealment while throwing offensive Support Grenades or utilizing Psi powers; you can take Extra Conditioning instead to allow the Scout to slug it out when the firefight starts. Sprinter allows the Scout to aggressively move forward to hit heavy cover and also grab meld. | |||||
Strategic Analysis | Get your Scout hidden near the front line to plan engagements and let your snipers, LMG gunners, and Rocketeers get into position for a devastating first strike. Use a combination of Battle Scanners, Motion Sensors, and the Scout itself to collect information about what you're up against to prevent your squad from walking into a multiple-pod trap. Use a Strike Rifle and Heavy Pistol for their high base damage. Caution: Concealment can get your Scout pinned, as you cannot move in sight of an alien without activating it. |
Crit Scout
Covert Operative
Runner