Difference between revisions of "Scout (Long War)"
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|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes''' <br/> ''Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.'' | |Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes''' <br/> ''Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.'' | ||
|SpecialistE1= ''No other bonuses.''{{Verify}} | |SpecialistE1= ''No other bonuses.''{{Verify}} | ||
− | |LCorporal1=[[File:SNIPER DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).'' | + | |LCorporal1=|LCorporal1=[[File:SNIPER DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).'' |
− | |LCorporal2=[[File: | + | |LCorporal2=[[File:HEAVY HOLO.png|32px|center]]'''Holo-Targeting'''<br/>''Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.'' |
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.'' | |LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.'' | ||
|LCorporalE1='''' | |LCorporalE1='''' | ||
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|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]'''Lone Wolf'''<br/>''+10 Aim and Crit when no allies within 7 tiles.'' | |Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]'''Lone Wolf'''<br/>''+10 Aim and Crit when no allies within 7 tiles.'' | ||
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' | |Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' | ||
− | |Corporal3=[[File: | + | |Corporal3=[[File:SNIPER BATTLESCANNER.png|32px|center]]'''Battlescanner'''<br/>''Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.'' |
|CorporalE1='''' | |CorporalE1='''' | ||
|CorporalE2='''' | |CorporalE2='''' | ||
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|SergeantE2='''' | |SergeantE2='''' | ||
|SergeantE3='''' | |SergeantE3='''' | ||
− | |TechSgt1=[[File:SUPPORT | + | |TechSgt1=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors'''<br/>''Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also |
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).'' | |TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).'' | ||
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).'' | |TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).'' | ||
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|TechSgtE2='''' | |TechSgtE2='''' | ||
|TechSgtE3='''' | |TechSgtE3='''' | ||
− | |GunSgt1=[[File:SNIPER | + | |GunSgt1=[[File:SNIPER SQUADSIGHT.png|32px|center]]'''Squad Sight''' <br/> ''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.'' |
− | |GunSgt2=[[File: | + | |GunSgt2=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>'''' |
− | |GunSgt3=[[File: | + | |GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.'' |
|GunSgtE1='''' | |GunSgtE1='''' | ||
|GunSgtE2='''' | |GunSgtE2='''' | ||
|GunSgtE3='''' | |GunSgtE3='''' | ||
− | |MSgt1=[[File: | + | |MSgt1=[[File:SNIPER ITZ.png|32px|center]]'''In The Zone'''<br/>''Killing a flanked or uncovered target with a primary weapon does not cost an action.'' |
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.'' | |MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.'' | ||
− | |MSgt3=[[File:ASSAULT | + | |MSgt3=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.'' |
|MSgtE1='''' | |MSgtE1='''' | ||
|MSgtE2='''' | |MSgtE2='''' |
Revision as of 12:21, 8 July 2014
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: Marksman Rifles, Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns
- Secondary Weapon: Sidearm
Abilities
Stat Progression
Rank | HP at level | Total HP | Aim at level | Total Aim |
---|---|---|---|---|
Specialist | 0 | 0 | 5 | 5 |
Lance Corporal | 0 | 0 | 3 | 8 |
Corporal | 1 | 1 | 3 | 11 |
Sergeant | 0 | 1 | 3 | 14 |
Tech Sergeant | 0 | 1 | 3 | 17 |
Gunnery Sergeant | 0 | 1 | 3 | 20 |
Master Sergeant | 1 | 2 | 5 | 25 |
Tactical Advice
Role: Scout / Mobile Offense
In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.
Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:
- Point-man
A major role of the Scout class is leading the charge, drawing out overwatch fire with their Lightning Reflexes so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as Tactical Sense, Low Profile and Resilience. They will typically be armed with SMGs for mobility or shotguns for short range damage when they get the chance.
- Close range combatant
Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run & Gun. A key perk to getting the most out of Scouts in this role is In The Zone, allowing a Scout to move up to an enemy, kill them (or even several of them, which Assaults can't do) with point blank shotgun flanks and then move back to safety.
- Mid-to-long range flanker
This is a role somewhat unique to the Scout, though particularly mobile Snipers can also do it. A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, generally with a Marksman Rifle.
Any of these roles can also benefit from the Scout's support perks such as Holo-Targeting, Battle Scanner and Flush.
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.