Difference between revisions of "Scout (Long War)"

From UFOpaedia
Jump to navigation Jump to search
Line 54: Line 54:
 
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim
 
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim
 
|-
 
|-
|Specialist|| 0 || 0 || 5 || 5
+
|Specialist|| 0 || 0 || 4 || 4
 
|-
 
|-
|Lance Corporal|| 0 || 0 || 3 || 8
+
|Lance Corporal|| 0 || 0 || 4 || 8
 
|-
 
|-
 
|Corporal|| 1 || 1 || 3 || 11
 
|Corporal|| 1 || 1 || 3 || 11
Line 64: Line 64:
 
|Tech Sergeant|| 0 || 1 || 3 || 17
 
|Tech Sergeant|| 0 || 1 || 3 || 17
 
|-
 
|-
|Gunnery Sergeant|| 0 || 1 || 3 || 20
+
|Gunnery Sergeant|| 0 || 1 || 4 || 21
 
|-
 
|-
|Master Sergeant|| 1 || 2 || 5 || 25
+
|Master Sergeant|| 1 || 2 || 4 || 25
 
|}
 
|}
  

Revision as of 07:37, 23 August 2014

Scout

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, Arc rifle, Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine pistols, Sawed-off Shotgun.
Class-Limited items: Illuminator Gunsight, Marksman Scope

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
ASSAULT LIGHTNINGREFLEXES.png
Lightning Reflexes
Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.
Provides +1 Mobility.
RANK CORPORAL.png
Lance Corporal
HEAVY RAPIDREACTION.png
Rapid Reaction
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
HEAVY HOLO.png
Holo-Targeting
Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
SNIPER DGG.png
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).
Provides +2 Aim +2 Will. No other bonuses. Provides +2 Aim.
RANK SERGEANT.png
Corporal
SNIPER BATTLESCANNER.png
Battlescanner
Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
ASSAULT FLUSH.png
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Council Medal of Honor 2 (EU2012).png
Lone Wolf
+10 Aim and Crit when no allies within 7 tiles.
Provides +1 Mobility. Provides +1 Mobility. Provides +1 Mobility.
RANK LIEUTENANT.png
Sergeant
ALIEN CANNONFIRE.png
Ranger
Primary weapons do 1 additional damage.
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
SUPPORT SPRINTER.png
Sprinter
Allows the soldier to move 3 additional tiles.
No other bonuses. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
SUPPORT SMOKEMIRRORS.png
Smoke and Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
Provides +1 Mobility. No other bonuses. Provides +2 Aim.
RANK MAJOR.png
Gunnery Sergeant
SUPPORT DEEPPOCKETS.png
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.
ASSAULT RESILLIENCE.png
Resilience
Confers immunity to critical hits.
SNIPER SQUADSIGHT.png
Squad Sight
Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.
No other bonuses. Provides +3 Will. No other bonuses.
RANK COLONEL.png
Master Sergeant
ASSAULT RAPIDFIRE.png
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
MEC VITAL POINT TARGETING.png
Vital Point Targeting
Additional 2 damage against any human target and alien targets whose species has been autopsied
SNIPER ITZ.png
In The Zone
Killing a flanked or uncovered target with a primary weapon does not cost an action.
No other bonuses. Provides +3 Aim. No other bonuses.


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 0 0 4 4
Lance Corporal 0 0 4 8
Corporal 1 1 3 11
Sergeant 0 1 3 14
Tech Sergeant 0 1 3 17
Gunnery Sergeant 0 1 4 21
Master Sergeant 1 2 4 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, and Resilience. Resilience is particularly important, since some aliens have Opportunist, and even with Lightning Reflexes eventually your scout will be hit by overwatch fire. They will typically be armed with SMGs for mobility, though any weapon can work.

  • 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) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role, since failing to fully kill an enemy will cause In The Zone not to proc and leave the Scout in a very vulnerable position.

  • Mid-to-long range flanker

A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. Squadsight is available to allow the Scout to use the full range of marksman rifles to make this easier.

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.

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s