Difference between revisions of "Scout (Long War)"
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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. | 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 | * 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. | + | 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 from Marksman Scopes 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'''. | Any of these roles can also benefit from the Scout's support perks such as '''Holo-Targeting''', '''Battle Scanner''' and '''Flush'''. |
Revision as of 23:00, 21 November 2014
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
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. | |||
Provides +1 Mobility. | ||||
Lance Corporal |
Rapid Reaction
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit. |
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. | |
Provides +2 Aim, +2 Will. | No other bonuses. | No other bonuses. | ||
Corporal |
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). |
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. |
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. | ||
Sergeant |
Sharpshooter +10 critical chance in all situations, +10 Aim against enemies in full cover. |
Low Profile
Makes partial cover grant the defense bonus of full cover. |
Sprinter
Grants +4 mobility (roughly 3 tiles movement). | |
Provides +3 Aim, +2 Will. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
Tactical Sense
Confers +5 Defense per enemy in sight (max +20). |
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. | |
No other bonuses. | No other bonuses. | Provides +2 Aim. | ||
Gunnery Sergeant |
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. |
Resilience Confers immunity to critical hits. |
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. | |
No other bonuses. | Provides +2 Will. | No other bonuses. | ||
Master Sergeant |
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
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. |
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. | |
Provides +2 Aim. | No other bonuses. | No other bonuses. |
Stat Progression
- Note that even without Hidden Potential switched on there is a Random (2) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.
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 from Marksman Scopes 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.