Difference between revisions of "Sniper (EU2012)"

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All-around designed for long-range combat, one of the "Making the Gamer Harder" suggestions is simply "Never choose Squadsight." A Sniper with Squadsight and Damn Good Ground, flying high with Archangel Armor (an additional Defense bonus on top of DGG, for the rare time an enemy does get in range) and equipped with an ugraded Scope can pretty much ignore whatever cover aliens may have, and with Double Tap, one sniper fights like two soldiers, and two full snipers may seem like overkill. With Disabling Shot, the second shot can be used to simeltaneusly soften and disarm aliens for other solders to kill and level up with. With Oppertunitist, any alien that moves out of cover is almost a guaranteed kill. Watch your ammo levels, though.
 
All-around designed for long-range combat, one of the "Making the Gamer Harder" suggestions is simply "Never choose Squadsight." A Sniper with Squadsight and Damn Good Ground, flying high with Archangel Armor (an additional Defense bonus on top of DGG, for the rare time an enemy does get in range) and equipped with an ugraded Scope can pretty much ignore whatever cover aliens may have, and with Double Tap, one sniper fights like two soldiers, and two full snipers may seem like overkill. With Disabling Shot, the second shot can be used to simeltaneusly soften and disarm aliens for other solders to kill and level up with. With Oppertunitist, any alien that moves out of cover is almost a guaranteed kill. Watch your ammo levels, though.
  
With a six-member squad, and the UFOs and many levels having a degree of symmetry, a regular tactic is to send two 3-member squads on each path (a sniper with each, taking back positions), which keeps any aliens on the other path from flanking around: a well-positioned sniper will reach out and help with front-line combat, and should shoot first for any frisky aliens who try to rush through, like Chryssalids (who fall easily to a headshot even from the basic Sniper Rifle), rather than leaving the front-line troops move-less in attacking, or having them fall back to defend, leaving a gap for any more aliens to rush through. With that in mind, both Floater species are perhaps the biggest threat to snipers: their frequently-used Launch ability is utilized to flank your rearmost soldier, which will often be your sniper. Your mid-range fighters being close enough to provide backup, or another Squadsight sniper, and having them cover one another, is the best defense against this.
+
With a six-member squad, and the UFOs and many levels having a degree of symmetry, a regular tactic is to send two 3-member squads on each path (a sniper with each, taking back positions), which keeps any aliens on the other path from flanking around: a well-positioned sniper will reach out and help with front-line combat, and should shoot first for any frisky aliens who try to rush through, like Chryssalids (who fall easily to a headshot even from the basic Sniper Rifle), rather than leaving the front-line troops move-less in attacking, or having them fall back to defend, leaving a gap for any more aliens to rush through. With that in mind, both Floater species are perhaps the biggest threat to snipers: their frequently-used Launch ability is utilized to flank your rearmost soldier, which will often be your sniper. Your mid-range fighters being close enough to provide backup, or another Squadsight sniper, and having them cover one another, is the best defense against this.  
  
 
An excellent lategame tactic involves two Sqaudsight Snipers (and at least one with Oppertunitist), and a forward soldier with Ghost Armor: the Ghosting soldier "recons" for the Snipers, and finds a 3-member squad of aliens, unactive and out of cover. The Sniper with Oppertunitist goes into Overwatch. Then the other sniper fires, killing the first alien. Activating the squad makes the aliens go into cover, triggering the Overwatching sniper, which will have equal aim, problably also killing another alien. Lastly, the cloaked soldier takes their shot, at 100% crit chance, possibly finishing off the squad.
 
An excellent lategame tactic involves two Sqaudsight Snipers (and at least one with Oppertunitist), and a forward soldier with Ghost Armor: the Ghosting soldier "recons" for the Snipers, and finds a 3-member squad of aliens, unactive and out of cover. The Sniper with Oppertunitist goes into Overwatch. Then the other sniper fires, killing the first alien. Activating the squad makes the aliens go into cover, triggering the Overwatching sniper, which will have equal aim, problably also killing another alien. Lastly, the cloaked soldier takes their shot, at 100% crit chance, possibly finishing off the squad.
  
 
A Psionic Sniper is generally hard to train in open terrain situations, as you will not have the tendency to have them up front to attack with Mind Fray, though it is a valuable alternative to the pistol in the event of a Floater jump. "Psi Panic" has similar limitations when outdoors, and TK Field probably won't have the range to cover your front-line soldiers, who would benefit the most from it. Psi Inspiration can be used as a kind of support, boosting other psi soldiers before sending them forward to Fray/Panic/MC. Lastly, Mind Control is an excellent auxiliary move for any aliens that happen to flank the sniper.
 
A Psionic Sniper is generally hard to train in open terrain situations, as you will not have the tendency to have them up front to attack with Mind Fray, though it is a valuable alternative to the pistol in the event of a Floater jump. "Psi Panic" has similar limitations when outdoors, and TK Field probably won't have the range to cover your front-line soldiers, who would benefit the most from it. Psi Inspiration can be used as a kind of support, boosting other psi soldiers before sending them forward to Fray/Panic/MC. Lastly, Mind Control is an excellent auxiliary move for any aliens that happen to flank the sniper.
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 +
For your early snipers, who will not benefit from Psi abilites like Mind Fray (and will have comparatively low will, even if they do test positive when you finally get to test them), Gunslinger may actually be the better option over DGG, if you find yourself often flanked or in situations where their starting position does not provide a clear shot (and you did not take Snapshot). With all the foundry upgrades for pistols, and Plasma Pistols, that's a base damage of 6: while not impressive, it's a decent holdout weapon for late-game.
  
 
==See Also==
 
==See Also==

Revision as of 00:07, 29 April 2013

Sniper Squad
Sniper
Sniper Colonel

A class able to inflict massive long range damage on enemy targets from a position of safety. They are good at inflicting critical hits, and can augment the chances further with their special Headshot ability. Special training can allow the sniper to provide long range cover fire, disarm enemies or reconnaissance.

The Sniper relies heavily on mobility, favourable terrain and the cooperation of squad mates to locate their marks. The Sniper is otherwise a poor close range combatant.

  • The Sniper's primary weapon is the Sniper Rifle. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from Laser Sniper Rifle to Plasma Sniper Rifle.
  • Each upgrade adds 2 points to Headshot's starting damage, so the Laser and Plasma versions will deal +4 and +6 damage to any hits.
  • Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units' view, using the Squad Sight Sniper ability. Pistols can shoot at Squad Sight range during Overwatch but this may be a bug.
  • Snipers Rifles can only be fired or used for Overwatch (except for a bug, see below) with a full 2 actions or not at all. The Snap Shot ability eliminates this requirement and allows the Sniper to Move and Fire. However, this ability inflicts an accuracy penalty on all Sniper Rifle attacks.
  • Sniper Rifles suffer an aim penalty when targeting enemies in close quarters, requiring a switch to the pistol. Of all the classes, the Sniper relies on the Pistol the most.
  • Support abilities upgrades are centered on four aspects: Actions, Aim, Defense and Damage Given.
  • Actions - Snap Shot, In The Zone and Double Tap.
  • Aim - Headshot, Squad Sight, Damn Good Ground, Battle Scanner and Executioner.
  • Defense - Damn Good Ground and Low Profile.
  • Damage Given - Headshot and Gunslinger.
  • Unique - Opportunist.
  • Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).
Rank Ability
RANK SQUADDIE.png
Squaddie
SNIPER HEADSHOT.png
Headshot
Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.
+30CAL+TCDL
SNIPER HEADSHOT.png
Headshot
Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.
+30CAL+TCDL
RANK CORPORAL.png
Corporal
SNIPER SNAPSHOT.png
Snap Shot
Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
S-20A
SNIPER SQUADSIGHT.png
Squad Sight
Allows firing at targets in any ally's sight radius.
AL
RANK SERGEANT.png
Sergeant
SNIPER GUNSLINGER.png
Gunslinger
Confers 2 bonus damage with pistols.
+2DL
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)
+10ALA-10L
RANK LIEUTENANT.png
Lieutenant
SNIPER DISABLINGSHOT.png
Disabling Shot
Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. (-10 Aim, reduced Damage)
-10A-100CDL
SNIPER BATTLESCANNER.png
Battle Scanner
Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
AL
RANK CAPTAIN.png
Captain
SNIPER EXECUTIONER.png
Executioner
+10% Aim against targets with less than 50% Health.
+10AL
SNIPER OPPORTUNIST.png
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
RC+20A
RANK MAJOR.png
Major
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
-A20
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
-A20
RANK COLONEL.png
Colonel
SNIPER ITZ.png
In The Zone
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)
SL
SNIPER DOUBLETAP.png
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can't be used with Snap Shot)
SL
KEYCHART
ABILITY UNKNOWN20.png ABILITY OVERWATCH.png ABILITY MOVE.png ABILITY GRENADE.png ABILITY AIM.png ABILITY HUNKERDOWN.png ALIEN CLUSTERBOMB.png ABILITY HARDENED.png
Additional Shot Improves Reaction Extra Movement Additional Equipment Change Unit Aim Decrease Enemy Aim Change Damage Given Decrease Damage Taken
TipBox Alert.png Snap Shot or Squad Sight?
  • The most important decision for a Sniper is whether they are Squad Sight or Snap Shot.
  • A Snap Shot sniper is more mobile, while a Squad Sight sniper will stay back and deliver long-range fire.
  • Snap Shot snipers equipped with Battle Scanner can be great scouts and/or deliver devastating medium range. The Snap Shot's -20 Aim penalty can be overcome through Executioner and use of S.C.O.P.E.s but it will always take time to develop
  • Squad Sight is both a killer and a saver. It is one of the most essential skills to have in the early game.
  • But Squad Sight only works if the Snipers have a clear line of sight. This can limit their effectiveness in more built up maps like the larger UFOs.

Additional Notes

  • The sniper has the choice of taking Gunslinger or Damn Good Ground to either combat their weakness in close combat or capitalize on their strength. Mind that Gunslinger can be redundant if a Sniper possesses Snap Shot already.
  • The Battle Scanner can reveal groups of enemies without activating them, and can also be thrown through UFO doors. If equipped with the Battle Scanner Snipers may also scout for hostiles without the need to send (and risk) a squad member.
  • Snipers can also train on their unique Disabling Shot perk, allowing them to temporarily disable an alien's weapon. This is useful for captures, or to shut down Cyberdiscs or Sectopods that you won't be able to kill this turn. Disabling Shot is also very useful to prevent mind controlled squad members from firing at your soldiers.
  • Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the Squad Sight and Damn Good Ground perks.
    • Archangel armor will also allow this. The sniper will benefit from Damn Good Ground while hovering.
  • Snipers may be trained to use their Pistols for greater damage (+2 points) with the Gunslinger ability, and can augment it further with higher tech pistols and the relevant Foundry upgrades.
  • On the PC: Snipers can overwatch with their sniper rifle after moving by reselecting the sniper and switching weapons. This can be a bit tricky on a Sniper who is flying with Archangel Armor, so another technique is to set a hotkey for Overwatch (through the pause menu or the main menu), and after moving your Sniper, have him/her wield their pistol, press the hotbutton for Overwatch, and click on the rifle icon on the lower right before the camera moves to the next trooper/Alien Activity. This is almost certainly a bug and cannot be done on the console releases.


Tactical Advice

The Sniper works exactly as you would expect: long range, high damage, low mobility engagement. Depending on the level and your position, a Sniper will either be an unstoppable murder engine snuffing out at least one enemy every round, or he'll spend most of the time running around useless trying to get a line of sight. Building a sniper revolves around managing their killing power while stationary versus their complete lack of it while on the move. Despite this, there are a number of no-brainer choices in their ability tree, greatly limiting the viable customization.

Abilities

RANK CORPORAL.png Corporal Snap Shot vs. Squadsight

Squadsight is the ability that allows your Sniper to actually snipe like the original game. In short, a soldier's ability to target enemies relies on the range of his weapon (100, or 66 game tiles for sniper rifles), having line of sight to the target, and being within vision range of the target (27, or 18 game tiles). Squadsight removes the last requirement, allowing the rest of your squad to spot for your sniper as he relaxes three-quarters of the level away. Squadsight allows you to make use of high ground more effectively (further amplifying your killing power), cover your squad as they advance, and actually hit anything, ever. Snipers that are not in vision range can not be attacked, making this ability an amazing boost to both offense and defense.

Snap Shot is a future investment. It is designed to help the Sniper contribute on maps in which obtaining line of sight is difficult. However, the accuracy penalty drops the Sniper's Aim from the best in the game to noticeably worse than both Assaults and Supports and sniper rifles suffer from an additional Aim penalty in close quarters. However this can be compensated later by other Sniper abilities (Damn Good Ground, Executioner) and equipment (Archangel/Ghost armor) to turn the Snap Shot Sniper into a mobile flying/stealth Marksman that will be very effective at midrange fights (around 10 game tiles). In The Zone will further turn it into a killing machine, by allowing it to move and kill outflanked targets without using any action.

RANK SERGEANT.png Sergeant Gunslinger vs. Damn Good Ground

Damn Good Ground rewards you for parking on high ground and blasting away, which is what you want to be doing anyway. This helps the Sniper as your go-to for getting rid of a high priority target, and partially makes up for the fact that you are generally shooting into cover. You should be shooting from high ground more often than you shoot your pistol, and Damn Good Ground accentuates that. Both Snipers will get a ton of mileage out of Damn Good Ground.

Gunslinger is the ability you want if you need a Sniper that can scoot and shoot. The boost to pistols is mostly effective to help snipers survive Floater and Thin Men ambushes. You won't be a force to be reckoned with in close range, but you'll contribute. Gunslinger is a little redundant for Snapshot Snipers, and becomes more so as abilities and promotions make up for the aim penalty. For Squadsight Snipers, Gunslinger will make the sniper more useful in situations demanding lots of movement, or where drawing line of sight is far more difficult, like larger UFOs.

RANK LIEUTENANT.png Lieutenant Disabling Shot vs. Battle Scanner

Disabling Shot is a nice option for when blowing a hole out the back of a target's head isn't an option. This ability is useful if you have a dangerous target you're not confident you can kill this turn (Cyberdiscs and Sectopods), if you're going for a capture, or to neutralise a mind controlled friendly. There is a small Aim penalty (-10) attached to this shot, and the attack does reduced damage; if going for a capture, make sure you don't accidentally kill the target.
Note: Disabling shot is the only thing you have that can prevent your mind controlled troops from flattening your non-mind controlled ones, short of killing them first; if killing the mind controller is not an option.

Battle Scanner is the best scouting tool in the game this side of Ghost Armor. Giving it to a Snap Shot sniper turns it into a scout/sniper unit. Scanning does not trigger enemies to take cover, so you can use this to get the jump on a pack of aliens, either landing a rocket in them while they're bunched up, or getting a free sniper shot on one out of cover. Its limited range means that the Sniper will not be in range to use it on open maps where he's miles away from his team, but a Sniper with Squad Sight can use it and it can be very useful in close quarters, especially with melee enemies afoot. Battle Scanners can be thrown through alien doors, making them handy in UFOs.

RANK CAPTAIN.png Captain Executioner vs. Opportunist

Executioner is nice when a wounded enemy absolutely needs to die, but there are two things to consider. First, the bonus itself is fairly minor on a class that already has great Aim but it can very useful for a Snap Shot sniper to deliver the killing blow. Second, snipers are generally able to kill targets in one shot (or Headshot), which will keep the trigger condition from being relevant much of the time. Still, the RNG is fickle enough that this is not a wasted skill. Pushing you up to 100% to hit against a major enemy is never a bad thing.

Opportunist improves your ability to cover the rest of the squad during Overwatch, helping mostly when aliens decide to patrol into your team blindly. With the range on Sniper Rifles, this ends up being a nice bit of coverage. Enemies triggering Overwatch are frequently in the open, partially reducing the need for this, but it's still an improved chance to save you time during your actual turn, which ultimately earns it the nod.

RANK COLONEL.png Colonel In the Zone vs. Double Tap

In The Zone offers unmatched offensive potential when you can set up the right conditions. Squadsight snipers will never flank an enemy, so you'll need exposed targets. Aliens that can't take cover - Chryssalids, Zombies, Drones, Cyberdisks, Muton Berserkers, Sectopods, and Ethereals -- and flying units (treated as exposed for the purposes of In The Zone) will be your primary targets. In the event that you kill an exposed alien with an overwatch shot, you'll get another non-move action next turn. Finally, you can blow covers with rockets or grenades when the firepower is desperately needed. Note: In The Zone can be triggered with a pistol, but only once per turn.

Double Tap is both powerful and broadly applicable. For comparison, this is Rapid Fire (Assault) without an aim penalty, and the ability to re-target. You will never ever regret having it. If you took Snap Shot, keep in mind that second shot suffers -20 aim penalty (due to a bug) and you can't Double Tap after moving.

Equipment

Weapon: You can technically get by for a little while without upgrading your sniper rifles thanks to their good damage, high crit rate, and Headshot. However, a Sniper that can't kill his targets in a single shot is not a very good asset to the squad, so you will want to keep up with tech here. Snipers also benefit from pistols much more than other classes, give them your best for those turns that they can't sit still.

Armor: The best defense is a good offense. The second best defense is being too damn far away. Snipers have both of these, so you generally don't need to prioritize armor. Skeleton armor will help get you to a good position, and the defense bonus stacks nicely with Low Profile. Archangel is your go-to for the end game. A case for Ghost Armor can be made for Snap-Shot Snipers with In The Zone, as it will allow your Sniper to get into position with far less hassle. However, Ghost Armor can be expensive, and there are a couple other classes which should get the Ghost Armor first, so plan accordingly.

Item: Squaddie snipers should be given a grenade or assigned to Arc Thrower duty as they will rarely get a chance to use their Sniper Rifle. Higher ranks should get a S.C.O.P.E. and call it a day.

Summary

All-around designed for long-range combat, one of the "Making the Gamer Harder" suggestions is simply "Never choose Squadsight." A Sniper with Squadsight and Damn Good Ground, flying high with Archangel Armor (an additional Defense bonus on top of DGG, for the rare time an enemy does get in range) and equipped with an ugraded Scope can pretty much ignore whatever cover aliens may have, and with Double Tap, one sniper fights like two soldiers, and two full snipers may seem like overkill. With Disabling Shot, the second shot can be used to simeltaneusly soften and disarm aliens for other solders to kill and level up with. With Oppertunitist, any alien that moves out of cover is almost a guaranteed kill. Watch your ammo levels, though.

With a six-member squad, and the UFOs and many levels having a degree of symmetry, a regular tactic is to send two 3-member squads on each path (a sniper with each, taking back positions), which keeps any aliens on the other path from flanking around: a well-positioned sniper will reach out and help with front-line combat, and should shoot first for any frisky aliens who try to rush through, like Chryssalids (who fall easily to a headshot even from the basic Sniper Rifle), rather than leaving the front-line troops move-less in attacking, or having them fall back to defend, leaving a gap for any more aliens to rush through. With that in mind, both Floater species are perhaps the biggest threat to snipers: their frequently-used Launch ability is utilized to flank your rearmost soldier, which will often be your sniper. Your mid-range fighters being close enough to provide backup, or another Squadsight sniper, and having them cover one another, is the best defense against this.

An excellent lategame tactic involves two Sqaudsight Snipers (and at least one with Oppertunitist), and a forward soldier with Ghost Armor: the Ghosting soldier "recons" for the Snipers, and finds a 3-member squad of aliens, unactive and out of cover. The Sniper with Oppertunitist goes into Overwatch. Then the other sniper fires, killing the first alien. Activating the squad makes the aliens go into cover, triggering the Overwatching sniper, which will have equal aim, problably also killing another alien. Lastly, the cloaked soldier takes their shot, at 100% crit chance, possibly finishing off the squad.

A Psionic Sniper is generally hard to train in open terrain situations, as you will not have the tendency to have them up front to attack with Mind Fray, though it is a valuable alternative to the pistol in the event of a Floater jump. "Psi Panic" has similar limitations when outdoors, and TK Field probably won't have the range to cover your front-line soldiers, who would benefit the most from it. Psi Inspiration can be used as a kind of support, boosting other psi soldiers before sending them forward to Fray/Panic/MC. Lastly, Mind Control is an excellent auxiliary move for any aliens that happen to flank the sniper.

For your early snipers, who will not benefit from Psi abilites like Mind Fray (and will have comparatively low will, even if they do test positive when you finally get to test them), Gunslinger may actually be the better option over DGG, if you find yourself often flanked or in situations where their starting position does not provide a clear shot (and you did not take Snapshot). With all the foundry upgrades for pistols, and Plasma Pistols, that's a base damage of 6: while not impressive, it's a decent holdout weapon for late-game.

See Also