Difference between revisions of "Sniper (LWR)"

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==Sample Builds==
 
==Sample Builds==
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===Heavy Sniper===
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This build orients the Sniper into an effective, single target, high damage, unit with effective action economy. While this Sniper is less effective in the early game, it will gain power as the Sniper levels up and as better equipment becomes available. Mayhem doubles the damage output of the Sniper when it strikes a target, assuming a high damage hit of 7 damage with a ballistic Sniper rifle, Mayhem can transform that to 14 damage, Mayhem also helps the Sniper punch through enemy damage resistance. Death From Afar and the end game Lone Wolf gives a near universal boost to the Sniper who typically should be operating at squadsight range, although all Corporal perks are viable for this build. Sharpshooter helps the Sniper hit and punch through targets in cover. Vital Point Targeting provides a further significant boost to damage output to exposed organic targets.
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Sample Heavy Sniper Build:
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''Mayhem -> Death From Afar ->  Sharpshooter  -> Precision Shot -> Vital Point Targeting -> Lone Wolf.''
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{{Ability List Display
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|level1={{Mayhem (LWR)|align=center|topbotpad=7}}
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|level2={{Death From Afar (LWR)|align=center|topbotpad=7}}
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|level3={{Sharpshooter (LWR)|align=center|topbotpad=7}}
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|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}
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|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
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|level6={{Lone Wolf (LWR)|align=center|topbotpad=7}}
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}}
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Note: High Will snipers can benefit from certain psionic items that boost accuracy.
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Recommended Equipment: Scope, High Cap Mags, Neural Gunlink, Alloy Bipod.
  
 
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==See also==
 
==See also==
 
{{Soldiers (LWR) Navbar}}  
 
{{Soldiers (LWR) Navbar}}  
 
[[Category: Long War Rebalance]]
 
[[Category: Long War Rebalance]]
 
[[Category: Soldiers (LWR)]]
 
[[Category: Soldiers (LWR)]]

Revision as of 12:05, 1 August 2020

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   Sniper

Long War Rebalanced Snipers are akin to the vanilla Sniper, the main difference being that overwatch works with Squadsight. With Squadsight as their first ability, they're able to inflict long range damage on enemy targets from a position of safety.

Primary Weapon: Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.
Secondary Weapon: Pistols, Machine Pistols.
Class-Limited items:


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Squad sight
Squadsight
Allows firing beyond 18 tiles at targets with a spotter (an unconcealed ally with 0 or 2 AP that can see the target) with -4 aim for each tile further than 18.
RANK CORPORAL.png
Lance Corporal
In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire repeatedly until out of ammo or targets, but prohibits other actions. Steadying a weapon grants an additional +50 crit. Shooting with a non-steadied weapon reloads the weapon.
Mayhem
Mayhem
Grants +2 damage to suppression, +50% weapon damage to grenades/flush/strike rifles, and +70% weapon damage to sniper rifles.
Double Tap
Double Tap
The first shot with the primary weapon costs 0 AP but restricts further actions to only shooting. Non-reaction primary weapon shots fired at 2 AP gain +10 aim. 1 turn cooldown.
RANK SERGEANT.png
Corporal
Bull Rush
Bullseye
Steadying a weapon costs only 1 AP.
Executioner
Executioner
Grants +40 aim and +2 damage against targets at or below half HP.
Death From Afar
Grants +10 aim when firing at squadsight range.
RANK LIEUTENANT.png
Sergeant
Ranger
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. Removes the sidearm long-range aim penalty and doubles the sidearm close-range aim bonus.
Holo Rounds
Holo Rounds
Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim and +1 penetration to all shots at them for the next 3 turns
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.
RANK CAPTAIN.png
Tech Sergeant
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 crit, and +50% weapon damage. 2 turn cooldown. Only for Strike/Sniper Rifles.
RANK MAJOR.png
Gunnery Sergeant
Disabler
Disabler
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
Disabling Shot
Disabling Shot
If this unit has 2 AP and a steadied sniper/strike/arc rifle: Fire a 1 damage shot that disables a target's main weapon, forcing a reload before they can fire again. 2 turn cooldown.
Vital Point Targeting
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 20% more damage when they are steadied or against targets not protected by cover (50% more damage if they are within 1.5 tiles, regardless of cover or being steadied).
Bring 'Em On
Bring 'Em On
Grants the primary weapon +0.5 damage per enemy in sight.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 7 tiles of an allied unit.


Stat Progression

Tactical Advice

Snipers are quite similar to vanilla, but there are a few differences. Overwatch now has unlimited range with Squadsight. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of +100% damage from Mayhem gives Snipers high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.

Snipers can use Sniper Rifles, which are powerful and effective at extreme ranges, but only allow firing if the user hasn't moved unless, but they can also use Strike Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use Assault Rifles as well, but this isn't particularly useful in practice, since the Infantry class generally performs better with Assault Rifles. As in vanilla, Snipers gain the most aim of any class.

Sample Builds

Heavy Sniper

This build orients the Sniper into an effective, single target, high damage, unit with effective action economy. While this Sniper is less effective in the early game, it will gain power as the Sniper levels up and as better equipment becomes available. Mayhem doubles the damage output of the Sniper when it strikes a target, assuming a high damage hit of 7 damage with a ballistic Sniper rifle, Mayhem can transform that to 14 damage, Mayhem also helps the Sniper punch through enemy damage resistance. Death From Afar and the end game Lone Wolf gives a near universal boost to the Sniper who typically should be operating at squadsight range, although all Corporal perks are viable for this build. Sharpshooter helps the Sniper hit and punch through targets in cover. Vital Point Targeting provides a further significant boost to damage output to exposed organic targets.

Sample Heavy Sniper Build: Mayhem -> Death From Afar -> Sharpshooter -> Precision Shot -> Vital Point Targeting -> Lone Wolf.

Note: High Will snipers can benefit from certain psionic items that boost accuracy.

Recommended Equipment: Scope, High Cap Mags, Neural Gunlink, Alloy Bipod.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: 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 Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
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