Difference between revisions of "Sniper (LWR)"
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[[File: CLASS SNIPER.png|left|frame|64px| '''''Sniper''''']] | [[File: CLASS SNIPER.png|left|frame|64px| '''''Sniper''''']] |
Revision as of 17:12, 20 February 2021
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 | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots. | ||||||
Lance Corporal |
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 extra shots until out of ammo or targets. Standard shots that are not part of an ITZ chain gain +10 aim and grant an automatic reload. |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. |
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. | ||||
Corporal |
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets. |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns. |
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
| ||||
Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. |
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP. |
Opportunist
Reaction shots gain +10 aim and can critically hit. | ||||
Tech Sergeant |
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 2 turn cooldown. Only for Strike/Sniper Rifles. | ||||||
Gunnery Sergeant |
Disabling Shot
If this unit has a sniper/strike/arc rifle: Fire a shot that disables a target's main weapon if it connects. The shot deals 1 damage and costs 0 AP. Does not work against mechanical targets. Cannot be used after activating Double Tap or In The Zone. 3 turn cooldown. Grants +1 ammo to non-arc primary weapons. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. | ||||
Master Sergeant |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | - | +10 | - | +4 |
Lance Corporal | - | +2 | - | +1 |
Corporal | - | +2 | - | - |
Sergeant | - | +2 | - | - |
Tech Sergeant | - | +2 | - | - |
Gunnery Sergeant | - | +2 | - | - |
Master Sergeant | - | - | - | - |
Total | - |
+20 |
- |
+5 |
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 high damage from Mayhem gives Snipers a 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 ranges, but only allow firing if the user hasn't moved. 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.
Sample Builds
Reflex Sniper
The Reflex Sniper's skills are a mix between In The Zone and Mayhem snipers as it has the most aim and little prep time. It has the least damage, but it's distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper's shots - concentrating your fire on one target, or weakening two targets. Impact's +1 penetration and Executioner's +2 damage make this sniper perfect for dealing with mutons, especially if they are whittled away with Mayhem Suppression/Flush/Psionic support. Especially good for snipers that roll very badly on their aim promotions.
Sample Reflex Sniper Build: Double Tap -> Impact -> Executioner -> Precision Shot -> Disabling Shot -> Extra Conditioning
Recommended Equipment: Alloy Bipod, Alloy Jacketed Rounds
Note: Bring 'Em On or VPT can be taken instead of disabling shot for more damage.
Overwatch Sniper
The sniper specializes in dealing high single target damage mainly by overwatch. It is extremely effective against targets in cover and biological units. If the shot connects, there is a high chance that the target is dead and a small chance to have its action interrupted. Due to VPT, it is recommended to have a source of flush or be flanking biological units to increase the damage potential.
Sample Overwatch Build: Mayhem -> Impact -> Opportunist -> Precision Shot -> Vital Point Targeting -> Extra Conditioning.