Difference between revisions of "Sniper (Long War)"

From UFOpaedia
Jump to navigation Jump to search
(→‎Stalker: deleted - outdated pre b-15 builds.)
(→‎Sample Builds: added double tap build)
Line 97: Line 97:
  
 
Note: Ranger + VPT + Mayhem provide you with +7 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring 'Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.
 
Note: Ranger + VPT + Mayhem provide you with +7 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring 'Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.
 +
 +
===Double Tap Crit Monster===
 +
Role: Long range offense.
 +
 +
A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.
 +
 +
Sample Sniper:
 +
''Lone wolf -> Precision Shot -> Sharpshooter -> Platform Stability -> Bring 'Em On -> Double Tap''
 +
 +
Note:
  
 
==See also==
 
==See also==

Revision as of 15:24, 24 August 2015

Sniper
Long War Main Page

Long War Sniper is akin to the vanilla Sniper. With Squadsight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squadsight no longer functions with overwatch.

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

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Squad sight
Squadsight
Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Low Profile
Low Profile
Makes partial cover grant the defense bonus of full cover.
Deadeye
Deadeye
Confers +15 aim against flying targets.
Lone Wolf
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.
RANK SERGEANT.png
Corporal
Disabling Shot
Disabling Shot
Allows sniper rifles to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. 2 turn cooldown. Cannot cause critical hits.
Precision Shot
Precision Shot
With sniper/long rifles, fire a shot that ignores squadsight critical penalties, has an additional +30% critical chance, and provides extra damage on critical hits based on the soldier's weapon tech level (+2 for ballistic/laser/gauss, +3 for pulse, +4 for plasma). With marksman's and strike rifles, allows an unlimited range shot with no other bonuses. 2 turn cooldown.
Snap Shot
Snapshot
For snipers, removes the sniper rifle's restriction on firing and Overwatch after taking a costly action. Any shots taken after using any costly action suffer a -10 Aim penalty. For rocketeers, reduces the aim and range penalty for launching a rocket after taking a costly action to 25% (from 50%).
No other bonuses. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Damn Good Ground
Damn Good Ground
Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Ranger
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.
Sharpshooter
Sharpshooter
+10 critical chance in all situations, +10 Aim against enemies in full cover.
+2 Will. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
Vital Point Targeting
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.
Platform Stability
Platform Stability
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
No other bonuses. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
Tactical Sense
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Bring 'Em On
Bring 'Em On
Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
In the Zone
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.
Mayhem
Mayhem
Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot.
Double Tap
Double Tap
Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
No other bonuses. +2 Aim. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 0 0 4 4 5(6) 5(-6)
Lance Corporal 0 0 4 8 5(6) 10(-12)
Corporal 1 1 4 12 3(4) 13(-16)
Sergeant 0 1 4 16 2(3) 15(-19)
Tech Sergeant 0 1 4 20 2(3) 17(-22)
Gunnery Sergeant 0 1 4 24 2(3) 19(-25)
Master Sergeant 1 2 4 28 2(3) 21(-28)
  • Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (1 + rand(6)).

Tactical Advice

Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with Squadsight and snipers no longer have access to the Opportunist perk, making them considerably less good defensively - you'll find snipers can't demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more "snap shot" skirmishing snipers (that role goes to the Scout). With In The Zone and Double Tap still available, snipers are still some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.

Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn't moved unless they are Snap Shot trained, but they can also use Marksman 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 per rank, ending with 7 more aim than any other class at Master Sergeant.

The three main 'trick' shots, Precision Shot (aka: Headshot), Disabling Shot, and Snapshot are now all on the same tier of Corporal, and thus, mutually exclusive. Thus, you may find yourself desiring more snipers than other classes in your campaign, to have a number of each to go out on missions. And, if you use multiple snipers in a squad, consider if to have them be the same kind, or mix n' match. For example, Disablers help out greatly for doing alien captures, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers could be played like Scouts (with more accurate/potent shots, can hit from full Squadsight range, but less defensive abilities). You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).

Sample Builds

In the Zone Cleaner

Role: Long Range Offense

Classic In the Zone build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot's damage by 1 and critical chance by 10%. Snapshot and Lock N' Load allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle's small magazine. Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in planning an ITZ chain. Snap Shot allows reloading and more firing, as well as repositioning to get more flanks.

Sample Sniper: Lone Wolf -> SnapShot -> Ranger -> Vital Point Targeting-> Lock N' Load -> In The Zone.

Note: Lock N' Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N' Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.

Assassin

Role: Long Range Offense.

The Sniper in this role stays behind and relies on its Squad Sight. It is the classical "one shot - one kill" role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.

Sample Sniper: Lone Wolf -> Precision Shot -> Ranger -> Vital Point Targeting -> Bring 'Em On -> Mayhem.

Note: Ranger + VPT + Mayhem provide you with +7 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring 'Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.

Double Tap Crit Monster

Role: Long range offense.

A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.

Sample Sniper: Lone wolf -> Precision Shot -> Sharpshooter -> Platform Stability -> Bring 'Em On -> Double Tap

Note:

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