Difference between revisions of "User:Binkyuk"

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[[File: CLASS SNIPER.png|right|frame|64px|Sniper]]A <noinclude>[[Classes (EU2012)|class]]</noinclude><includeonly>class</includeonly> 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.
  
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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.
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* The Sniper's primary weapon is the [[Sniper Rifle (EU2012)|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 (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].
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* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units' view, using the '''Squad Sight''' Sniper ability.
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* Snipers Rifles can only be fired or used for Overwatch 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.
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* 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.
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* Snipers may be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the '''Gunslinger''' ability, and can augment it further with higher tech pistols and the relevant Foundry upgrades.
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*Snipers can Overwatch with their pistols at Squad Sight range. This is a bug that can be accessed on the PC release by reselecting the sniper and switching weapons. This cannot be done on the console releases.
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*The '''Battle Scanner''' can reveal groups of enemies without activating them, and can also be thrown through UFO doors.
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{| class="wikitable" width="80%"
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|-
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! width="10%" align="center" | Rank 
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! width="90%" align="center" colspan="2"| Ability
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|- align="center"
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! rowspan="1" | '''Squaddie'''
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| colspan="2" | <div id="headshot"></div>[[File:SNIPER HEADSHOT.png|32px|left]]'''Headshot''' <br/>  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.
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|- align="center"
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! rowspan="1" | '''Corporal'''
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| width="40%" | [[File:SNIPER SNAPSHOT.png|32px|left]]'''Snap Shot''' <br/>  Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
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| width="40%" | [[File:SNIPER SQUADSIGHT.png|32px|left]]'''Squad Sight''' <br/>  Allows firing at targets in any ally's sight radius.
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|- align="center"
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! rowspan="1" | '''Sergeant'''
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| width="40%" | [[File:SNIPER GUNSLINGER.png|32px|left]]'''Gunslinger''' <br/> Confers 2 bonus damage with pistols.
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| width="40%" | [[File:SNIPER_DGG.png|32px|left]]'''Damn Good Ground''' <br/> +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
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|- align="center"
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! rowspan="1" | '''Lieutenant'''
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| width="40%" | [[File:SNIPER DISABLINGSHOT.png|32px|left]]'''Disabling Shot''' <br/> 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 penalty
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| width="40%" | [[File:SNIPER BATTLESCANNER.png|32px|left]]'''Battle Scanner''' <br/> Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
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|- align="center"
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! rowspan="1" | '''Captain'''
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| width="40%" | [[File:SNIPER EXECUTIONER.png|32px|left]]'''Executioner''' <br/> +10% Aim against targets with less than 50% Health.
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| width="40%" | [[File:SNIPER OPPORTUNIST.png|32px|left]]'''Opportunist''' <br/> Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
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|- align="center"
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! rowspan=2" | '''Major'''
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| colspan="2" | [[File:SNIPER_LOWPROFILE.png|32px|left]]'''Low Profile''' <br/> Makes partial cover count as full.
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|- align="center"
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! rowspan="1" | '''Colonel'''
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| width="40%" | [[File:SNIPER_ITZ.png|32px|left]]'''In The Zone''' <br/> Killing a flanked or uncovered target with the sniper rifle does not cost an action.
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| width="40%" | [[File:SNIPER_DOUBLETAP.png|32px|left]]'''Double Tap''' <br/> Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.
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|}
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'''Additional Notes'''
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* The most important decision for a sniper is whether they are '''Squad Sight''' or '''Snap Shot'''. A Snap Shot sniper is more mobile (which is probably a role better suited to another class) , while a Squad Sight sniper will stay back and deliver long-range fire.
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* The sniper then 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 is quite redundant if a Sniper possesses Snap Shot already.
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* If equipped with the '''Battle Scanner''' Snipers may also scout for hostiles without the need to send (and risk) a squad member.
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** Battle Scanners do not trigger alien "duck for cover" actions.
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* 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.
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* 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).
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* 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.
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** Archangel armor will also allow this. The sniper will benefit from Damn Good Ground while hovering.
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<noinclude>

Revision as of 13:28, 28 November 2012

Sniper

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.
  • Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units' view, using the Squad Sight Sniper ability.
  • Snipers Rifles can only be fired or used for Overwatch 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.
  • 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.
  • Snipers can Overwatch with their pistols at Squad Sight range. This is a bug that can be accessed on the PC release by reselecting the sniper and switching weapons. This cannot be done on the console releases.
  • The Battle Scanner can reveal groups of enemies without activating them, and can also be thrown through UFO doors.


Rank Ability
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.
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.
SNIPER SQUADSIGHT.png
Squad Sight
Allows firing at targets in any ally's sight radius.
Sergeant
SNIPER GUNSLINGER.png
Gunslinger
Confers 2 bonus damage with pistols.
SNIPER DGG.png
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
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 penalty
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.
Captain
SNIPER EXECUTIONER.png
Executioner
+10% Aim against targets with less than 50% Health.
SNIPER OPPORTUNIST.png
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Major
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
Colonel
SNIPER ITZ.png
In The Zone
Killing a flanked or uncovered target with the sniper rifle does not cost an action.
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.

Additional Notes

  • The most important decision for a sniper is whether they are Squad Sight or Snap Shot. A Snap Shot sniper is more mobile (which is probably a role better suited to another class) , while a Squad Sight sniper will stay back and deliver long-range fire.
  • The sniper then 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 is quite redundant if a Sniper possesses Snap Shot already.
  • If equipped with the Battle Scanner Snipers may also scout for hostiles without the need to send (and risk) a squad member.
    • Battle Scanners do not trigger alien "duck for cover" actions.
  • 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.
  • 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).
  • 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.