![long war sniper long war sniper](https://cdn.mos.cms.futurecdn.net/GPcnB5YP2aPaRM3CrGh9jk.jpg)
Double tap is the signature ability, with which you can take on two separate adversaries in one turn, or focus on one tough one.Īddition Note: If you prefer, Mayhem provide 4 Damages and +3 aim with +3 will combine with Precision shot ,Ranger(1) and VPT(2) can made a doom shot (+7 damage from MH RG and VPT not inculde PS ,One shot - One kill) with critical per turn untill run out of ammo.Ī mobile, versatile sniper who uses terrain and mobility to find himself on the flank or even behind enemy lines. Precision shot, Lone Wolf and Sharpshooter provide you with additional critical chance. Note: Ranger + VPT provide you with +3 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Lone Wolf -> Precision Shot -> Executioner/ Damn Good Ground -> Ranger -> Vital Point Targeting -> Double tap/Mayhem. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. It is the classical "one shot - one kill" role where you focus on doing maximum damage per shot and landing every possible shot.
![long war sniper long war sniper](https://static.wikia.nocookie.net/xcom/images/3/35/Sniper_rifle.png)
The sniper in this role stays behind and relies on its Squad Sight. SS Flanked targets will often not be tagged as exposed and will end the ITZ chain. Be wary when firing at flanked targets in Squadsight Range. Flying targets also count as exposed, but should be prioritized after ground targets because they are likely to end the ITZ chain. When using ITZ, use explosives to remove the cover of aliens. Lock N' Load can be used to continue an ITZ chain after the original magazine is emptied. Note: Lock N' Load cannot be used after moving. Low Profile -> SnapShot -> Damn Good Ground/Executioner -> Ranger -> Lock N' Load -> In The Zone. Certain techs like flying armour will significantly buff its combat ability. A sniper using this build has power potential proportional increases with tech level. The sniper in those role also utilizes SnapShot providing additional utility and versatility. It will utilize offensive upgrades combined with defensive upgrades to act as a high-powered turret with the ability to clear the map when used correctly. The sniper in this role relies on In The Zone to keep enemies at an optimal engagement distance. You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, and $napshot, and putting #, or $ at the start of their first name).
LONG WAR SNIPER FULL
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). And, if you use multiple snipers in a squad, consider if to have them be the same kind, or mix n' match. 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. 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. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant. 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. 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. Watch your ammo consumption with Double Tap and ITZ high cap mags are a good item for them. With In The Zone and Double Tap still available, snipers are still some of your highest damage soldiers. Squadsight is gained immediately and unconditionally, so there are no more "snap shot" skirmishing snipers (that role goes to the Scout). 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. Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences.