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Monday, October 29, 2012
Xcom: Enemy Unknown Class Guide #1 - The Sniper
Welcome to the first of my Xcom: Enemy Unknown Tutorials! This tutorial will focus on the humble Sniper. Simultaneously one of the weakest and most powerful units in your Xcom arsenal.
My intention is to couple this with a YouTube video tutorial to show some of the points I am going to discuss here in a more cinematic and fun fashion. I will link it >Here< when it is completed.
First of all - lets discuss the available abilities! Unlike the original Xcom Defense/UFO Enemy Unknown game that this is based on - the ranking system is not based on the soldier pool you have, it is experience based. This means that any soldier that survives long enough and does enough good work in the field can quickly earn promotion to the top rank. (Colonel)
Squaddie Abilities: Headshot
A pretty useful ability - it gives the agent an increased critical chance on the shot. Very useful against those armoured aliens that you need to take a chunk of health off of, or whom you would like to kill in one hit.It has a 2 turn cool down. Be careful when selecting when you will use this shot. Take note of the typical damage your rifle will do. If you think you will need more than this to take down the target, then go for it. It works well in conjunction with 'In the zone' and 'double tap' as for best effect the shots from those abilities will kill their chosen target so you can shoot at another straight after.
Corporal Abilities: SnapShot/Squadsight
Both abilities seem to be very good, but in actual fact - if you have a well balanced team, it is rare that Snap Shot will be more useful than Squad sight. Squad sight allows your snipers to sit in safety and pick off targets that your team mates uncover. This ability is particularly good when in overwatch when you expect your team mates to uncover aliens on the move as quite often, a reaction shot will kill an alien in the open before it can get hunkered down in cover. If you need to move your snipers - their pistols dont work with squad sight normally, but they do in Overwatch and depending on the pistol, your foundry upgrades, and wether or not your sniper has 'Gunslinger' (below) - the pistol can pack enough of a punch to kill weaker or weakened enemies, and the 'overwatch' area is seen as more of a dead zone from the AI (Notice how the enemy is less likely to advance when you have troops covering an area with their overwatch.... sometimes its useful to abuse this, even if you know you cant do anything if you were to trigger overwatch - its similar to suppression fire - the alien can waste their tmie doing nothing just to save from being wounded which can be a very important move if you have a weak or exposed trooper in their line of sight.)
There are of course advantages to Snapshot; your agent can move and fire their sniper rifle. This means they can relocate to get better shots at groups of hostiles giving In The Zone the potential to be a little more effective, but in order to do all this - you put your trooper on the front line. If you can see them, they can see you. Your sniper tends to be quite weak at point blank range which many aliens will be in, and they tend to have less health and weaker armour compared to other front line troops, e.g Assault. The best time to have Snapshot would probably be if your kill-team was quite weak and the support cannot be provided from other classes, e.g your sniper is your only surviving veteran, in which case getting in with the powerful gun and taking some names is a good thing. Of course, I still prefer to cower on the back lines and pick the enemy off one at a time.
Sergeant Abilities: Gunslinger/Damn Good Ground
This can be a bit of a tough choice. Gunslinger removes the weakness of close combat from your sniper. A good pistol with foundry upgrades means your pistols will be hitting about as hard as most of your other weapons. Damn good ground gives a little bit more of an edge to your sniping abilities. Especially with Archangel armour. The defensive side will rarely come into play unless your grappling up in the front lines, or your having a bout of last man standing with your sniper against remaining alien forces, in which event - your probably in more trouble than an ability will help with.
Lieutenant Abilities:Disabling Shot/Battle Scanner
Utilitarian abilities. Depending on what your other ability selections are, you may favour one over the other. Disabling shot diarms your opponent for a round - or until they reload. This is a very effective variant of suppressing fire, though it only affects one target it can be used to prevent a vulnerable soldier from taking a fatal hit from a nearbye enemy that is not likely to die this round. The Battle Scanner lets you throw a small object - akin to an electro-flare from days of yore, that will give you a display of the immediate area as if an agent were present. It does not trigger enemy 'spawns', and it can be thrown through doors. On many occasion, this can be very valuable. Both are pretty situational, but in the right situations can be a great utility. Choose wisely. Or do as I do - pack two snipers.
Captain Abilities: Executioner/Opportunist
I always lean towards Opportunist here. I use reaction fire a lot in the early turns or when I am expecting to trigger enemy 'spawns' so that I can get a couple of potential kills in before they break for cover. It becomes less valuable as you get the end-tier abilities of Double Tap or In The Zone but one shot in the open can be worth more than the others in some situations.
Major Abilities: Low Profile
Not really a choice - but if you have a sniper that needs to make use of cover, having any cover provide the full bonus is a nice advantage.
Colonel Abilities: In The Zone/Double Tap
Both of these abilities are AWESOME. I cannot emphasise just how good they are, and neither are a bad choice. Here is the breakdown. Double Tap allows you to take two shots. That's it, end of. If you run out of targets or ammo the second shot is wasted. In The Zone requires a specific set of circumstances to be met, firstly the target must not be in cover (yellow shield = Bingo. Get killing) And secondly the target must be killed with the shot in order to be able to move onto the next. Given the right circumstances it is possible to knock out 4 or 5 kills in a round with this ability. The chances of getting multiple kills are slim though, unless you strategise. I find that the ITZ sniper works best when paired with a Double Tap sniper. If the targets would take more than one shot to kill, two can feasibly be weakened into the ITZ snipers kill zone. Chances are by the time you get this ability your accuracy is going to be near or over 100%, especially if you throw in a scope and high ground/Archangel armour and Damn Good Ground from before. The front-line troops can also help the ITZ sniper out by using explosives to weaken opponents and deny them the cover that would block the shot.
Whichever you choose it is not a bad choice, but bear in mind that ITZ is much more strategic. If you are going to have a solo sniper - Double Tap is probably a better ability because 75% of the time you wont be able to get more than one shot from an ITZ sniper unless you set up the kill zone or get lucky - but that 25% of the time, your talking 3-5 easy kills if the targets are weak or softened. I think on average, I get more kills with my 'In The Zone' soldier, but this is purely due to the way I like to stack and domino the enemies with my snipers. In 27 missions, 68 kills compared to my more experienced 'Double Tap' sniper who has seen 49 missions for 109 kills.
Other important points:
Ghost Armour: Don't give this to your snipers - give it to fast-moving support units, and send them to scout ahead before the rest of your forces move. They can spot many groups of enemies without triggering their 'spawn' reaction (taking cover) meaning that your snipers can make short work of them before they become a threat. They also help your team prioritise targets, e.g that Sectopod just behind that squad of harmless Sectoids that MUST GO DOWN. (plasma pistols v chest-plasma cannon, plasma rifle AND a multi-missile launch pack? Gimmie a break :p )
In conclusion - Snipers are awesome support for your front line troops. The ability to shoot anything they see that they can draw a line of fire to, to Overwatch and shoot the enemy before they can dive for cover, or the ability to pick off weak or weakened enemies - or even fire enough damage into tougher ones so they go down is invaluable. They can be weak if poorly equipped or supported, but given the right abilities and thought they can be 'Angels of Death' - much like the achievement denotes. Snipers work great in teams with cross-over abilities to help them cover each other as well as maximise the kill potential from them. I have had missions where there have been close to 20 aliens, and the snipers have mowed the majority of them down in two turns with the rest of the team only getting as far as spotting them and taking cover. Rare, but a beautiful sight ^.^
Check out my 'Sniper Reel' Video >Here< To see my Let's Play sniper team in action.
-V
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