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Long war sniper
Long war sniper






long war sniper

Unfortunately, heat management problems reduced the weapon's fire rate well below that of market competitors. The elongated barrel featured the same perforated shroud and heat-abating fins the E-11 was known for. The E-11s used the same frame, but incorporated a composite alloy buttstock and the barrel was double the length than a regular E-11 blaster rifle. It was no surprise that when the Galactic Empire wanted a dedicated sniper rifle, the company looked to its most successful design for inspiration. Finally, do keep in mind that Double Tap activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).Blastech's E-11 platform was considered to be one of the most successful blaster designs in history. If the extra aim isn't needed then damage boosting perks may be picked instead. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has Holo Rounds and Executioner. 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.

long war sniper

It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. The Double Tap Sniper is a middle ground between the setup reliant In the Zone and the immediate power of Mayhem. VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase.Recommended Weapons: Sniper rifle or strike rifle on close combat maps. Mayhem -> Impact -> Opportunist -> Precision Shot -> Vital Point Targeting or Bring 'Em On -> Extra Conditioning. Even then, steadying is generally a good idea if preparing to pick off a specific high value target. Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost and thus only high aim Snipers (> 95 after initial promotion) should be considered. The former offers more flexibility with high damage on the normal shot (+50% from Mayhem) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+100% from Mayhem and Opportunist and a near guaranteed stagger with Impact). Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The Mayhem Overwatch Sniper specializes in delivering high single target damage at Squadsight range. Disabling shot offers more utility against dangerous targets while BEO offers a more straightforward damage increase.Executioner can be switched for Ranger if the extra aim isn't needed.The overwatch clearing capabilities of Impact is a strong sell, but can be switched out for Holo Rounds if needed.Recommended Equipment: High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages mouvement.Secondary autopistol. In the Zone -> Impact or Holo Rounds -> Executioner or Ranger -> Precision Shot -> Disabling Shot or Bring 'Em On-> Extra Conditioning. On the other hand, a timely Command charge from an officer or a lucky Commanding Officer/ Extra conditioning proc can greatly increase overall damage per turn. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. This optimal turn pattern of Steadying > Shoot x 3 > Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning.

LONG WAR SNIPER FULL

On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. Snipers can use Assault Rifles as well, but this isn't particularly useful in practice. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn't moved. Watch your ammo consumption with Double Tap and ITZ high cap mags are a good item for them. 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. Overwatch now has unlimited range with Squadsight. Snipers are quite similar to vanilla, but there are a few differences.








Long war sniper