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Without squad sight the snipers weapon range is bigger than their sight range. With some quick testing about a dash and a half move before the sniper visual range caps.
When the little heads pop up when sniper is selected that's when it shows which targets are squad sight and which are normal hits.
Squad sight is vastly superior. It's down to how you play though. As they said in the other thread find high ground and you should never need to move him in most maps. Even easier when you have flight armor or early game with lots of explosives.
I do like snap shot but it requires a specific play style to get the best out of.
Maybe it's a timing thing. I mostly stay under cover, but move forward pretty quickly to engage. I generally don't scout the battlefield out, because I don't want my team spread out too much, or lone soldiers to get ambushed by a group of aliens.
Also, consider getting In the Zone for you next Squadsight sniper. Some people prefer Double Tap but, really, given the amount of flying enemies you'll encounter, chrysalids, enemies whose cover you can destroy, etc, it's just an amazing ability. It will win you many, many battles.
You have no problem without SqS so far, then it's OK. You can wipe them out, so far. Why you persist to question about that?
BTW, Another recent similar topic from MythTrip is up there, it would answer your question a lot.
1. The same range as every other soldier
2. There is no penalty in xcom eu (they added one in xcom 2 tho)
3. Over the little alien heads that represent different targets, a little crosshair appears if its a squadsight shot
4. Squadsight is almost always better. After u learn the maps and fight good spots for your sniper (just zoom all the way out and remember that u can shoot over half cover but not through full cover). Its all about setting him up with the right sightlines.
I would say that essentially everyone who has played xcom for a while thinks squadsight is better. Everyone I know personally does think that and after all, squadsight got nerfed in xcom 2 and snapshot was removed...
Firstly to answer your questions:
1. Not sure here... I saw somewhere the number 24 for the range of weapons, but not sure if it means tiles or distance. If the later, divide it by aprox. 1.6 and oyu get the tiles, if it works the same as Mobility stat. For snipers the range is 100, but again, cannot quote as I lsot the source and not remembering it properly.
2. Snipers have no aim penalty for extreme range, in fact they have reversed aim for other weapons. The closer the enemy is, the lower the chance to hit for sniper rifles, making swapping to a pistol a prefered option up close.
3. You can see the sniper is firing with Squadsight by the small orange mark on the visible aliens heads on the bottom right side when shooting. Like on this picture (quick google) http://wiki.tesnexus.com/images/8/84/Squadsight_Aim_Mod_TacticalHUD.jpg
4. Overall Squadsight is considered to be superior, thanks to Archangel Armor that allows you to fly high and just take shots from superior position without worrying about cover and los. But both skills have their uses. Overall, for urban areas you want a Snap Shot, as there will be too many obstacles to make a Squadsight viable. The diference is mostly in your style of gameplay.
I myself use an Archangel Armor Squadsight or a Ghost Armor Snap Shot, depending on the mood most of the time. The later when paired with In the Zone and when moved to a nice flanking position can offer a lot of damage from behind the enemy lines. The former can Overwatch the entire team, floating somewhere in the skies and taking usually 100% Overwatch shots at each triggered alien pocket. There is no superior build, it's a matter of style. Same as with Assaults, which you can build to be high risk/reward crit-dmg gods or bulky vanguards that take hits like champs.
Both make for good perks so I would say pick the one you like the most...
I haven't tested it enough, but I'm told that double tap works better with squad sight, while in the zone is better with snapshot (because it depends more on getting in the right position).
If your using Second Wave training roulette, squadsight + holotargeting is nice, because you can potentially put the targeting debuff on any enemy anywhere. Or on two enemies if you have doubletap.
I've had some use from gunslinger. If you keep your sniper with you inside alien ships it means they add a useful bit of combat power while on the move, pistols get bumped up to rifle damage.