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quoted from Tv Tropes [tvtropes.org]
This is very true, I usually play with training roulette, but if you do not, then Snapshot + low profile + Mimetic makes alot of sense.
Also, with snapshot I'm less reliant on will and aim of the sniper alone. He can get will bonuses from the team leader and aim bonuses from Combat Pheromones and will + critical from Combat Drugs (if needed). Not to mention bonuses from MEC troopers (like the Distortion Field). I never had my snapshot sniper killed. I cannot say the same about my squadsight one who once was a target of a floater (using launch to get behind my line of sight and ambushed me) and a seeker (it was my fault for forgetting there were two of those...)
By the way, this is all based on my classic runs.
I reckon damage output? The sniper deals greater damage than its equivalent rifle. Plus with headshot, you get bonus damage on crits. Also, Don't forget a sniper has much better aim than an assault. Assuming you moved the sniper, he still has +6 aim over an assault (at colonel level).
PS: +6 aim before counting scope, elevation bonus, combat pheromones, holo-targeting and the various sniper abilities that add aim % such as executioner and damn good ground.
PSS: Also, sniper rifle gets bonus aim % the further it is from the enemy. Normal rifle only gets aim bonus the closer it is to the enemy.
Snap shot makes the sniper very mobile, combined with ITZ and you have a killing spree, and there are plently of aliens that don't use cover, like the flying wave on the base assault.
Flying wave was DoA.
A snap shot sniper with ITZ will rack up far more kills than a double tapping ss sniper, the risk well within exceptable limits because dead aliens don't fire back.
They're still good w/o ITZ. And even then, ITZ sees less action than Double Tap I believe.
Whichever route you choose to go, have both an ITZ sniper and a Double Tapping one.
Snap shot sniper ITZ can kill all those in that pic.
http://steamcommunity.com/sharedfiles/filedetails/?id=197641159
And it was my snap shot ITZ which was surrounded.
Others have already answered but on top of what they've said, to me, it's a matter of preference as well. I usually don't use rifles on assaults (unless they have REALLY good aim by themselves and even then...) I like getting them really close to the enemy and shooting them in the face, so a shotgun-like weapon is more appropriate for me.
As for the age long discussion of ITZ vs DT ... itz can shine in situations like the one Nick mentioned but there are situation when it is useless. DT is ... old reliable. Not epic but reliable. :) And its nice when fighting a sectopod to disable its weapon and then send a headshot at it. :))
while with DT it's the other way around,
as tin.katavic said, DT is reliable...
The closest relevance would be that you remove the option for gunslinger, thus somewhat balancing out the penalties with damn good ground - even then, you've still wasted 1 ability.
No, you are wrong. Sniper rifles receive no bonus at all. They suffer a PENALTY for being too close to the enemy (within 10 grid units).
Squad sight works just as good for this, if not better. A sniper only gets ONE headshot, and being closer range for a 10% crit chance is not beneficial. With cyberdiscs packing a lot of HP, you can weaken them enough to let a good squad sight sniper clean up in one turn. A snap shot sniper doesn't have this kind of advantage at all.
No. I can use ITZ with a squad sight sniper and rack up way more kills. Grenade + snipe all = you lose. Nuff said.
I'm not arguing "preference". I'm sure if people wanted to, they can try to play this game with ballistic weapons only. All I'm getting is that playing with snap shot is playing with a handicapped sniper. Beating a difficulty like Impossible (without second wave) would require opting for squad sight over snap shot.
Like, it's extremely useful, up until you have to actually move the sniper because walls are in the way, whereupon it takes like five extra turns to get them set up again. (The sole exception is the last room of the final mission, since squadsight + doubletap + Invisible Spotter = Easy wrap-up)
Abductions and the like it's certainly broken, though.
It is your preference to play this way. Laser and plasma is objectivly better than ballistic weapons, but squadsight is not objectivly better than snapshot, it is simply offering different sets of possibilities.
Squad sight IS fundamentally and objectively better than snap shot. That's not an opinion, that's a fact. It's based on several factors I've already explained constructively in this thread:
- Snipers have lower than average base HP. Shooting from a safe distance ensures the quality lifespan of your sniper.
- Snap shot deducts 10 aim from your sniper (the initial advantage they get is +5 over an assault), so just to shoot after moving, your snipers accuracy is already at a disadvantage.
- Upon reaching corporal, every class gets a number of different optional advantages: Assaults get either +def, or +crit. Supports get +move or reactions. Heavies get two attacks or holo-targeting (+10 aim for everyone). Snap shot for that sniper offers NO benefits, just removes a minor limitation of the sniper.
- Snap shot will still incur a close-range penalty (within 10 tiles). Gunslinger does not apply this penalty, which is the good early-game alternative for squad sight snipers if they need to enter enclosed spaces.
So there's no question, squad sight IS better than snap shot. Plain and simple.The handicap of "not being able to move and shoot" is not a handicap. It's a trade-off for the little extra damage they get. Same reason why heavies get lower aim stats. You essentially "remove" that trade-off with snap shot, thus completely wasting an ability perk at Corporal rank. Snap shot basically gives you a soldier with +1~2 extra damage.