XCOM 2
Ethelstan Jan 21, 2017 @ 4:20pm
Sniper with Extended mag or Auto-loader ?
Witch one is best suited for a sniper with all the "Sniper" abilitys chosen ?
< >
Showing 1-12 of 12 comments
Aegix Drakan Jan 21, 2017 @ 4:21pm 
I find having the highest capacity Auto loader is the most helpful when using the Serial skill.
Jesterofgames7712 Jan 21, 2017 @ 4:23pm 
Originally posted by Ethelstan:
Witch one is best suited for a sniper with all the "Sniper" abilitys chosen ?
Why not both?
Belhedler Jan 21, 2017 @ 4:40pm 
Extended mag without a doubt. Auto loader will give you one free turn reload whereas Extended mag will give you an additional ammo. Should you have Kill Zone, it will be boosted by the amount of ammo you have left. Should you have serial, you could serial kill as long as you have ammo. Auto loader is only suited if you 'forget' to reload. I think it is much more important for classes such as grenadeer that can waste all of their ammo in one go and then be in trouble the next turn.
starrynite120 Jan 21, 2017 @ 4:53pm 
Originally posted by Jesterofgames7712:
Originally posted by Ethelstan:
Witch one is best suited for a sniper with all the "Sniper" abilitys chosen ?
Why not both?

Because then you have less room for things like scopes.
76561198322429733 Jan 21, 2017 @ 6:40pm 
In vanilla, I put Auto-loader+Magazine because you can wipe out 2-3 pods with Serial in 1 turn. Also helps out when setting up a kill zone. 3rd slot is a scope but you can equip a repeater or hair trigger if you wish. I don't like missing.
Jesterofgames7712 Jan 21, 2017 @ 6:43pm 
Originally posted by starrynite120:
Originally posted by Jesterofgames7712:
Why not both?

Because then you have less room for things like scopes.
Um sniper's aim's are so amazing they don't really need scopes
but if you gdt armed to the teeth you can easily slap a scope on them
Ironman_Mk11 May 14, 2017 @ 12:29am 
Expanded Magazine. Other two are Scope and Hair Trigger. Auto-loader is generally a complete waste on Sniper built Sharpshooters.

Death From Above will end up granting you a great many extra "partial turns", where you'll not be able to shoot your rifle but can still move/reload. Since you actively want to hang back and let Squad Sight do it's job, you'll end up using those for all your reloading needs. Starting each turn with 6 shots insures you'll be set no matter what. If you want to Kill Zone, you'll have 6 shots for it. If you want to Serial chain, you'll be good to go for 6 kills. The likely hood of you ever needing more then 6 shots for a Serial is nearly nil, and if you've ever gift wrapped multiple pods so perfectly that they would have been able to kill 7 things in 1 Serial then you're owning the map so ridiculously that it even doesn't matter. Not saying it's not technically possible, but you should be avoiding having that many things active at once anyway.
Emmental May 14, 2017 @ 6:44am 
I like extended mag and scope on a 'sniper' sharpshooter.
Cahos Rahne Veloza (Banned) May 14, 2017 @ 7:01am 
Superior Scope + Superior Extended Mag + Superior Repeater on a Killzone specced Sniper = l33t pwnage ^_^
GetOutOfSync May 14, 2017 @ 12:21pm 
I personally go for an Extended Mag, as the Snipers generally run out of shots too quickly for my taste. This problem is only greater when dealing with Killzone and Serial. The choice is less important for a gunslinger Sharpshooter.
Last edited by GetOutOfSync; May 14, 2017 @ 12:21pm
talemore May 14, 2017 @ 12:38pm 
With all abilities a reload is better if you never made a shot before setting up for the serial because you can reload and continue the serial. Reload is better when it comes to ammo conservation because you can use (reload) 6 shots vs (ext mag)4 shots in 1 turn.
Rex705 May 14, 2017 @ 8:45pm 
For my Snipers I always have the repeater and extended mag along with the kill zone ability and anything else that can boost aim. My snipers sit back and kill entire squads.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Jan 21, 2017 @ 4:20pm
Posts: 12