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i usually bring 2 sharpshooters depending on the Mission Objective, and they kill a LOT, my sharps always have more kills than any other class.
High Ground + Scope + Free Reloads can be quite powerful.
Run and Gun and death from Above is a Mini Serial until you get the hunter rifle, then its open season.
You want a run down of Sharp skills because I assume you are building them wrong.
Obviously you want to give them a superior scope, an expanded mag and uh a hair trigger is what I usually go with
and a superior aim PCS.
Now you want to get them a wraith suit with bluescreen rounds.
and you want to place them up high.
Sniper is getting +20% aim from elevation +15 from the PCS + 15-20 from the scope. 55 or so bonus aim, and he's going to just PARK there so +10 from steady hands.
65 bonus aim. Rookies start with 65 AIM so thats 130 aim right there.
Next we want to go thru skills.
Return Fire/long watch.
Take long watch, return fire is junk. you break concealment and lead the map with a sneaky reaper or ranger, and it gives you overwatch shots at pods as they patrol quite safely activating them on their turn, giving your guys a full turn to respond.
Deadeye/Lightning hands.
Both are actually good, but I take lightning hands and buy the other one later from the training facility. deadeye has a -30% aim penalty but its enough extra damage to one shot an advent MEC. Lightning hands is a free pistol attack every 3 rounds or so. its there when enemies get too close and need killing.
Deathfrom above/Quickdraw.
Death from Above. only an idiot would take quickdraw. Fan fire does not end your turn so if you want to shoot alot with a pistol you could shoot fan fire then do a pistol shot. quickdraw only helps if fan fire is on cooldown. whereas Death From above is shoot with sniper rifle, then shoot with pistol. which is >>> shoot with pistol and pistol.
Killzone/Faceoff.
I take face off. Killzone just takes too much setup turn limits and all that jazz. also the sniper doesn't really have all that much ammo to waste.
Steady Hands/Aim. Usually steady hands, Sometimes both if you get the automatically hunker down ranger perk as an additional perk from the training facility. Sharp should ALWAYS be firing every turn. or overwatching. I suppose you could occasionally need to reload then hunker but that usually is to be avoided.
Serial/Fan Fire.
Honestly both. You take Fan Fire you can use it on things like Archons and they will go away.
But serial is better in ideal situations.
of course with the hunter rifle serial is only useful if you can't manage to get to the high ground, as death from above is basically serial with no cooldown.
Not entirely true. Deadeye has 25% aim penalty, but it's -25% of your aim, not -25 aim. So, actually you're gonna need 134 aim to have 100 aim on deadeye.
seriously? what has more than 15 HP? are you running mods? yeah you might need to pistol them first or have someone send a bomb over to burst their cover.
but its enough to pop codex, its enough to pop advent mecs after you lightning hands them, its enough to pop troopers, and its certainly enough to mop things up.
Why would you take AP rounds, instead of bluescreen rounds? AP rounds reduce armor by up to 5 but if you shred armor they don't take additional damage. bluescreen rounds is +5 damage vs sectopods and gatekeepers and lots of other enemies.
So you'd lose some damage against a heavily armored Andromedon, which your PSI op could just dominate for 90% chance. but gain a huge advantage against Codex, Sectopods, Gatekeepers, Advent MEC, Specters, etc.
For these reasons, sharpshooters have become indispensable for me. And the dark lance is the best Chosen weapon.
Plasma Tier Sniper rifles do 8-10. +1 with the sniper rifle break thru, +1 with the beam weapon breakthru.
10-12, +5 with bluescreen rounds vs robots, or +1 with fire or venom rounds.
so 15 is the minimum damage on a maxed out sniper with a basic shot and bluescreen rounds vs robots.
Because I personally find the flat out armor penetration to be more useful. Also, you have the specialists that can hack robots akin to psi ops dominating an andromedon, and I ALWAYS dominate gatekeepers when I have the option to take them out of the equation, plus specialists can hack multiple things as opposed to the psi's one dominate and the random roll on insanity. But I get more use out of armor pen because blue screen is situational as to when robots appear, whereas armor pen applies to everything, and nearly everything has armor late game. And I never even have trouble with sectopods/gatekeepers/andromedons when I encounter them because A) Rapid Fire ranger with Arashi, B) Stasis allowing me to just freeze the dangerous unit, clean up the pod, and then instakill the unit next turn, or C) hack/domination. I've never found much value in blue screen rounds, but if you want them go ahead.
I'm not running a mod. I'm running the new game mode, where everything has more HP's. NOTHING can be insta killed. Not the aliens and not your soldiers.