![]() A Spider/Wraith suit is important though, as it gives you free and easy access to high ground which is critical for your Sniper’s effectiveness. ![]() It is worth giving a try to see how you like it Same here I used to train most rangers for stealth and they were really helpful if played right. Tracer Rounds stack your aim even further to further counter the Squadsight penalty, but feel free to take whatever you like instead. In vanilla I prefered the phantom build, but after WotC came out the Reaper does the heavy lifting for scout duties, and the Ranger can be very effective going the blademaster route. If you’ve earned the extra attachment slot through the continent bonus, you can try a Hair Trigger to give yourself the occasional free shot, or try an Autoloader to as much as quadruple the amount of enemies you can kill in a single Serial chain. While all of these abilities work at Squadsight range, the aim penalty incurred for this requires some serious offsetting-we’ll want the best Scope we can find as well as a Perception PCS to boot. Serial allows the Sniper to kill for free, refunding actions for every enemy you drop while the ability is active. Death from Above combos well with Aim, letting you hunker after every high ground killshot to gain accuracy for your next attack. Kill Zone is a critical skill that lets you lock down an entire cone of the map with covering fire, which is why we take an Expanded Mag - we want the ammo reserves for shooting up to 6 enemies in a single move. ![]() Long Watch and Deadeye provide Overwatch and improved damage from squadsight range. However, their ability to attack any target in their view combined with some powerful skills still makes them highly effective. The Sniper is less flexible than a Gunslinger and suffers from being very static, a handicap in most of XCOM 2’s timed missions. Abilities: Squadsight, Long Watch, Deadeye, Death from Above, Kill Zone, Aim, SerialĪccessories: Perception, Scope, Expanded Magazine (Bonus: Hair Trigger)
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