![]() ![]() I tried Critfantry, didn't like it, tried overwatch infantry and never went back. Didn't really play around with bio tanking all that much and found that Shotguns didn't work very well in my strategy of Squadsight snipers and such. ![]() CCS is awesome and I settled on Close Encounters instead of Hit and Run. Strong early, not so strong when MECS come around. If anything got close Infantry or MEC would play bodyguard for the squad.Īssault. On harder missions like a Landed Large I tended to leave my Engineers behind in favour of either a second sniper or MEC since the strategy there often reduced to Snipers killing everything with squadsight with a Bullet Wizard LMG Gunner spreading holo and shred from squadsight. Sapper is fantastic for removing cover for opening up ITZ, Hit and Run for Pathfinders or just removing cover outright. I transitioned from Support Engineers to ones who were bringing Sapper, S&M (for chems, psi flash etc), and Battle Scanners (which are just so nice to have) and was not dissapointed. Engineers are also your capture soldiers and you basically have no say in the matter. I started with Support Engineers running Smokes, Dense Smoke etc but found the loss of Sapper nades to much to bear. I tried the hit and run or ITZ stuff but overall it's inferior to Concealment, other soldiers can do that stuff, no other soldier can do Concealment scouting.Įngineer. ![]() Scouts let you know where stuff is, and knowledge is power. In Long War I found that what makes a mission go bad is aggroing more than you can handle, which often happens as an accident of not knowing where stuff is. Being able to post up for Overwatch, Squadsight for LMG gunners or Snipers pre buff whatever, scouts let you do that. Seriously though, after discovering Concealment you basically have only 7 squad picks cause Concealment is so good. Basically, before Concealment scouts are whatever, after it they are so essential its not funny. Scout for me does one thing, concealment and recon. Bringing both varieties of Sniper to a landed large and cleaning house on Muton Elites was a highlight of the campaign. The Double Tap Precision Shot build was fine, but I found myself just wishing I had ITZ and that even with Double Tap offering up 2 shots every turn guaranteed, it was more often than not possible to get those 2 shots with ITZ. Bring engineers to clear cover, Bullet Wizard Gunners for shredder/holo, rocketeers to clear cover, lower HP and shred, scouts for Squadsight sniping etc. When you are dealing with a mission you can orient your squad around an ITZ sniper to finish up. There were inordinate circumstances were having Snap Shot was absolutely fantastic and helped a ton, moreover a ITZ sniper does 1 thing well, cleanup. Of these 2 ITZ is absolutely, unequivocally the superior setup. In terms of Sniper Builds I think there are 2, In the Zone and Double Tap with Precision Shot. The backbone of many a mission, and the soldier who often times pulled me out of a bad situation. I'll go through the classes and explain the setup I discovered. That involved 1 of every class, and once I had access to MECS I ditched the Assault for a Pathfinder. In the 8 slots available I found myself doing a similar squad setup for most missions. So after getting into Long War for the first time I decided to share what I felt about it's classes and squad compositions.įirst things first, I'm talking all 8 squad members here (will exclude Super Skyranger stuff like base assaults/Temple Ship). ![]()
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