![]() ![]() ![]() I haven't used them myself though.Īssembly is on top. They just haven't been that threatening in my fights against them. Personally, I put the syndicate one on the bottom of the pile right now. Arc sniper is an all around good thing to have, and they have the potential to ignore shields and armor for high defense targets. ![]() Kir'ko: More of a support, its cloud counts as a "psionic buff" for the purpose of psi mods. Only the Syndicate Sniper really suffers from getting hit, as the Assembly and Kir'ko Snipers have other options that require less then 3 AP.Īssembly: Reasonable damage, high disable potential Snipers advantage is their high range and the stagger on their weapon hit. Ranged units with repeating attacks cant flank easily at all, so you shouldnt use flanking damage in the comparison. There's some modules can bypass cover for sure, but not easy to access until late game.Īll of those are only compensated with 2 extra range. They cannot flank easily, while common troops can use one action to move to the flank of the target and shoot twice - the same damage as a sniper shot. They're easily weakened by stagger, which make them only snapshot with half damage, and the races with sniper accurately have no stagger resistance mod with secret tech or NPC help. They do less damage than a rapid fire units with 3 shots. Originally posted by Blastom:Snipers are generally cool units in current culture.īut imho, in this game, compare to rapid firing units, they are less capable. ![]()
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