Pathfinder (Long War)

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Pathfinder

MEC variant of the Scout class. Mirroring the Scouts they're recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Hit and Run
Hit and Run
Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.
+1 Mobility.
RANK CORPORAL.png
Lance Corporal
Deadeye
Deadeye
Confers +15 aim against flying targets.
Advanced Fire Control
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Lone Wolf
Lone Wolf
+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
No other bonuses. +2 Aim. No other bonuses.
RANK SERGEANT.png
Corporal
Damn Good Ground
Damn Good Ground
Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Sharpshooter
Sharpshooter
+10 critical chance in all situations, +10 Aim against enemies in full cover.
Flush
Flush
Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
No other bonuses. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
Repair Servos
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%.
No other bonuses. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Damage Control
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
No other bonuses. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
Bring 'Em On
Bring 'Em On
Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Squad sight
Squadsight
Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
Lightning Reflexes
Lightning Reflexes
The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.
Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Absorption Fields
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
No other bonuses. No other bonuses. -1 Mobility.


Stat Progression

Rank / Level Total
Health
Aim
Will
 *
Health
Aim
Will
 *
Specialist 1 3 2(-3) 1 3 2(-3)
Lance Corporal 0 3 2(-3) 1 6 4(-6)
Corporal 1 3 2(-3) 2 9 6(-9)
Sergeant 0 3 2(-3) 2 12 8(-12)
Tech Sergeant 1 3 2(-3) 3 15 10(-15)
Gunnery Sergeant 0 3 2(-3) 3 18 12(-18)
Master Sergeant 1 3 2(-3) 4 21 14(-21)
  • Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).

Sample Builds

SS Marksman

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Lone Wolf
Flush
Executioner
Vital Point Targeting
Squad sight
Rapid Fire
Build Overview
Stat Boosts N/A
Strengths great damage, good range
Weaknesses somewhat vulnerable, burns ammo very quickly
Preferred battle sites All
Most common Loadout Battle Computer, Hi Cap Mags, SCOPE
Power Ranks TSG and MSG for dmg, GSG for range and safety
Description This build focuses on laying down fire from long range, occasionally moving for flanks when available or necessary. Compared to a non-overwatch Valkyrie this build offers better mobility with HnR+Lone Wolf vs Light Em UP+Platform Stability and better accuracy due to having Executioner and Lone Wolf affecting all shots (not just the first for PS) at the cost of less damage (either overall with Shredder Ammo or against mechs with HEAT). Executioner can be dropped for Ranger or Repair Servos to gain more dmg or a bit of tank if desired. Flush is useful for consistently securing kills and supporting overwatch teammates, but it can be dropped for Sharpshooter or even DGG.
Strategic Analysis This glass cannon build is most effective against stragglers, or attacking from just outside standard sight range. Like the Squadsight (SS) Jaeger builds, the trick is to keep it within 18-23 tile range to take advantage of SS, while taking up to 3 shots against uncovered targets using HnR and Rapid Fire. Alternately, you can maneuver for a HnR flank shot then retreat. Cover destruction support to maximize HnR efficiency without needing to do potentially dangerous maneuvers for flanks is greatly appreciated.


Crazed Gunman

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Lone Wolf
Damn Good Ground
Repair Servos
Vital Point Targeting
Lock N' Load
Rapid Fire
Build Overview
Stat Boosts N/A
Strengths great damage
Weaknesses somewhat vulnerable
Preferred battle sites All, especially Terror Missions
Most common Loadout Mobile Exosuit, Tactical Sensors, Battle Computer, SCOPE
Power Ranks TSG and MSG for dmg, GSG for ammo supply
Description Similar to the SS Marksman, but trades the safety of range for the ability to constantly lay down massive volume of fire. DGG is good for abusing high ground to get fantastic shots with relative safety, but can be dropped for Sharpshooter to get more crits or even Flush. If DGG is dropped, mobile exosuit is no longer necessarily required if you prefer heavy suits. Repair Servos can also be dropped for Executioner if you don't mind having a MEC with no tank perks. Tactical Sensors and/or a Battle Computer are very important for preventing this soldier from being overwhelmed.
Strategic Analysis Flank around the sides of enemy lines whenever possible for powerful flank shots and also to keep some enemies out of range from this soldier. This build's sustained volume of fire combined with its mobility is especially good on terror missions where a.) killing lots of enemies very quickly is necessary to minimize civilian casualties and b.) lots of single target damage is sometimes needed to take out a high level squad leader. Unfortunately, Hit and Run cannot be activated on the same turn as reloading with Lock N' Load (This is likely a bug caused by the two abilities using the same game resources, but very important to keep in mind when planning turns).

Critfinder

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Lone Wolf
Sharpshooter
Ranger
Aggression
Bring 'Em On
Rapid Fire
Build Overview
Stat Boosts N/A
Strengths superb damage
Weaknesses glass cannon, goes through ammo quickly
Preferred battle sites All
Most common Loadout Battle Computer, Targeting Module/SCOPE/Holo-Targeter, Tactical Sensors
Power Ranks GSgt for max crit damage
Description This build focuses on annihilating targets with an extremely powerful single-shot critical hit and then fleeing out of sight thanks to Hit and Run. You can also shoot a second time with Rapid Fire if you need something dead or reload your weapon, though you'll have to position carefully in that case. Tactical Sensors and a Battle Computer is enough of a Defense bonus to allow another MEC or bio trooper to tank. Targeting Module can help secure crits, Holo-Targeter can make your follow-up Rapid Fire shot more accurate, and SCOPE can split the difference between the two. To maximize mobility, don't equip any Secondary weapons.
Strategic Analysis This glass cannon build is pretty squishy to field by itself and requires a supporting bio trooper or MEC to tank for it. Tactical Sensors are essential and will make it fairly unlikely to get shot at. Your ammo capacity is pretty bad without Lock n Load but you can't combine it with Hit and Run anyways; mech weapons have a base ammo capacity of 3, which improves to 4 after ammo conservation, so that leads to a simple rotation of HnR + RF in turn 1 and HnR + reload in turn 2.


See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s