Jaeger (LWR)

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   Jaeger

MEC variant of the Scout and Sniper classes. The Jaeger is designed for fire support with a plethora of offensive perks to increase damage. Jaegers' main drawback are their poor selection of defensive perks, making them a bit fragile for MECs.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items
Attribute Growth: Aim x2, Mob x2.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Hunter
Hunter
This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. Cloaking breaks after taking any non-movement action or at the end of turn. Shots from cloak deal +30% weapon damage and +30% crit. Grants Combined Arms.
Combined Arms
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.
RANK CORPORAL.png
Lance Corporal
Rapid Fire
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility.
Bull Rush
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
Vital Point Targeting
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens.
RANK SERGEANT.png
Corporal
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.
Impact
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
Jetboot Module
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 3 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting).
RANK LIEUTENANT.png
Sergeant
Killer Instinct
Killer Instinct
Critical hits deal 200% damage.
Aggression
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
Bring 'Em On
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
RANK CAPTAIN.png
Tech Sergeant
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
RANK MAJOR.png
Gunnery Sergeant
Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit.
Awareness
Awareness
Provides +30 defense.
Repulsor
Repulsor
If at full HP, repulses any attack against this unit, causing it to graze (dealing only half of the original damage).
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).


Tactical Advice

Jaegers are extreme glass cannons, having the highest potential damage output of any class in the game, MEC or not, but having little to no defensive perks to keep them alive. Hunter and the LCPL perks are the main reason for this; as long as you can keep sight on enemies, you can dish out massive damage from turn to turn. The lack of defensive abilities makes this easier said than done, however.

Sample Builds

Much like the Sniper class that they may have been augmented from, Jaegers are fairly one-dimensional in what they do and how they do it. Because of this, you have a ton of flexibility in what perks you choose at each rank, regardless of your LCPL choice.

Rapid Fire Jaeger

Jaegers that happen to take Rapid Fire are the ultimate in risk/reward; Rapid Fire's aim penalty and the Jaeger's general frailty make it difficult to use to its full potential, but it also unlocks the single highest per turn damage possible barring shenanigans with free actions. Because of the Rapid Fire aim penalty, extra aim from either items, close range, or flanks tends to be necessary to effectively hit targets. There will also be times where this build isn't ammo-efficient compared to other options, as its sheer damage output is only necessary against some enemies and you have to spend more ammo to get it.

Sample Rapid Fire Build: Rapid Fire -> Sharpshooter or Jetboot Module -> Aggression or Bring 'Em On -> Lock N' Load -> Lone Wolf -> Any

Recommended Equipment: Grenade Launcher, Flamethrower, Electropulse, Kinetic Strike Module, Light MEC Suit, Ammo-increasers, Aim-increasers, Damage-increasers

Notes:

  • Because the Jaeger has no tank perks, heavy MEC suits may do more harm than good as they increase the likelihood that it will be shot.
  • Grenade Launchers pair well with Hunter, giving the Jaeger an emergency Overwatch or Mind Control break due to Hunter's cloaking.
    • Gravity Mines can perform a similar role, but the delayed explosion tends to put the Jaeger in danger.
  • Kinetic Strike Module can be useful to have on hand when dealing with enemies with high DR, or when trying to save ammo when Hunter shots are inactive or unnecessary.
  • Flamethrowers and Electropulses can cover your weakness to swarms of weaker enemies, and can help you save ammo in some situations as well.
  • Just like Snipers, most choices are quite flexible:
    • At CPL, Sharpshooter is a plain aim increase against biologicals, Impact pushes your absurd damage even further but may result in aim problems, and Jetboot Module lets you more easily get aim from height advantages, flanks, or proximity.
    • At SGT, Bring 'Em On gives less direct damage but increases survivability and crit consistency, while Aggression is a flat crit damage increase that works well with multi-shot perks.
    • At GSGT, Lone Wolf tends to work better for this build as you'll often be in the frontlines away from other soldiers and need its offensive bonuses, but the other defensive perks can always come in handy in a pinch.
    • At MSGT, Extra Conditioning gives you the chance to nuke enemies with multiple shots, while Sprinter is a higher mobility increase to get you into close range or flanks.

Bullseye Jaeger

Jaegers with Bullseye can deliver very high damage over distance, countering enemy overwatch, while distance is keeping the Jaeger safe. Impact is good choice for added damage, penetration and overwatch cancel, potentially helping the the squad. Jaeger automatically ignores overwatch thanks to Hunter ability and is thus in unique position of removing overwatch for the rest of the team. Alternatively Sharpshooter gives aim bonus vs biological targets, which are more numerous, but this leaves the weakness of not countering mechanical aliens. SGT rank is spoiled for choice, picking up Killer Instinct for massive crits make sense due to already native high crit chance of Bullseye build. The build is versatile and could be played like mobile Lone Wolf sniper, keeping it distant from both aliens and XCOM squad. Still, picking up any other number of Jaeger perks will still maintain large damage potential.

Sample Bullseye Build:Bullseye-> Impact -> Any -> Lock N' Load -> Lone Wolf -> Sprinter

Recommended Equipment: Restorative Mist, Grenade Launcher, Light MEC Suit, Ammo-increasers, Aim-increasers, Damage-increasers

Notes:

  • Jaegers have no tank perks and don't want to be shoot at, thus they prefer high defense mech suits and perks like Awareness or Lone Wolf
  • Just like Snipers, most choices are quite flexible:
    • At SGT, Bring 'Em On gives less direct damage but increases survivability and crit consistency, Aggression also pretty much guarantees crits and consistency, while Killer Instinct boost damage numbers to maximum.
    • At GSGT, Lone Wolf mixes aggressive benefits with much needed defensive boost, while Awareness primarily focuses on defense. If you are not risk taker, the latter is strong pick.
      • Awareness can alternatively be obtained by a Cognitive Enhancer; in this case, taking one of the other perks allows you to get the best of both worlds.
    • At MSGT level Extra Conditioning's provides a bit more safety and free action chance, while the increased dash range and mobility of Sprinter will likely lead to better damage potential overall.

VPT Jaeger

Jaegers that take Vital Point Targeting trade some of the raw damage output for mid-range accuracy and ammo-efficiency. This build won't put out as much damage Rapid Fire build (especially against mechanical enemies), but it can do so much more safely and more consistently. VPT Jagers will want more often to flank and target biological enemies to achieve their full potential. For that reason they prefer mobility and defense, while damage will come naturally on its own.

Sample VPT Build: Vital Point Targeting -> Sharpshooter or Jetboot Module -> Killer Instinct -> Lock N' Load -> Any -> Any

Recommended Equipment: Restorative Mist, Kinetic Strike Module, Light MEC Suit, Ammo-increasers, Aim-increasers, Damage-increasers, Defense-increasers

Notes:

  • The added mobility and defense of light MEC suits lets a VPT Jaeger go for wider flanks more safely.
  • Restorative Mist can be useful to carry on somebody, and because this build tends to prefer keeping its distance most other MEC secondaries aren't going to be effective. Works well with Repulsor.
  • Kinetic Strike Module is particularly useful at times for this build, ensuring that you always are effective even against mechanical enemies. It can be risky to use, however, since you typically don't want to close in with this build.
  • Just like Snipers, most choices are quite flexible:
    • At CPL, Sharpshooter is a plain aim increase against biologicals (doubling down on your mechanical weakness) and Jetboot Module lets you take advantage of heights and flanks more effectively.
    • At SGT, Killer Instinct pairs particularly well with other damage multipliers and flanking; stacking it, Hunter, and VPT together results in truly deadly shots against biological enemies.
    • At GSGT, Lone Wolf gives you extra stats all around that are useful when flanking, Awareness almost guarantees that you won't be shot when combined with the defense of light MEC suits, and Repulsor is a one-time safety net.
      • Awareness can alternatively be obtained by a Cognitive Enhancer; in this case, taking one of the other perks allows you to get the best of both worlds.
    • At MSGT, Extra Conditioning gives you the chance to nuke enemies with multiple shots, while Sprinter is a plain mobility increase that lets you more effectively flank enemies.

See also