LW2 1.5 Ranger Builds

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Jacke
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LW2 1.5 Ranger Builds

Post by Jacke »

I'm trying to narrow down to 1 Ranger build, but some of the later perk picks I'm not sure of. Would run with a Rifle with the best Scope or Laser Sight, Expanded Magazine, and one of Auto Loader and Hair Trigger, depending on how much I want to improve overwatch fire.

EDIT1: I play with Commander's Choice and the GTS giving me power to control what soldier class a Rookie becomes. There should be no low-aim Rangers. Also reconsidering and moving away from the Hybrid Ranger and to a more Crit Ranger. Still considering.

EDIT2: Putting up both a crit and a hybrid build. I'm likely to go with the hybrid build.


Ranger Crit
Walk Fire - Locked On - Aggression - Executioner - Bring 'Em On - Rapid Fire - Combat Fitness

Ranger Hybrid
Walk Fire - Locked On - Cool Under Pressure - Executioner - Implacable - Rapid Fire - Kill Zone


LCpl - Walk Fire

Improves the Ranger at distant range. The Ranger's answer to the Gunner's Hail of Bullets, but usable every turn from the start. Use two ammo for +30 aim but also -30 crit and half damage. Useful to remove enemy's overwatch or suppression and to wear down and finish enemy in high cover. With at least 3 ammo at the start of a turn, can take a standard shot followed by a Walk Fire. Can reload and Walk Fire every turn.

Close and Personal makes the Ranger stronger at close range, but with the Sawed-off Shotgun Rangers are already strong at short range. Ever Vigilant is for a full overwatch build. I prefer the direct fire power of Walk Fire on the Ranger.


Cpl - Locked On

Locked On is powerful to make successive shots hit and crit more often. Covering Fire is a strong overwatch perk that can help against MECs, but only in an OW build. I could see an argument for selecting either. More likely to go Locked On.

Pump Action improves the Ranger at close range. Gives the Ranger two more rounds for the Sawed-off Shotgun. Both Barrels twice in a battle or Point Blank 4 times. Good, but primary weapon crits are likely more important.



Sgt - Aggression or Cool Under Pressure

Hybrid would take Cool Under Pressure to get the aim bonus and OW crits.

Aggression increases the chance the Ranger will crit when facing more enemy. Situational, but just the situation that will arise often and when more damage is needed.

Cool Under Pressure improves the Ranger in overwatch. The most important overwatch perk, improving reaction shot's aim and allowing them to crit. All Rangers will do both direct fire and overwatch, often in the same turn. Using the Squaddie perk Light 'Em Up, the Ranger can make a standard shot and then go into overwatch.

Center Mass is regular +1 damage improvement, but maybe better to get more with crit or OW.


SSgt - Executioner

I was originally inclined toward Executioner, then thought perhaps Suppression. Now I think Executioner is a better choice more often.

Executioner improves the aim and crit against enemy at half health or less. Good to help finish off weakened enemy faster.

Suppression will clear an enemy overwatch, debuffs their aim, and disable many special attacks like rockets and grenade. If they move, the Ranger gets a reaction shot against them. Another reason for Cool Under Pressure. Normally Suppression is done by a Gunner, who can also use Area Suppression.

Fortify is like a free renewable smoke for the Ranger. But only once during 6 turns. Could be really good for those critical moments. But only every 6 turns ?!?


TSgt - Implacable or Bring 'Em On

Hybrid would go with Implacable as Bring 'Em On is the weakest crit perk and gaining Implacable can be a lifesaver.

Implacable gives the Ranger a bonus move action after a kill. Vital for use of the Sawed-off Shotgun, Rapid Fire, or any quick close kill. First action run up adjacent to the target. Shoot and kill the target. Implacable then allows the Ranger to move back into cover.

Bring 'Em On increases critical damage by 1 for every 2 enemy visible. Would improve crit damage when more damage is needed.

Contemplated Grazing Fire, but it's more to help the GSgt perk Rapid Reaction get 2 or 3 shots off by giving shots that would miss an extra chance to at least graze. Vital for the full OW build to help Rapid Reaction have the full 3 shots if 3 enemy trigger overwatch. But also useful if the Ranger has the AWC perk Shredder or get the effect of special ammo like Redscreen Rounds. But I'm thinking Implacable is a better perk to make close attacks safer.


GSgt - Rapid Fire

I decided that Rapid Reaction is too much overwatch orientation for the Ranger build I want, so I went with classic Rapid Fire.

Shoot twice at the same target with -15 Aim. If the first shot kills the target, the second shot will not be fired. A classic XCOM perk. With high aim, the Ranger can often take the -15 Aim and still have a good chance to hit, so Rapid Fire doubles the potential damage per turn. With Ranger's Light 'Em Up, they can take a standard shot with the first action and then Rapid Fire with the second action, putting out 3 shots per turn.

Rapid Reaction is the Ranger's multishot overwatch perk. Up to 3 shots that have to be at different targets. But to get the 2nd and 3rd shots, the Ranger has to hit with the 1st and 2nd shots. Can up the Ranger's shot output to 4 per turn, 1 during the XCOM turn and up to 3 during the ADVENT turn. But some enemy have Shadowstep and can't be hit with overwatch. Others are very hard to hit in overwatch.

Tactical Sense gives the Ranger 3 defense each for the first 5 enemies the Ranger can see. Can help the Ranger be a harder target. But if the Ranger got by up to GSgt, perhaps better to add an attack perk, either direct fire or overwatch.


MSgt - Combat Fitness or Kill Zone

For the crit Ranger, I'd go with Combat Fitness. For the hybrid with Cool Under Pressure, I'd go with Kill Zone.

I was inclined to pick Rupture. Plasma weapons can rupture with each shot. But I think I'll see MSgt Rangers before I see Plasma weapons. And the Rupture perk adds 3 damage to every later hit, while a Plasma shot only adds 1 damage. Every 4 turns the Ranger can fire a shot with a better crit chance that will cause all further hits to have more damage. That's really powerful.

However, Rupture has problems. It comes for Rangers at MSgt. The Gunner gets Rupture at GSgt. But the Gunner wants to take the Rapid Fire perk at that rank. The other classes can get it in the AWC, but if present, it'll be a 3rd tier offensive perk and that'll take a while to get.

Rupture is a strong attack but last in a Ranger's actions (unless it kills, then there's Implacable's move action). That's the same as Rapid Fire. Rapid Fire can be used every turn, Rupture every 4 turns. And if Rupture misses, it does nothing. Rapid Fire gets 2 shots and the 2nd one doesn't fire if the first kills.

Combat Fitness is a good buff to improve the MSgt. And Kill Zone is an interesting OW alternative to taking Covering Fire and Rapid Reaction, stronger with more OW perks.
Last edited by Jacke on Fri Sep 29, 2017 6:32 pm, edited 3 times in total.
Root
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Re: LW 1.5 Ranger Builds

Post by Root »

I go with more specialized builds.

You can pretty much go down the left side and have a great aggressive ranger who will kill 1 or 2 targets per turn, even if they're in cover. Rupture is the only weak choice in that line - Rapid Fire is so good that you'll almost never use Rupture, so Combat Fitness is a better pick. Aggression and Bring Em On could be subbed out for Critical Mass and Grazing Fire if you'd rather a more dependable shooter. I'm a fan of the crit talents though. IMO there's no reason to grab sawed-off talents here - let someone else run out there while you sit back and kill stuff. Eventually you can move and Rapid-Fire right in someone's face for great damage anyway.

The right side is good for defense and mobility. You'll get a shot off at every new pod, and when you're engaged you can shoot and have a strong OW for your second action. Or you can run into a flank and let the enemy get himself shot trying to run away. You have some wiggle room here too. I like Executioner over Suppression - someone else can suppress. The bonus helps you finish off a wounded enemy with your Light Em Up shot or catch a lone enemy running for help. Bring Em On is also decent over Grazing Fire - your OW shots can crit, and you can have a laser sight instead of a scope. Kill Zone isn't a big upgrade on Rapid Reaction, so I also pick Combat Fitness for this build.

Finally, the center talents are good if you get a ranger with weak aim who won't hit at range. Grab shotgun and tank talents, equip an SMG, and keep other gear to a minimum so you can rush in and kill tough targets.
TrainInVain
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Re: LW 1.5 Ranger Builds

Post by TrainInVain »

I go with one build thats OW centric. I enjoy somewhat tanky ranger with strong OW. I play with Commander's choice and my rangers often end up being the guys with high aim/low movement with good to decent defense and dodge, otherwise that soldier ends up a sharpshooter. Decent to high aim with low defense high dodge ends up a tanky gunner who I try to keep up front at all times.

Ever Vigilant - I'm either double moving and being able to enter OW or light em up and over watch. I often equip the combat awareness PCS as I try to make it harder on enemies to take away my Rapid Reaction late game.

Pump Action - I know I don't have great movement on my rangers but I still have fun getting them into position and giving an advent that has a huge health bar both barrels with a Mag Shorty. Sometimes my assaults are busy doing something else or are wounded etc.

Cool Under Pressure

Fortify - No wrong choice on this row. It is a hefty cooldown on Fortify, but with Combat Awareness enemies generally ignore the ranger and I sometimes need that.

Implacable - I enjoy the interplay with Pump Action on this and lets me be a little more aggressive with the ranger.

Rapid Reaction

Combat Fitness.
gimrah
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Re: LW 1.5 Ranger Builds

Post by gimrah »

Ranger is another one where I use 3 builds.

OW is meh until GSGT then godlike. I deviate to fortify and combat fitness. I dislike rifle suppression and KZ is duplicative with CF/RR.

Leftside is great for hitting targets in covwr and just doling out pain. My 1st MSGT this campaign was my leftside ranger. I take CM because I'm mainly not shooting exposed targets (although CuP would be a solid choice too). I also like implacable because BEO is weak. I also think rupture is a poor choice because you'd want to rapid fire instead most of the time you'd go rupture. So I go KZ. Which would pair nicely if you'd taken CuP.

And if you have a 17 movement ranger, just go straight down the middle with an SMG. It's just so satisfying. Put an exo suit on for exta lulz.
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SonnyWiFiHr
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Re: LW 1.5 Ranger Builds

Post by SonnyWiFiHr »

Nice . I just wrote something like that and I have to delete it.
This class is one man squad. Like sniper.
The Preacher
Dwarfling
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Re: LW 1.5 Ranger Builds

Post by Dwarfling »

I want to take the OW build, what they can do is amazing, but I find that in the end game I really need the Crit rangers to hammer down the Super Heavy MECs, the Gatekeepers and the Sectopods. Technically the Gunners can also do that, and they also do it, I just... Need more and more shots to kill stuff as the campaign approaches its end. Often just the one crit ranger or gunner won't cut it against the 6-8 MEC or Muton pod.

That and the Great Archons just screwing me over.
Jacke
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Re: LW 1.5 Ranger Builds

Post by Jacke »

Dwarfling wrote:I want to take the OW build, what they can do is amazing, but I find that in the end game I really need the Crit rangers to hammer down the Super Heavy MECs, the Gatekeepers and the Sectopods.
So Crit Rangers, full left-side build?

The OW Ranger can be good, and there's good OW perks soon, but I'm thinking the OW Specialist would be enough. OW won't work against Sneks with Shadowstep. And don't some ADVENT get Lightning Reflexes from a DE? And there's all those big bags of hit points to wear down.
Jacke
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Re: LW 1.5 Ranger Builds

Post by Jacke »

Been thinking over the Crit Ranger a lot. This is in the context of me using Commander's Choice and the GTS to make sure every Rookie becomes the soldier class I think is best. There will be no low aim Rangers. And I really want there to be just one build I use.

I think the power of the Ranger is max primary weapon damage. Thus Pump Action is out. And from what Dwarfling and others have said, focus has to be on criticals. Have updated the first post.


Ranger Crit
Walk Fire - Locked On / Covering Fire - Aggression / Cool Under Pressure - Executioner - Implacable / Bring 'Em On - Rapid Fire - Rupture / Combat Fitness / Kill Zone


Despite the crit boost from Close and Personal, it's only for ranges 1 to 6 tiles, which is likely closer than the Ranger wants to be. And Walk Fire is an important tool to deal with high defence ADVENT.

If any OW perk was to be included, I'd think the best would be CUP. Gives up Aggression, but improves OW aim and allows it to crit. Maybe Kill Zone if CUP picked, perhaps Covering Fire, but not more than that.

I would be tempted to take Implacable over Bring 'Em On. Previous turn close in. Then blue-move to 1-tile range, Rapid Fire or Point Blank or Both Barrels to kill, then move back into cover. Grazing Fire helps Rapid Reaction get 2 or 3 shots, but with Rapid Fire I imagine the others are better.

I am concerned about how so many say Rupture isn't worth it. Higher chance to crit and +3 damage on each future shot. Would like to hear more about this.
Last edited by Jacke on Wed Sep 27, 2017 7:00 am, edited 1 time in total.
Dwarfling
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Re: LW 1.5 Ranger Builds

Post by Dwarfling »

Jacke wrote:The OW Ranger can be good, and there's good OW perks soon, but I'm thinking the OW Specialist would be enough. OW won't work against Sneks with Shadowstep. And don't some ADVENT get Lightning Reflexes from a DE? And there's all those big bags of hit points to wear down.
It's kind of a mixed bag from the left and center. As long you get Locked On and Rapid Fire you're good, but taking the +crit skills can give you solid crit chances against enemies in the open (mechanicals or exposed after cover destruction), although center mass is a pretty solid +3, fortify is always great to have and Rupture is clumsy to use (thus Combat Fitness).

I kinda just do all left except for Combat Fitness, for simplicity. Paired with a Get Some it delivers. Even better with a hi-def holo, if you went with that.
Jacke
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Re: LW 1.5 Ranger Builds

Post by Jacke »

Dwarfling wrote:...although center mass is a pretty solid +3....
Do you mean +3 per turn, the Ranger getting +1 per shot and doing a regular shot followed by Rapid Fire?
Icarus
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Re: LW 1.5 Ranger Builds

Post by Icarus »

Keep in mind when deciding whether or not to OW with characters that an alien that gets shot doesn't get a yellow alert action. So you can use OWers as safety precaution against pods walking in on you.

Not a game changer, but something to keep in mind IMO.
Psieye
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Re: LW 1.5 Ranger Builds

Post by Psieye »

Too much depends on what the rest of your barracks is doing. Much as LW2 gives you a lot of options, players generally want to gravitate to set build recipes for what they want to do in that campaign. A new campaign is a chance to try out a new playstyle.

You say you want your rangers to not be too OW focussed... and then you take Suppression. I don't understand that, I thought you wanted your rangers to be more offensive minded. For that matter, Rapid Reaction is an aggressive perk for me because I have Threat Assessment specialists and OW officers (100 Aim, Lead by Example, Firing Discipline) by the time rangers hit GSGT.

Shoot twice -> Threat Assessment = 5 shots in 1 turn
Dash -> Threat Assessment = 3 flanking OW shots
Move -> Threat Assessment -> Squadsight activate a pod -> Ever Vigilant = 4 OW shots, of which 3 were on a freshly activated pod

Factor in possible differences between your first GSGT Ranger and your third one. Or more specifically, if your first GSGT Ranger comes out unusually fast due to not getting wounded while doing a string of highly XP lucrative missions. In the Technical build thread I advocated FitH. But what about a SGT Technical you get from the blackmarket when you have Rapid Reaction Rangers around? Then there's a stronger argument for Roust.
My three 8-man GOp squad Commander campaigns:
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Jacke
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Re: LW 1.5 Ranger Builds

Post by Jacke »

Psieye wrote:Too much depends on what the rest of your barracks is doing. Much as LW2 gives you a lot of options, players generally want to gravitate to set build recipes for what they want to do in that campaign. A new campaign is a chance to try out a new playstyle.
As I explain in the Specialist topic, I've yet to complete a campaign. I'm still trying out my first playstyle, even though parts of it have evolved from my previous unfinished campaigns.

And with the vast number of choices possible, most wrong, I have to impose some sort of order to make things manageable to play and win. I have control over which Rookies become which soldier classes with Commander's Choice and the GTS. And although not all of the 8 soldier classes need to have just one build, I need to keep that minimal. Example: all my Assaults will have Lightning Reflexes. So here I'm trying to figure out "Can I get by with just 1 Ranger build? What would that build be?" Or do I have to have 2? If I have 2, then it becomes a problem making up squads because I need workable 5 and 6-soldier squads.
Psieye wrote:You say you want your rangers to not be too OW focussed... and then you take Suppression. I don't understand that, I thought you wanted your rangers to be more offensive minded.
Because part of what I'm trying to determine here is where between full specialisation and hybrid is a good choice. Rifle Suppression is a powerful tool to help neutralise one enemy before killing them. To get it, I would have to give up Executioner and Fortify. I can see passing up Fortify, but the Ranger is going to be shooting at a lot of ADVENT under 50% health.

Your system of OW Rangers (and Specialists?) being aggressive choices when backed up by other Specialists with Threat Assessment. Sounds interesting. I have to get a lot of Rangers and Specialists to GSgt. And pass up other builds and perks, especially Full Override. And still be able to deal with ADVENT with Shadowstep and Lightning Reflexes.

I'm hoping to get the information to make better decisions here. I know I still have to use the ideas to deliver a winning campaign.
Root
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Re: LW 1.5 Ranger Builds

Post by Root »

I get the feeling not many folks use fixed squads, but I do. I try to put together groups that play well together, with some spare soldiers to deal with wounds or tube time. I don't use Commander's Choice, so a fair number of my troops are just whatever the gods wish. Also, AWC perks can change stuff up so much anyway. For me this is good, since it changes what's optimal and keeps the game from getting stale.

I like to group OW rangers with OW specs and a few lucky EV perk gunners/techs/assaults. This is great for fast-moving, timed missions and picking off pods as soon as they pop. It helps to have someone good at killing through cover to clean up any ayys who don't get themselves killed right away. Squads like this can struggle with boss fights unless you have some strong CC (stun gun, stasis, sting grenade, etc).

Crit rangers (left side) are good general purpose troops, though they can be a bit slow since it's tempting to use every action to shoot. Answering your Rapid Fire question: rangers have great aim and should have the best available weapons, so RF kills almost anything. Use Blue Screens if you want to see heavy mechs die in one action. Tracers can help guarantee 2 hits through cover, especially if you're Locked On. Pair your ranger with someone else who can rupture and you're in great shape against bosses and other big nasties.
Jacke
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Re: LW 1.5 Ranger Builds

Post by Jacke »

Thanks for your feedback, Root. I am trying to use fixed squads, or at least a fixed core of Specialist Officer, Shinobi, and Assault. Boomers (Grenadiers and Technicals) and Shooters (Gunners, Rangers, and Sharpshooters) get added to that core, often semi-permanently. Although many troops get cross-attached to other squads as needed. For example, big and long battles demand the security of doubling up of the medical perks on the Specialist Officer, so I'd likely send another squad's officer or one being developed.
Root wrote:Pair your ranger with someone else who can rupture and you're in great shape against bosses and other big nasties.
Just considering Rupture. Plasma weapons do 1 rupture per shot, so when they have them, Rangers can do a lot of rupture with their regular shooting. However, before I get Plasma weapons I will have GSgt Gunners and MSgt Rangers, who can select the Rupture perk.

The Rupture perk is a special shot that has a high crit chance and does 3 rupture, but it needs to hit and is only available once every 4 turns. For Gunners, taking Rupture means passing up Rapid Fire, a critical skill for Gunners. Gunners really mature with Rapid Fire at GSgt and Traverse Fire at MSgt. For Rangers, taking Rupture means passing up Combat Fitness and Kill Zone. Not as bad a requirement as that for Gunners.

So it's likely that I either go with Rupture for MSgt Rangers, which is awkward as it must be used as the last action of their turn (same for Traverse Fire Gunners). Or depend on soldiers with Rupture from the AWC. Or wait for Plasma weapons.

It's likely going to be Rangers with Rupture or not at all until Plasma. Not at all until Plasma isn't such a bad choice. Will have to make due prior to getting MSgt Rangers, GSgt Gunners, Plasma, or soldiers with Rupture from the AWC. And even with the Rupture perk, it's only once in 4 turns, so if it does miss, there's no rupture.

This does make Combat Fitness or Kill Zone look like the better choice than Rupture for MSgt Rangers.
Root
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Re: LW 1.5 Ranger Builds

Post by Root »

Jacke wrote: The Rupture perk is a special shot that has a high crit chance and does 3 rupture, but it needs to hit and is only available once every 4 turns. For Gunners, taking Rupture means passing up Rapid Fire, a critical skill for Gunners. Gunners really mature with Rapid Fire at GSgt and Traverse Fire at MSgt. For Rangers, taking Rupture means passing up Combat Fitness and Kill Zone. Not as bad a requirement as that for Gunners.

So it's likely that I either go with Rupture for MSgt Rangers, which is awkward as it must be used as the last action of their turn (same for Traverse Fire Gunners). Or depend on soldiers with Rupture from the AWC. Or wait for Plasma weapons.

It's likely going to be Rangers with Rupture or not at all until Plasma. Not at all until Plasma isn't such a bad choice. Will have to make due prior to getting MSgt Rangers, GSgt Gunners, Plasma, or soldiers with Rupture from the AWC. And even with the Rupture perk, it's only once in 4 turns, so if it does miss, there's no rupture.

This does make Combat Fitness or Kill Zone look like the better choice than Rupture for MSgt Rangers.
I like Combat Fitness because the ranger shoots so much and benefits from the aim boost constantly. I don't rely on Rupture that much tbh, but chances are OK you'll have an AWC Rupture guy to pair with your best ranger(s). My gunners usually specialize in OW/Suppression and have laser sights instead of scopes once they get CUP - I go with Kill Zone over Rupture too. Acid Bombs also rupture, though they aren't available very early either. As always though, there are a lot of ways to make this work!
Jacke
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Re: LW 1.5 Ranger Builds

Post by Jacke »

Well, this is the Hybrid Ranger I'm mulling over now, a mix of crit, OW, and utility perks.


Ranger Hybrid
Walk Fire - Locked On - Cool Under Pressure / Aggression - Executioner - Implacable / Bring 'Em On - Rapid Fire - Kill Zone / Combat Fitness


Walk Fire is there instead of crit perk Close and Personal to give an attack that can just hit better through cover. Implacable to give the rare close approach to kill with either Rifle or Sawed-off an escape move.

The 3 perks after the slashes are the alternatives I'm considering. Aggression and Bring 'Em On improve crit, while Combat Fitness is if I don't go with the two OW perks, CUP and Kill Zone.
gimrah
Long War 2 Crew
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Re: LW 1.5 Ranger Builds

Post by gimrah »

I think a hybrid is viable, with some caveats.

If you want to go OW at all CuP is the key perk.

Crit-stacking doesn't work on LW2 rangers as well as it did for LW1 rangers. Mainly because BEO is quite weak in LW2. I find leftside rangers are very good at winkling out targets in cover: I give them a hyper-reactive PCS and then they have that, walk fire, locked-on and executioner for massive stacking aim bonuses. Someone else can hit exposed targets. Hence I prefer centre mass and implacable on a leftside ranger as opposed to aggression and BEO. But you could certainly give up CM for CuP.

Do watch out for overlap between GSGT perks and MSGT perks. Rupture overlaps with rapid fire because both are powerful turn-ending single target attacks. Rapid reaction overlaps with kill zone because both allow multiple OW shots. I took KZ on my leftside ranger and it's pretty handy. I kind of wish I'd taken CuP instead of CM now.

I could certainly see a good hybrid that's Walkfire -> Locked on -> CuP -> Executioner -> [Any] -> RF -> KZ.
Dwarfling
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Re: LW 1.5 Ranger Builds

Post by Dwarfling »

In the end it all depends on what you want the Ranger to be doing inside your squads. Bar the sawn-off build, I consider the Ranger as a sort of MOBA hard-carry that starts slow and needs a helping hand in the beggining stages of the campaign but ends up dishing most of the team's damage late game, along with your Sharpshooters and Traverse-RF Gunners.

You'll be facing particularly difficult scenarios at the late stages of the campaign, which require different approaches in squad composition.

One of the most challenging scenarios are the "mini-boss" pods, containing very tough enemies ranging from Super Heavy MECs to Sectopods to Gatekeepers. And their escorts, which can be easy or can be friggin codex. The mini-boss has tons of HP, loads of armor and usually resists CC. Some also have high defense. Some even shrug off shred with Damage Control. There aren't a whole load of efficient solutions to this problem. Kubikiri needs setup and can still fail. Other option is to shred and lay tons of shots into it. Crit Rangers (just to call em something) are very good for this, so are Traverse-RF Gunners, which do higher damage and already have the shred but recieve less aim/crit bonuses. Shotgun assaults can put out a lot of single target damage but need to be close, specially against the high def ones, and that might not be a good option. You can also buy a turn with Stasis.

The other challenging scenario is on missions with large pods, with the possibility other pods wandering by. To tackle those you need both AoE damage and CC. The OW Rangers are really good at spreading a lot of damage around and can still shoot twice at a single target, but that's usually not enough against the beefiest targets. So you'd need another solution for those. I think however that this scenario has easier to find solutions tho: Sting Grenades, Shredstorm Cannon, Inferno Flamethrowers, Area Suppression, etc.

So I don't think you can't just settle with one build. But I think it's safe to say that if you got a high aim ranger that goes left side, you're gonna have an easier time tackling the first situation. Then you can have other soldiers prepared for situation #2.
Padishar
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Re: LW2 1.5 Ranger Builds

Post by Padishar »

I play with squads that have at most one of each class. I can deal damage through cover with multple classes, but OW specialization is suitable only for a few. Half of my Specialists are OW, but I have all my Rangers specced the same way for overwatch, so no Walk Fire or Rapid Fire at all. After the initial rookies promoted randomly, I have not allowed anyone with less than 68 aim to become a ranger in GTS, and I try to give them all +aim PCS.

OW ranger
LCPL - Ever Vigilant
CPL - Covering Fire
SGT - Cool Under Pressure
SSGT - Executioner - The first choice in which there is no clear OW perk. I assume Executioner works for OW as well. As for the other choices, Fortify disables Ever Vigilant and has too long cooldown to be interesting, and Suppression is irrelevant when I can overwatch with good perks anyway. And I can have plenty of crowd control from other classes.
TSGT - Grazing Fire - Important to make Rapid Reaction more reliable
GSGT - Rapid Reaction
MSGT - Combat Fitness - Rupture would be amazing as well. Killzone is redundant due to earlier perks. In the end I choose the stat boosts that are always active, rather than a cooldown ability. Some of my Gunners have rupture, and Psionics can rupture biological targets with Schism, albeit with just two extra damage. Survivability is also important, and a bit of extra dodge and especially 2 HP can make a difference. The 4 extra aim can also be significant to keep those Rapid Reaction shots coming.
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