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This is sadly not how I want my Sharpshooter now and I am trying to find a way to change the skill of my soldier or maybe change the penalties on Snap Shot itself. I just find that -20 accuracy PER TILE after 5 Squadsight tiles is just too much. Maybe 5 per tile had been better?
The way the perk is actually described, though, doesn't clearly state it being always on, it only seems to imply it's in effect *after* making a blue "half move".
I didn't bother trying to make Snap Shot only be a thing after you've moved since I'm not 100% sure how modding in this game works (and I really can't be bothered learning =p). But this works for me and from now on I know that I shouldn't pick Snap Shot on my snipers.
Edit: Then again, if you press the little yellow questionmark on the skill itself you get the full info on the skill and this is what it says: "This skill significantly changes the way the Sharpshooter operates: The Soldier may now use the Sniper Rifle for Standard shots and Overwatch, but suffers extreme aim pentalties on targets beyond 22 tiles range on all shots, regardless of wether the soldier has moved or not."
Here it actually says this. Guess we cant trust the tooltips on the skills anymore =p
I'd always choose that one because Snapshot in essentially worthless if you are attempting to do anything more than keep your sniper with your squad, which makes him more of a Designated Marksman than a Sniper. I have alot of Advent Snipers in my missions and it's nearly impossible to countersnipe a Sniper with a sharpshooter because they are typically in squadsight range and thus my sniper can't hit them.
And Snap Shot isn't in the base game...
You can essentially go 3 way with a Sniper:
-Sniper with lots Sniping abilities, but it's really static, so it's not very versatile. Low risk, medium payoff IMO.
-Gunslinger with few Sniping abilities and lots of Pistol abilities, it's very dynamic, versatile, but the Sniper itself is in danger - although he can defend himself, high risk, mediocre payoff I would say.
-Marksman with lots of Sniping abilities and a few/no Pistol abilities at all. It's very dynamic, medium versatility since you can only fully use it if you have high ground, but the Sniper himself is rarely in danger. Low risk, high payoff at the very least.
Also, the power curve kicks in at earliest for the Marksman (when you get Damn Good Ground), then Gunslinger, and then Sniper. I would say go for Marksman every time at early game, and retrain your Sniper in late game, if you want to try out the other types of Sniper.
Marksman also climbs levels like hell anyways - so you can retrain him early, killing all the weak trooper archetypes in a shot reliably.
Just dont forget to reload first if you are not on full ammo from last round. :-D