A discarded clone soldier from a long-forgotten war, Oscar Mike is a capable front-line fighter, engaging enemies at range with his assault rifle, cloaking for quick exits from tight spots, and inspiring allies with his… unconventional personality.
UNITED PEACEKEEPING REPUBLICS
A collection of civilizations banded together under the banner of mutual protection, freedom, and equality, the nomadic UPR – like the other factions – now find themselves in Solus with no home to call their own. Though recently crippled by the secession of one of their strongest constituents, the Last Light Consortium, the UPR remains nonetheless committed to their idealistic sense of justice.
Basic Attacks, survival, and passive skill
UPR-AR7 Assault Rifle
The core of Oscar Mike’s combat effectiveness is his Assault Rifle and its many available upgrades.
UPR-RDC Combat Armor
Oscar Mike’s standard issue combat armor can be enhanced to increase survivability.
Oscar Mike’s Assault Rifle is loaded with tactical rounds. The first 15 rounds in each magazine deal additional damage.
Launch a grenade that explodes 3 seconds after launch or 1 second after impact, dealing up to 208-280 Damage to each enemy within its blast radius.
Activate a cloaking device obscuring Oscar Mike from view and radar detection for 9 seconds. Attacking or using a skill cancels the effect.
Target an area to strike with 28 laser-guided missiles, each of which explodes dealing 141-282 damage to enemies.
Frag Grenades detonate on impact.
Deactivating Stealth Generator by using a skill or attacking an enemy provides a momentary damage boost to the skill or attack used. +20% Bonus Damage
On this tier I’m all about the sneak, that combined with Tactical Rounds sounds like a nice combat loop. Less of a timer on the grenades sounds good but not quite as good as the boost. It might not seem that way now but in later tiers you will see why.
Upon detonation, Frag Grenages blanket an area in napalm, dealing damage over time to nearby enemies. +360 Damage over 6 Seconds
NADES ON NADES
On first impact, Frag Grenades spawn 5 child grenades, each of which deals 20% damage on detonation.
On this tier I really don’t know, maybe Frag for PVP and Nades on Nades for more trash mob play.
RED DOT SIGHT
Fits Oscar Mike’s Assault Rifle with a red dot sight that enables full-speed movement while aiming down sights.
Fits Oscar Mike’s Assault Rifle with a long-range scope that increases Oscar Mike’s maximum effective range.
While I like to snipe, that doesn’t fit the style of play I have in mind for him so Red Dot Sight for me, more of a stealth hit and run is what I have in mind.
BACK IN A JIFF
Activating Stealth Generator prompts Oscar Mike’s shields to immediately begin charging.
TACTICAL ESPIONAGE ACTION
Stealth Generator increases movement speed when active. +30% Movement Speed
In the little game play I have seen of him he doesn’t seem durable so shield regen sounds good, but… From the game play I have also seen 9 seconds is more than enough to get your shield back, so I would go with the speed to get in place for your 20% bonus shot coming out of stealth.
Bonus damage caused by Tactical Rounds penetrates enemy shields. +25% Shield Penetration
Doubles the number of Tactical Rounds in each magazine. +15 Tactical Rounds
From what I have seen Oscar has 30 in the mag so all round would be tactical but we don’t know that bonus yet. The Shield penetration sounds good as well but I think we have to wait for more numbers on this one.
Boosts launch velocity of Frag Grenades, increasing their range.
Increases shield recharge rate while Stealth Generator is active. +105 Shield Recharge Per Second
Once again it seems shields have decent delays and recharge rates as of what I have seen so I would go with increasing the Grenade range here.
Increases base movement speed. +9% Base Movement Speed
A portion of Assault Rifle damage penetrates enemy shields. +25% Shield Penetration
This one is another hard choice, he doesn’t have many survival skills so movement might be a big part of keeping him alive, but that shield penetration really sounds good since you can stack it with the skill to let your tactical rounds also have it. I might have to go with movement here but we will see how good the penetration skills work.
Boosts Frag Grenage damage. +30 Damage
Increases the effective explosive range of Frag Grenades.
I think this will be another one of those BA vs Mob skills that you pick based on who and how you are playing in what kind of mode. More damage in PVP, more range for mobs.
Deactivating Stealth Generator early refunds a portion of the cooldown cost. The less time you spend in stealth, the shorter the cooldown will be. Up to 40% Cooldown Reduction
OPERATION SNEAKY GHOST
Increases Stealth Generator’s maximum active duration. +6s Duration
I’m all about the savings, use that to go into stealth more often and hit your enemies harder with Sneak Attack more often. Stealth, hit with sneak and some Tactical rounds followed by a nice grenade. Then with his speed you can get away and do it all again. I really think 15 seconds of stealth is just too long. With his already decent 4/5 speed, and 30% bonus while in stealth mode and a passive 9% boost, you won’t need long to get into place for a big shot.
HOLY CRAP, SPACE LASERS!
Replaces Airstrike’s missile barrage with a concentrated beam laser attack that concentrates all Airstrike damage into a smaller area and penetrates through structures.
HOLY CRAP, CONCUSSIVE STRIKE!
Enemies damaged by Airstrike are slowed for a short time. +3s Slow
I really like the Idea of the Space Lasers, but if you miss its going to really hurt. High Risk and High Reward. While the Concussive Strike seems like a much more safe choice is still very good. We will have to see, but I think this will also come down to map and play mode, and I love that it might not be the same choice all the time.