Difference between revisions of "MEC Trooper (Long War)"
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[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers. | [[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers. | ||
− | [[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the ''same'' Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mists. | + | [[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the ''same'' Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mists. All secondary weapons have weight, which will reduce the MEC's movement range, but the player can opt for a MEC trooper to take no secondary weapons along if they wish to preserve mobility. |
All MEC soldiers also get the '''[[Abilities List (Long War)#Combined Arms|Combined Arms]]''' perk, ignoring 1 point of the enemy DR. | All MEC soldiers also get the '''[[Abilities List (Long War)#Combined Arms|Combined Arms]]''' perk, ignoring 1 point of the enemy DR. |
Latest revision as of 14:55, 4 July 2023
The (M)echanized (E)xoskeletal (C)ybersuit troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the SHIV to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs.
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate damage reduction, making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class "inherits" traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.
One fundamental (and massive) change to the MEC classes is that One for All is now the 'base ability' for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as Light 'Em Up for Valkyries) that helps define their role along with their unique perk tree and stat progression.
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and psionic powers like Mindfray as a result.
Augmentation
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. You can augment gene modded troopers, but they will lose their gene modded benefits when becoming a MEC. MEC troopers cannot get gene mods. Soldiers can be fatigued or injured - in fact it is beneficial to augment wounded soldiers, as their injuries are all healed upon augmentation. However, your soldier will lose one rank (a Corporal will become a Lance Corporal MEC). Augmentation is performed in Repair Bay, costs 40 credits and 60 meld, and takes 10 days to complete.
In order to augment, you need to research Alien Biocybernetics (prerequisites Alien Materials, Alien Computers, Xenobiology, Xenogenetics) and build a Repair Bay.
MEC Suits
Armor
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.
Weapons
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the same Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mists. All secondary weapons have weight, which will reduce the MEC's movement range, but the player can opt for a MEC trooper to take no secondary weapons along if they wish to preserve mobility.
All MEC soldiers also get the Combined Arms perk, ignoring 1 point of the enemy DR.
Equipment
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.
General Usage
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Combined Arms and One For All.
Due to the MEC's variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC's "Tank" role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.
MEC Classes
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier's original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.
All MECs
Jaeger
Pathfinder
Valkyrie
Marauder
Goliath
Archer
Guardian
Shogun
Stat Progression
Health
Hidden Potential in ().
Rank | Jaeger | Pathfinder | Valkyrie | Marauder | Goliath | Archer | Guardian | Shogun |
---|---|---|---|---|---|---|---|---|
Specialist | 1 (60%) | 1 (70%) | 1 (70%) | 1 (80%) | 1 (99%) | 1 (60%) | 1 (70%) | 1 (80%) |
Lance Corporal | 0 (20%) | 0 (40%) | 0 (40%) | 0 (50%) | 1 (99%) | 0 (30%) | 0 (40%) | 0 (50%) |
Corporal | 0 (20%) | 1 (70%) | 1 (70%) | 1 (80%) | 1 (99%) | 0 (30%) | 1 (70%) | 1 (80%) |
Sergeant | 1 (60%) | 0 (40%) | 0 (40%) | 1 (80%) | 1 (99%) | 1 (60%) | 0 (40%) | 1 (80%) |
Tech Sergeant | 0 (20%) | 1 (70%) | 1 (70%) | 1 (80%) | 1 (99%) | 0 (30%) | 1 (70%) | 1 (80%) |
Gunnery Sergeant | 0 (20%) | 0 (40%) | 0 (40%) | 0 (50%) | 1 (99%) | 0 (30%) | 0 (40%) | 0 (50%) |
Master Sergeant | 1 (60%) | 1 (70%) | 1 (70%) | 1 (80%) | 1 (99%) | 1 (60%) | 1 (70%) | 1 (80%) |
Total | 3 (2.6) | 4 (4.0) | 4 (4.0) | 5 (5.0) | 7 (6.93) | 3 (3.0) | 4 (4.0) | 5 (5.0) |
Aim
Hidden Potential in ().
Rank | Jaeger | Pathfinder | Valkyrie | Marauder | Goliath | Archer | Guardian | Shogun |
---|---|---|---|---|---|---|---|---|
Specialist | 4 (2-6) | 3 (1-5) | 3 (1-5) | 2 (1-5) | 2 (1-3) | 2 (1-3) | 3 (1-5) | 3 (1-5) |
Lance Corporal | 4 (2-6) | 3 (1-5) | 3 (1-5) | 2 (1-3) | 1 (0-2) | 2 (1-3) | 3 (1-5) | 2 (1-3) |
Corporal | 4 (2-6) | 3 (1-5) | 3 (1-5) | 2 (1-3) | 2 (1-3) | 2 (1-3) | 3 (1-5) | 2 (1-3) |
Sergeant | 4 (2-6) | 3 (1-5) | 3 (1-5) | 2 (1-3) | 1 (0-2) | 2 (1-3) | 3 (1-5) | 3 (1-5) |
Tech Sergeant | 4 (2-6) | 3 (1-5) | 3 (1-5) | 2 (1-3) | 2 (1-3) | 2 (1-3) | 3 (1-5) | 2 (1-3) |
Gunnery Sergeant | 4 (2-6) | 3 (1-5) | 3 (1-5) | 2 (1-3) | 1 (0-2) | 2 (1-3) | 3 (1-5) | 2 (1-3) |
Master Sergeant | 4 (2-6) | 3 (1-5) | 3 (1-5) | 2 (1-3) | 2 (1-3) | 2 (1-3) | 3 (1-5) | 3 (1-5) |
Total | 28 | 21 | 21 | 14 | 11 | 14 | 21 | 17 |
Will
All MECs gain 2-3 will per level, or 0-5 will with Hidden Potential.
Absorption Fields
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:
fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))
Essentially, absorption fields "absorb" up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:
Damage | Damage Reduction % |
Damage Reduction |
---|---|---|
1 | 0% | 0 |
2 | 0% | 0 |
3 | 13% | 0.4 |
4 | 20% | 0.8 |
5 | 24% | 1.2 |
6 | 27% | 1.6 |
7 | 29% | 2 |
8 | 30% | 2.4 |
9 | 31% | 2.8 |
10 | 32% | 3.2 |
11 | 33% | 3.6 |
12 | 33% | 4 |
13 | 34% | 4.4 |
14 | 34% | 4.8 |
15 | 35% | 5.2 |
16 | 35% | 5.6 |
Absorption fields are applied after all other damage reduction.