MEC Trooper (LWR)
The (M)echanized (E)xoskeletal (C)ybersuit troopers remain fundamentally the same as in Long War. Although Long War introduced new MEC classes as well as soldier classes, Long War Rebalanced has cut down the former 8 MEC classes into 4, more generalized classes. This also increases flexibility in choosing which soldiers to augment, as each MEC class can be created from 2 different soldier classes.
As with vanilla, 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.
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. Soldiers lose all XP and revert to SPEC rank upon being augmented, but soldiers augmented above LCPL rank have 50% chance each to grant 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will per rank above LCPL.
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.
MEC Suits provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The naming scheme for MEC Suits has been changed to make the different classes and tiers easier to distinguish. The MEC-1 Paladin can be upgraded to either the heavy HMEC-2 Defender for a focus on more Survivability, or the light LMEC-2 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.
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 high degree of tactical flexibility.
|Armor HP||Defense||DR||Mobility||Secondary Weapon Slots||Equipment Slots|
Primary Weapons include the same basic Minigun/etc. as the base game.
Secondary Weapons include Grenade Launchers, MINE Launchers, Kinetic Strike Modules, Electropulses, and Restorative Mists.
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as 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, 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.
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 Marauder compared to the Assault.
|The Jaeger is created from the Sniper and Scout classes. Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with In The Zone, destroying many weakened opponents.|
|The Marauder is created from the Assault and Infantry classes. Marauders have a more offensive-mobility focus than other MECs, unsurprisingly; and they are the only MEC class that can receive Close Combat Specialist. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.|
|The Goliath is created from the Gunner and Rocketeer classes. Goliaths have the most Defense-related perks, and thus excel in the tanking role. Goliaths can also utilize various offensive perks such as Light 'Em Up and Grenadier.|
|The Shogun is created from the Engineer and Medic classes. Shoguns are particularly flexbile due to their innate Hit and Run and range of support perks, granting them the ability to assault, support, and tank by using One For All after taking other actions.|