Difference between revisions of "ADVENT MEC (LWOTC)"

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(create unit page)
 
(→‎Superheavy MEC (Rank 3): correct cannon stat to include pierce)
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! Weapon !! [[File:LW2Damage.png|36px|Damage]]<br>Damage !! [[File:LW2CritDamage.png|36px|Crit Damage]]<br>Crit Damage !! [[File:Ammo.png|x32px|Clip Size]]<br />Clip Size !! Other
 
! Weapon !! [[File:LW2Damage.png|36px|Damage]]<br>Damage !! [[File:LW2CritDamage.png|36px|Crit Damage]]<br>Crit Damage !! [[File:Ammo.png|x32px|Clip Size]]<br />Clip Size !! Other
 
|- align="center"
 
|- align="center"
| '''Advent MAG Cannon''' || 5 - 10 || 4 || 3 || Shred: 2
+
| '''Advent MAG Cannon''' || 5 - 10 || 4 || 3 || Shred: 2<br>Pierce: 1
 
|- align="center"
 
|- align="center"
 
| '''Micro Missile''' || 3 - 8 || - || 2 || Range: 20<br>Radius: 2.5<br>Shred: 1<br>Env Dmg: 10
 
| '''Micro Missile''' || 3 - 8 || - || 2 || Range: 20<br>Radius: 2.5<br>Shred: 1<br>Env Dmg: 10
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| {{Damage Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Damage Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
|}
 
|}
 
  
 
== Tips ==
 
== Tips ==

Revision as of 12:01, 3 December 2023

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ADVENT mec.jpg

The ADVENT MEC is their standard mechanized combat unit equipped with heavy weaponry.

The Advent MEC carry heavy weaponry that can deal great damage and wreck through armor. Their micro missile launcher gives them a launcher that allows them to act like small artillery and bombing our troops but thankfully they are not any more destructive than standard frag grenades and are just as capable in destroying cover. In addition to the heavy weaponry, the MECs with their cannons are capable of suppressing our troops, pinning them down and preventing them from acting effectively. MECs can't take cover and thus are much easier targets but they make up for it in with their durable armor which are surprisingly very mobile allowing them to scale buildings and more easily get into our flanks.

Advent MEC (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 7 1 70 0 33 0 0 12 50 50 8
Veteran 8 2 75 10 33 0 0 14 50 70 8
Commander 8 2 75 10 40 0 0 14 50 70 8
Legend 9 2 75 10 40 0 0 14 50 70 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent MAG Cannon 4 - 7 2 3 Shred: 1
Micro Missile 2 - 5 - 1 Range: 20
Radius: 2.5
Shred: 1
Env Dmg: 10
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 2 3 4 4 4 4 3 3 3 3 3 3 3 3 2 1
Abilities and Tactical Upgrades
Micro Missiles
XCOM2 infoIcon custom 1.png
Target an area with an explosive missile attack to deal explosive damage and deals low environmental damage.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
Vault
XCOM2 infoIcon custom 1.png
Allows leaping up to higher elevations without the need to climb.
Mechanical Chasis
XCOM2 infoIcon custom 1.png
The mechanical frame grants immunity to fire and poison.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
LW implants ironskin.png
Iron Skin
Reduce incoming melee damage by 3.
100% chance of applying after completion
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.

20% chance of applying after completion


Advent Heavy MEC (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 12 2 75 0 33 10 0 12 50 80 9
Veteran 13 3 75 10 33 10 0 15 50 85 9
Commander 14 3 75 10 40 10 0 15 50 85 9
Legend 16 3 75 10 40 15 0 15 50 85 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent MAG Cannon 5 - 10 4 3 Shred: 2
Micro Missile 3 - 6 - 2 Range: 20
Radius: 2.5
Shred: 1
Env Dmg: 10
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 1 2 4 5 5 6 7 7 7 7 6
Abilities and Tactical Upgrades
Micro Missiles
XCOM2 infoIcon custom 1.png
Target an area with an explosive missile attack to deal explosive damage and deals low environmental damage.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
Vault
XCOM2 infoIcon custom 1.png
Allows leaping up to higher elevations without the need to climb.
Mechanical Chasis
XCOM2 infoIcon custom 1.png
The mechanical frame grants immunity to fire and poison.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
LW implants ironskin.png
Iron Skin
Reduce incoming melee damage by 3.
100% chance of applying after completion
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.

20% chance of applying after completion


Superheavy MEC (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 18 3 80 0 33 20 0 12 50 120 10
Veteran 24 4 85 10 33 20 0 12 50 120 10
Commander 30 4 90 10 40 20 0 12 50 120 10
Legend 35 5 90 10 40 20 0 12 50 120 10
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent MAG Cannon 5 - 10 4 3 Shred: 2
Pierce: 1
Micro Missile 3 - 8 - 2 Range: 20
Radius: 2.5
Shred: 1
Env Dmg: 10
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 2 2
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 4
Abilities and Tactical Upgrades
Micro Missiles
XCOM2 infoIcon custom 1.png
Target an area with an explosive missile attack to deal explosive damage and deals low environmental damage.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
Vault
XCOM2 infoIcon custom 1.png
Allows leaping up to higher elevations without the need to climb.
Mechanical Chasis
XCOM2 infoIcon custom 1.png
The mechanical frame grants immunity to fire and poison.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
LW implants ironskin.png
Iron Skin
Reduce incoming melee damage by 3.
100% chance of applying after completion
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.

Tips

  • Like most mechanical enemies, they do not have much defense making them easier targets but are more durable by having generally mroe HP and armor than bio enemies. It is recommended to have some sort of shredding or piercing to more easily deal with these targets.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them although higher level MECs may still use their missiles on a single target instead of waiting for a more opportune moment.
  • Tier 2+ MECs will generally use their scamper move to overwatch instead of repositioning if they see any valid targets. It is important to have some way of addressing overwatch to mitigate this action or to engage them out of their sight.