Difference between revisions of "ADVENT MEC Archer (LWOTC)"

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[[Long_War_of_the_Chosen|Back To Main Page]]  |  [[ADVENT_(LWOTC)|Back To Units Page]]
 
[[Long_War_of_the_Chosen|Back To Main Page]]  |  [[ADVENT_(LWOTC)|Back To Units Page]]
{{Toc_(LWOTC)|40}}<div style="padding-left: 20px; float:right">[[File:ADVENT_MEC_Archer.jpg|256px|left]]</div>
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{{Toc_(LWOTC)|40}}<div style="padding-left: 20px; float:right">[[File:LWOTC_MecArcher.jpg|256px|left]]</div>
 
The '''ADVENT MEC Archer''' is their specialized MEC unit that is equipped with an upgraded missile launcher in exchange for a weaker cannon and less durable.
 
The '''ADVENT MEC Archer''' is their specialized MEC unit that is equipped with an upgraded missile launcher in exchange for a weaker cannon and less durable.
  

Revision as of 02:01, 14 November 2023

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LWOTC MecArcher.jpg

The ADVENT MEC Archer is their specialized MEC unit that is equipped with an upgraded missile launcher in exchange for a weaker cannon and less durable.

The Advent MEC Archer are similar to the standard MECs but they are equipped with an upgraded missile launcher in exchange for a weaker cannon and weaker armor. Their micro missile launcher boasts far greater range than the standard launchers although they also deal slightly less environmental damage. Similar to the standard MECs, their cannons are capable of suppressing our troops, pinning them down and preventing them from acting effectively. Unlike the standard MECs, the Archers equipment is focused on the launcher and thus their cannons are almost similar to the ADVENT troopers standard Mag Rifles and their armor is much lighter resulting in them being less durable and even less mobile.

Advent MEC Archer (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 6 1 65 0 33 0 0 12 50 60 8
Veteran 7 1 65 0 33 0 0 12 50 70 8
Commander 7 1 65 0 40 10 0 12 50 70 8
Legend 8 1 65 0 40 10 0 12 50 70 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent MAG Cannon 5 - 6 1 4 -
Micro Missile 3 - 6 - 3 Range: 40
Radius: 2.5
Shred: 1
Env Dmg: 7
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 1 1 1 1 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 1 2 3 4 4 4 4 4 3 2 2 2
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 MEC Longbow (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 10 2 75 0 33 0 0 12 50 80 8
Veteran 12 2 75 0 33 0 0 12 50 90 8
Commander 12 2 75 0 40 10 0 12 50 90 8
Legend 13 2 75 0 40 10 0 12 50 90 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent MAG Cannon 5 - 6 1 4 -
Micro Missile 3 - 6 - 3 Range: 40
Radius: 2.5
Shred: 1
Env Dmg: 7
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 1 1 1 1 1 1 1 1 1
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 2 4 4 4 5 5 6 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
Biggest Booms
*Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage). *50% chance for critical damage is not affected by other critical chance modifiers. *Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities. *Grenade crits will grant +1 damage to ongoing damaging effects such as fire.
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).


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 MEC Archers may still use their missiles on a single target instead of waiting for a more opportune moment.
  • MEC Archers 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.
  • Unlike other MECs, Archers will tend to keep their distance to bombard from range. It is best to disable their ability to launch or to clear quickly before they get out of range to contiinuously launch missiles from afar.