Difference between revisions of "MEC Suit (EU2012)"

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[[File:Mech Trooper cut (EU2012).jpg|right|300px|The MEC Suit]]
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Instead of [[Armor (EU2012)|armor]], [[MEC Trooper (EU2012)|MEC Troopers]] use the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]]. It is not possible to deploy a MEC Trooper without a suit.
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which can be damaged and need to be repaired.
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MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.
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There are 3 tiers of MEC Suits which can be customized, each unlocks a choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits:
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* '''[[MEC-1 Warden (EU2012)|MEC-1 Warden]]''':
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** Cost: §25, 40 Meld
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** Tactical Subsystems:
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***'''[[Kinetic Strike Module (EU2012)|Kinetic Strike Module]]''' - ''A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.'' (''A melee attack that deals 12 [[Damage (EU2012)|damage]] to enemies and can destroy cover'').
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***'''[[Flamethrower (EU2012)|Flamethrower]]''' - ''Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.'' (''Does 9 fire damage to units in the damage cone, and splits to 1 extra tile at cone's edge. Causes panic to enemies and sets fire to the environment.'')
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* '''[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]''' - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:
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** Upgrade cost: 32§, 60 Meld units, 10 Engineers.
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** Tactical Subsystems:
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***'''[[Grenade Launcher (EU2012)|Grenade Launcher]]''' - ''MECs can make for their lack of thrown grenade capability with a long-range grenade launcher.'' (deals 4 damage)
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***'''[[Restorative Mist (EU2012)|Restorative Mist]]''' - ''Medikits require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies.''
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* '''[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]''':
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** Tactical Subsystems:
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***'''[[Proximity Mines (EU2012)|Proximity Mines]]''' (which are smart not to detonate upon friendly units)
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***'''[[Electropulse (EU2012)|Electropulse]]''' (electric charge that can disable enemy robotic units).
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<br>
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{{XCOM Units (EU2012)}}
  
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[[Category: Armor (EU2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Within DLC (EU2012)]]
 
[[Category: Enemy Within DLC (EU2012)]]
 
[[Category: Mechs (EU2012)]]
 
[[Category: Mechs (EU2012)]]

Revision as of 15:31, 2 November 2013

The MEC Suit

Instead of armor, MEC Troopers use the Mechanized Exoskeleton Cybersuit or MEC Suit. It is not possible to deploy a MEC Trooper without a suit. which can be damaged and need to be repaired. MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed. There are 3 tiers of MEC Suits which can be customized, each unlocks a choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits:

  • MEC-1 Warden:
    • Cost: §25, 40 Meld
    • Tactical Subsystems:
      • Kinetic Strike Module - A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility. (A melee attack that deals 12 damage to enemies and can destroy cover).
      • Flamethrower - Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area. (Does 9 fire damage to units in the damage cone, and splits to 1 extra tile at cone's edge. Causes panic to enemies and sets fire to the environment.)
  • MEC-2 Sentinel - requires UFO Power Source research:
    • Upgrade cost: 32§, 60 Meld units, 10 Engineers.
    • Tactical Subsystems:
      • Grenade Launcher - MECs can make for their lack of thrown grenade capability with a long-range grenade launcher. (deals 4 damage)
      • Restorative Mist - Medikits require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies.
  • MEC-3 Paladin:
    • Tactical Subsystems:
      • Proximity Mines (which are smart not to detonate upon friendly units)
      • Electropulse (electric charge that can disable enemy robotic units).


EU2012 Badge XCOM: Enemy Unknown (2012): XCOM Units
Soldiers:CLASS ASSAULT.png AssaultCLASS HEAVY.png HeavyCLASS SNIPER.png SniperCLASS SUPPORT.png SupportCLASS PSIONIC.png PsionicCLASS MECH.png MEC Trooper (EW DLC)
S.H.I.Vs:S.H.I.V.Alloy S.H.I.V.Hover S.H.I.V.
Attributes:ClassesClass BuildsAbilitiesStatsNicknamesGene Mods (EW DLC)Medals (EW DLC)
Loadout:WeaponsArmorEquipmentMEC Suit (EW DLC)
Barracks:Officer Training SchoolPsi LabMemorialGenetics Lab (EW DLC)Cybernetics Lab (EW DLC)
Other: VolunteerHeroesZhang (Slingshot DLC)Annette (EW DLC)Covert Operative (EW DLC)Training Roulette (EW DLC)