Difference between revisions of "MEC Trooper (EU2012)"
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− | [[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]] | + | [[File:MEC Trooper Overview (EU2012).png|right|thumb|400px|A MEC Trooper]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]] |
The MEC Trooper is a new class of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage. | The MEC Trooper is a new class of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage. | ||
− | + | MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they're a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can't use [[Cover (EU2012)|Cover]] like regular soldiers they're equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can't carry regular items but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level. | |
− | + | :'''Primary Weapon''': [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. | |
+ | :'''Alternative Primary Weapon:''' [[Kinetic Strike Module (EU2012)|Kinetic Strike Module]] or [[Flamethrower (EU2012)|Flamethrower], [[Grenade Launcher (EU2012)|Grenade Launcher]] or [[Restorative Mist (EU2012)|Restorative Mist]], [[Proximity Mine Launcher (EU2012)|Proximity Mine Launcher]] or [[Electro Pulse (EU2012)|Electro Pulse]] | ||
+ | |||
+ | The MEC's Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. | ||
+ | Stats gained through rank promotions will give the MEC Trooper a total of +10 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. | ||
==Abilities== | ==Abilities== | ||
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones: | As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones: | ||
− | * [[Heavy (EU2012)|Heavy]] - '''Body Shield''' - ''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.'' | + | * [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - '''Body Shield''' - ''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.'' |
− | * [[Assault (EU2012)|Assault]]: '''Shock-Absorbent Armor''' - ''Damage received from enemies within 4 tiles is reduced by 33%.'' | + | * [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: '''Shock-Absorbent Armor''' - ''Damage received from enemies within 4 tiles is reduced by 33%.'' |
− | * [[Sniper (EU2012)|Sniper]]: '''Platform Stability''' - ''Any shots taken without moving have +10 Aim and +10% critical chance.'' | + | * [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: '''Platform Stability''' - ''Any shots taken without moving have +10 Aim and +10% critical chance.'' |
− | * [[Support (EU2012)|Support]]: '''Distortion Field''' - ''Nearby allies in cover receive +10 Defense.'' | + | * [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: '''Distortion Field''' - ''Nearby allies in cover receive +10 Defense.'' |
{| class="wikitable" width="70%" | {| class="wikitable" width="70%" | ||
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|- align="center" | |- align="center" | ||
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie''' | ![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie''' | ||
− | | colspan="2" | '''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' | + | | colspan="2" | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' |
|- align="center" | |- align="center" | ||
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal''' | ! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal''' | ||
− | | '''Advanced Fire Control'''<br>''Shots from Overwatch no longer suffer any Aim penalty.'' | + | | [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br>''Shots from Overwatch no longer suffer any Aim penalty.'' |
− | | '''Automated Threat Assessment'''<br>''Confers +15 Defense when in Overwatch.'' | + | | [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br>''Confers +15 Defense when in Overwatch.'' |
|- align="center" | |- align="center" | ||
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant''' | ![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant''' | ||
− | | '''Vital-Point Targeting'''<br>''Confers 2 bonus damage against targets that have been autopsied.'' | + | | [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''Confers 2 bonus damage against targets that have been autopsied.'' |
− | | '''Damage Control'''<br>''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''. | + | | [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''. |
|- align="center" | |- align="center" | ||
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' | ! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' | ||
− | | '''One For All'''<br>''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture | + | | [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.'' |
− | + | | [[File:MEC ONE FOR ALL.png|32px|center]]'''One For All'''<br>''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.'' | |
|- align="center" | |- align="center" | ||
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain''' | ! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain''' | ||
− | | '''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50% | + | | [[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.'' |
− | + | | [[File:MEC EXPANDED STORAGE.png|32px|center]]'''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.'' | |
|- align="center" | |- align="center" | ||
| [[File:RANK MAJOR.png|32px]]<br/>'''Major''' | | [[File:RANK MAJOR.png|32px]]<br/>'''Major''' | ||
− | | colspan="2" | '''Overdrive'''<br>''Firing the MEC's primary weapon as the first action no longer ends the turn.'' | + | | colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>''Firing the MEC's primary weapon as the first action no longer ends the turn.'' |
|- align="center" | |- align="center" | ||
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel''' | ! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel''' | ||
− | | '''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.'' | + | | [[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.'' |
− | | '''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.'' | + | | [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.'' |
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− | == | + | ==Tips & Trix== |
− | *Kinetic Punch offers | + | * MECs require building first the [[Cybernetics Lab (EU2012)|Cybernetics Lab]] before they can be created. |
− | **Caution when doing so on Sectopods: their death explosion | + | * [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they'll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to choose skills from the first three ranks. |
− | *Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits | + | * MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC 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. |
− | *Immune to fire, strangulation, and | + | * There are 2 new options on [[Engineering (EU2012)|Engineering]]: Build/Upgrade MEC (for the suits) and Augment Soldiers (to transform soldiers into MEC Troopers). |
− | + | * The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. | |
+ | * MECs are very expensive to purchase, costing up to 200 Meld to create a MEC and equip it with the most advanced MEC Suit. | ||
+ | * MECs can't use [[Cover (EU2012)|Cover]] (and they can't be flanked). This mean that they have '''Hardened''' ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits. | ||
+ | * MEC Troopers get monotone, Robocop-esque voice. | ||
+ | *The Kinetic Punch Module offers custom kill animations on Mechtoids, Berserkers, and Sectopods. | ||
+ | **Caution when doing so on Sectopods: their death explosion will do 5 damage to the area nearby. | ||
+ | **Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits. | ||
+ | **Be careful not to accidentally punch a Cyberdisc at an ally. | ||
+ | *Immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. | ||
*Any soldiers tested positive with Psionic ability are automatically excluded from MEC conversion. | *Any soldiers tested positive with Psionic ability are automatically excluded from MEC conversion. | ||
− | *Any | + | *Any soldiers with [[Gene Mods (EU2012)|Gene Mods]] will lose all mods if converted. |
− | *Any medals given will remain after conversion. | + | *Any [[Medals (EU2012)|medals]] given will remain after conversion. |
+ | <noinclude> | ||
+ | <!-- everything below this won't be included on the classes summary page --> | ||
+ | ==Tactical Advice== | ||
==See Also== | ==See Also== | ||
{{XCOM Units (EU2012)}} | {{XCOM Units (EU2012)}} | ||
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[[Category: Enemy Within DLC (EU2012)]] | [[Category: Enemy Within DLC (EU2012)]] | ||
[[Category: Mechs (EU2012)]] | [[Category: Mechs (EU2012)]] | ||
+ | </noinclude> |
Revision as of 19:10, 17 November 2013
The MEC Trooper is a new class of soldier that is introduced by the Enemy Within DLC. A MEC Trooper requires Meld and can be created from any of your existing soldiers (from any class) after building the Cybernetic Lab. The soldier will lose all of its existing abilities but see its HP increase and will have its own abilities tree, starting with Collateral Damage.
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they're a mixture of the Heavy and Assault classes, being built for frontline roles. Since MECs can't use Cover like regular soldiers they're equipped with specialized armor to be deployed, in the form of the Mechanized Exoskeleton Cybersuit (MEC Suit). MECs can't carry regular items but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.
- Primary Weapon: Minigun, Railgun and Particle Cannon.
- Alternative Primary Weapon: Kinetic Strike Module or [[Flamethrower (EU2012)|Flamethrower], Grenade Launcher or Restorative Mist, Proximity Mine Launcher or Electro Pulse
The MEC's Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. Stats gained through rank promotions will give the MEC Trooper a total of +10 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.
Abilities
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:
- - Heavy - Body Shield - The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
- - Assault: Shock-Absorbent Armor - Damage received from enemies within 4 tiles is reduced by 33%.
- - Sniper: Platform Stability - Any shots taken without moving have +10 Aim and +10% critical chance.
- - Support: Distortion Field - Nearby allies in cover receive +10 Defense.
Tips & Trix
- MECs require building first the Cybernetics Lab before they can be created.
- MEC Troopers can be created from any soldier above rookie rank, but they'll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.
- MEC Troopers have the Mechanized Exoskeleton Cybersuit or MEC 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 2 new options on Engineering: Build/Upgrade MEC (for the suits) and Augment Soldiers (to transform soldiers into MEC Troopers).
- The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 Meld units. The process takes 3 days and soldiers will lose all Gene Mods when augmented. The process is irreversible.
- MECs are very expensive to purchase, costing up to 200 Meld to create a MEC and equip it with the most advanced MEC Suit.
- MECs can't use Cover (and they can't be flanked). This mean that they have Hardened ability present on S.H.I.V.s and alien robotic units that gives increased protection against critical hits.
- MEC Troopers get monotone, Robocop-esque voice.
- The Kinetic Punch Module offers custom kill animations on Mechtoids, Berserkers, and Sectopods.
- Caution when doing so on Sectopods: their death explosion will do 5 damage to the area nearby.
- Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.
- Be careful not to accidentally punch a Cyberdisc at an ally.
- Immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units.
- Any soldiers tested positive with Psionic ability are automatically excluded from MEC conversion.
- Any soldiers with Gene Mods will lose all mods if converted.
- Any medals given will remain after conversion.
Tactical Advice
See Also
XCOM: Enemy Unknown (2012): XCOM Units | |
Soldiers: | Assault • Heavy • Sniper • Support • Psionic • MEC Trooper (EW DLC) |
S.H.I.Vs: | S.H.I.V.• Alloy S.H.I.V. • Hover S.H.I.V. |
Attributes: | Classes • Class Builds • Abilities • Stats • Nicknames • Gene Mods (EW DLC) • Medals (EW DLC) |
Loadout: | Weapons • Armor • Equipment • MEC Suit (EW DLC) |
Barracks: | Officer Training School • Psi Lab • Memorial • Genetics Lab (EW DLC) • Cybernetics Lab (EW DLC) |
Other: | Volunteer • Heroes • Zhang (Slingshot DLC) • Annette (EW DLC) • Covert Operative (EW DLC) • Training Roulette (EW DLC) |