Difference between revisions of "User talk:Falconeye"

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(Created page with "'''Assault MEC''' * {{Shock Absorbent Armor (Long War)|align=justify}}: ''Damage received from enemies within 4 tiles is reduced by 33%.'' * {{Hit And Run...")
 
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'''[[Assault (EU2012)|Assault MEC]]'''
 
'''[[Assault (EU2012)|Assault MEC]]'''
 
* {{Shock Absorbent Armor (Long War)|align=justify}}: ''Damage received from enemies within 4 tiles is reduced by 33%.''
 
* {{Shock Absorbent Armor (Long War)|align=justify}}: ''Damage received from enemies within 4 tiles is reduced by 33%.''
* {{Hit And Run (Long War)|align=justify}}
+
* {{Hit And Run (Long War)|align=justify}}: ''Your first standard shot of each turn against an explosed or flanked target does not cost an action.''
* {{Close Encounters (Long War)|align=justify}}
+
* {{Close Encounters (Long War)|align=justify}}:'' The first standard shot made within 4 tiles of the target does not cost an action.
  
 
'''[[Heavy (EU2012)|Heavy MEC]]'''
 
'''[[Heavy (EU2012)|Heavy MEC]]'''
* {{Body Shield (Long War)|align=justify}}: ''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''
+
* {{Absorption Fields (Long War)|align=justify}}: ''Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.''
* {{Collateral Damage (Long War)|align=justify}}: ''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''
+
* {{Body Shield (Long War)|align=justify}}: ''Visible enemy suffers -20 Aim and cannot critically hit this unit.''
 +
* {{Collateral Damage (Long War)|align=justify}}: ''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage.''
  
 
'''[[Sniper (EU2012)|Sniper MEC]]'''
 
'''[[Sniper (EU2012)|Sniper MEC]]'''
* [[File:MEC PLATFORM STABILITY.png|32px]]{{In The Zone (Long War)|align=justify}}
+
* {{Platform Stability (Long War)|align=justify}}: ''Any shots taken without moving have +10 Aim and +10% critical chance.''
- [[Sniper (EU2012)|Sniper]]: '''Platform Stability''' - ''Any shots taken without moving have +10 Aim and +10% critical chance.''
+
* {{In The Zone (Long War)|align=justify}}: ''Killing an exposed or flanked target does not cost an action.''
 +
* {{Light Em Up (Long War)|align=justify}}: ''Standard shots no longer end the turn, if taken as the first action.''
  
 
'''[[Support (EU2012)|Support MEC]]'''
 
'''[[Support (EU2012)|Support MEC]]'''
* [[File:MEC DISTORTION FIELD.png|32px]]
+
* {{Distortion Field (Long War)|align=justify}}: ''Nearby allies in cover receive +10 Defense.''
- [[Support (EU2012)|Support]]: '''Distortion Field''' - ''Nearby allies in cover receive +10 Defense.''
+
* {{Opportunist (Long War)|align=justify}}: ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits."
 +
* {{Bombard (Long War)|align=justify}}: ''Throw or launch grenades over exceptionally long distances (+50%).''
 +
 
  
 
{| 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" | [[File:MEC OVERDRIVE.png|32px|center]]'''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>''Take three actions this turn, and no action is turn-ending. Firing the MEC's primary weapon as the first action no longer ends the turn.''
 
|- align="center"
 
|- align="center"
 
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''
 
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''

Revision as of 01:13, 17 March 2017

Assault MEC

Damage received from enemies within 4 tiles is reduced by 33%.
Your first standard shot of each turn against an explosed or flanked target does not cost an action.
The first standard shot made within 4 tiles of the target does not cost an action.

Heavy MEC

Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.
Visible enemy suffers -20 Aim and cannot critically hit this unit.
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage.

Sniper MEC

Any shots taken without moving have +10 Aim and +10% critical chance.
Killing an exposed or flanked target does not cost an action.
Standard shots no longer end the turn, if taken as the first action.

Support MEC

Nearby allies in cover receive +10 Defense.
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits."
Throw or launch grenades over exceptionally long distances (+50%).


Rank Ability
RANK SQUADDIE.png
Squaddie
MEC OVERDRIVE.png
Overdrive
Take three actions this turn, and no action is turn-ending. Firing the MEC's primary weapon as the first action no longer ends the turn.
RANK CORPORAL.png
Corporal
MEC ADVANCED FIRE CONTROL.png
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.
RANK SERGEANT.png
Sergeant
MEC VITAL POINT TARGETING.png
Vital-Point Targeting
Confers 2 bonus damage against targets that have been autopsied.
MEC DAMAGE CONTROL.png
Damage Control
When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.
RANK LIEUTENANT.png
Lieutenant
MEC JET BOOT MODULE.png
Jet Boot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown.
MEC ONE FOR ALL.png
One For All
When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.
RANK CAPTAIN.png
Captain
MEC REPAIR SERVOS.png
Repair Servos
Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
MEC EXPANDED STORAGE.png
Expanded Storage
Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.
RANK MAJOR.png
Major
RANK COLONEL.png
Colonel
MEC ABSORTION FIELDS.png
Absortion Fields
Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
MEC REACTIVE TARGETING SENSORS.png
Reactive Targeting Sensors
MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.