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Best Mec Xcom Enemy Within

author
Danielle Fletcher
• Wednesday, 09 December, 2020
• 11 min read

The first thing to know about the MEC trooper is that he must be promoted from a squad die, can't be a psychic and will lose any gene modifications he already has. However, you will get a new ability that will resemble his original class, and you will need to build a MEC to put him in.

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Contents

MEC troopers can be pretty costly in MELD to produce, but they should deliver the punch you're looking for on the battlefield. It will also set terrain elements on fire, potentially destroying cover that your opponent might be hiding behind.

A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Medicine require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies.

This is an excellent choice as you can heal more than one soldier at a time if they are positioned properly. Proximity mines can be deployed at medium range, and will await nearby enemy movement before triggering their explosive charges.

Mess can stun organic enemies and damage robotic ones with this area of effect electric shock device. True to the Assault class, this ability reduces damage from all the baddies that you are up close and personal with.

The MEC will still have trouble taking damage from enemies while out in the open, so don't get too confident with this ability. The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.

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He will likely run or choose a better target, but you will still be pushing the enemy from his desired position. It's not likely that your MEC will stay in the same place for long, but if you're entrenched in battle, every bit of Aim and CRT count.

Just like any other class, you will get an ability each time your MEC soldier gains a rank. Area of effect attack that destroys most cover and hits all eligible targets for 34% damage.

This attack is another skill good at taking out difficult enemy positions, and it has a better range than the Kinetic Strike Module. Another excellent way to start reducing damage to your MEC and make him the thank you need him to be.

When activated, confers the ability to jump to the normally inaccessible heights for the rest of the turn. Moving or using an arm based weapon will return the MEC to standard posture.

If you turn this on and then use Overwatch, you could free up any soldiers using him as cover, making them dangerously susceptible to enemy fire. This is excellent for delivering an Assault soldier to the front lines more safely.

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Increasing the ammo on the Rail Gun that the MEC trooper starts with is the best part of this ability. Firing the MEC's primary weapon as the first action no longer ends the turn.

Just like the Heavy's ability to fire first and take a second action, this becomes a force multiplier by allowing a shoot and Overwatch or reload. Any hit that does more damage than 33% of the MEC's maximum health is reduced to that number.

It's unlikely that all the enemies you are facing will have enough firepower to break this limit, but it will make sure even the big baddies will have trouble with your MEC. The fact that your MEC trooper can't carry items or use armor is quickly negated by all the options you have.

Home Summary Release Data Game Credits Also Playing Collection Stats What do you think are the bested soldier classes? Heavy's -20 aim and no CRT from the nearest enemy seems beastly.

For assault, rarely do I have enemies that close and survive to shoot me. And snipers only benefit if your guy starts the turn in a good position.

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I will agree that heavy based Mess seem to be the all-around best, as their ability applies at all times. I get the aim buff for Overwatch, the auto reaction shot when someone shoots me, the Bullet storm, extra 2 damage to everything I autopsied (i.e. everything) and killing machine engaged... The passive hardly matter, but icing on the cake.

I get the aim buff for Overwatch, the auto reaction shot when someone shoots me, the Bullet storm, extra 2 damage to everything I autopsied (i.e. everything) and killing machine engaged... The passive hardly matter, but icing on the cake. With the jump jets, they can get on the rooftops and take advantage of the height bonus.

I only have the rail gun, but it is a pretty decent sniper rifle. Took a Sniper with Gunslinger, gave her Mimetic Skin and made her my Covert Op.

I have a ton of second wave options on too, but I don't think movement radius is one of things that can be randomized. Got 3 techs so far and a colonel sniper, assault, and support based pilots.

Switched to using one much in combat and swapped in a heavy for help dealing with seconds. Did both sets of armor have the same weapons? The Kinetic Strike Mod grants a move bonus.

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Marque posted... Did both sets of armor have the same weapons? The Kinetic Strike Mod grants a move bonus. Being a soldier isn’t easy, and it’s even harder if you are asked to give up your body completely for the sake of war.

It’s a courageous feat that most would dub foolish, but it’s one that you probably won’t hesitate to implement on a couple of soldiers in COM : EnemyWithin. A completely new class called the MEC Trooper takes employed soldiers and converts them into mechanized killing machines.

The process itself involves a lot of sacrifice, but gives them great combat superiority. The augmentation process itself involves the replacement of limbs with cybernetic implants.

They also gain access to heavy weaponry and Tactical Subsystems, and are immune to Dot damage such as Fire and Poison. The MEC Trooper will gain a specific perk according to the initial class of the soldier.

Heavy Class The nearest visible enemy suffers -20 Aim and cannot critically hit this unit. Support Class Nearby allies in cover receive +10 Defense.

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They progress in a similar method, but have different tree perks that specifically focus on hardcore defense and offensive firepower. Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty.

Jet boot Module Allows jumping to normally inaccessible heights for the rest of the turn. Overdrive Using MEC’s primary weapon as the first action no longer ends the turn.

Absorption Fields Damage more than 33% of the MEC’s maximum health is reduced to that number. “ Soldiers at Squad die rank or higher can undergo augmentation in the Cybernetics Lab to become MEC Troopers.

Snipers get large amounts of Aim per promotion, 105 total at Colonel, but only 8 HP to other soldiers' 9. With the “Hidden Potential” Second Wave option enabled, MEC Troopers have a gain of 1-5 Aim per promotion.

It costs §10 and 10 to transform a soldier into a MEC Trooper, and they are removed from active duty for 3 days while this takes place. MEC Troopers remain human enough to be affected by Psionic abilities, including Mind Control, but cannot be genetically modified or undergo Psi testing.

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Class Abilities Description Assault ClassShock-Absorbent Armor Damage received from enemies within 4 tiles is reduced by 33%. Heavy Classroom Shield The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.

CorporalAdvanced Fire Control Shots from Overwatch no longer suffer any Aim penalty. LieutenantJetboot Module When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.

MajorOverdrive Firing the MEC's primary weapon as the first action no longer ends the turn. ColonelAbsorption Fields Any hit that does more damage than 33% of the MEC's maximum health is reduced to that number.

Advanced Fire Control is preferred for most cases, and Automated Threat Assessment only in conjunction with Body Shield. Advanced Fire Control is functionally identical to Opportunist (without the critical damage).

Body Shield reduces the nearest enemy's Aim by 20, granting a total defense of 35 in regard to that unit only Automated Threat Assessment ends if the MEC Trooper takes an Overwatch shot, further reducing its utility. Automated Threat Assessment works best with Kinetic Strike Module when MEC Trooper falls short a few tiles of an alien in full cover; or in situations where a normal shot would most likely miss.

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Damage Control effectively grants MEC Troopers 4-6 health per turn in Firefights. On higher difficulties this is a marginal amount; two consecutive hits from a Thin Man's 6-9 damage range kills a Level 1 MEC.

Jet boots is preferred for most cases, as clustered units will trigger AI's grenades and Area of Effects. Jet boots can be used to reach high ground and grant good fields of fire over the map.

Jet boots and Kinetic Strike can quickly close distance with the enemy by moving straight over normally impassable terrain. One For All ends if the MEC Trooper takes an Overwatch shot, moves, or uses any other low-tier abilities, further reducing its utility.

Expanded Storage is preferred for most cases, due to superior utility and healing options. Restorative Mist will still be taken for healing potential and total hp as Grenade Launcher is much less effective on Impossible.

There is no difference in the amount of self-healing compared to 2x Restorative Mist if the MEC has not been awarded the Defender's Medal. An aggressive Kinetic Strike MEC makes many kills with Kinetic Strike throughout the game from beginning to end and makes much more use of Electro-Pulse than Proximity Mine Launcher, and thereby the other needs for Expanded Storage are negated.

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Repair Servos, by itself, is inferior to Damage Control, Restorative Mist and Savior Support. Restorative Mist requires an action to use, as opposed to Repair Servos, which is passive.

Repair Servos should only be taken if no other viable healing options are available, and only in conjunction with MEC Troopers defensive skills. Repair Servos might be preferable for Grenade Launcher MEC Troopers for a balance of healing and offense.

Reactive Targeting Sensors is preferred for most cases, due to Mess having very high health pools and the Hardened trait; Absorption Fields only if in conjunction with Body Shield. That being said, this changes on Impossible, where Absorption Fields are the way to go unless you like relegating your star MEC to a secondary role.

Absorption Fields effectively reduces incoming damage to 33% of MEC Trooper's maximum Health. Absorption Field scales backwards; its usefulness gradually decreases as the MEC Troopers' HP bar increases.

Absorption Field almost never applies itself on difficulties below Impossible, as on average, only Seconds deal more than 33% of a MEC Trooper's health (without critical damage). Reactive Targeting Sensor's synergy with the Aim bonuses Platform Stability are currently unknown.

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Overdrive allows your main weapon to fire twice, with two bonus damage per shot and 10% extra hit/ CRT chance. Overwatch accuracy is also boosted, along with giving it free reaction fire to a target that fires back. The Flamethrower Module with the Absolutely Critical Second Wave option enabled guarantees 9 base damage to enemies, which can be upgraded to 13 by Jellied Delirium.

Skills Shock-Absorbent Armor, Advanced Fire Control, Vital-Point Targeting, Jet boot Module, Expanded Storage, Absorption Fields Equipment Kinetic Strike Module, Restorative Mist, Electron Pulse Upgrades Advanced Servomotors, MEC Close Combat, Shaped Armor Tactics MEC Trooper rushes close-quarters with either Kinetic Strike or Electron Pulse, and primarily uses its main weapon, firing twice per turn, while still getting a (3rd) free reaction shot. Skills Body Shield, Automated Threat Assessment, Vital-Point Targeting, One For All, Expanded Storage, Reactive Targeting Sensors Equipment Kinetic Strike Module, Grenade Launcher, Electron Pulse Upgrades Advanced Servomotors, MEC Close Combat, Shaped Armor Tactics MEC Trooper is optimized for early game dominance.

However, late game (even with upgrades), the player will find both this MEC's damage and defense options waning when compared to alternatives. The Kinetic Strike Module with the Absolutely Critical Second Wave option enabled guarantees a critical hit every time. Skills Distortion Field, Automated Threat Assessment, Vital-Point Targeting, Jet boot Module, Expanded Storage, Reactive Targeting Sensors Equipment Flamethrower, Restorative Mist, Proximity Mine Launcher Upgrades Advanced Servomotors, Jellied Delirium, Shaped Armor Tactics MEC Trooper supports allies by provoking enemy fire.

You will be able to take out Chrysalis “Zero rushes” with flamethrowers. The Flamethrower Module with the Absolutely Critical Second Wave option enabled guarantees 9 base damage to enemies, which can be upgraded to 13 by Jellied Delirium. It is advantageous to pick the highest- ranked soldier for the augmentation procedure (Colonel if possible), otherwise the leveling up process can take almost twice the usual time The high damage weapons and AOE Subsystems available to Mess often allow MEC Troopers to rack up multiple kills quicker/easier during a mission, especially in the early game, which works to offset this handicap.

MEC Trooper users can see augmented soldiers occasionally running on the treadmills, if zooming into the Barracks from the “ant farm” view. While this may seem like a “pointless typical, regular-life activity” (as such physical exercise would only increase the maintenance requirements on mechanical components), it possibly serves to promote camaraderie and morale.

Augmented soldiers can be seen occasionally going through eating motions at the bar, if zoomed into the Barracks from the “ant farm” view. As the process is described as primarily involving the amputation of limbs along with implanting of cybernetic interfaces, it is likely they still have most of their vital organs, and require food to maintain their biological tissue (although caloric requirements would probably be significantly reduced without the need to maintain limb muscle mass).

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