Overview
This guide will hopefully give some insight into the MEC class and the different characteristics and abilities they can obtain. The information within will help you decide which route to go when selecting your MEC and its training.
Updates
14 Nov 2013:
- Guide created and published
16 Nov 2013:
- Added MEC R&D: Unlocking Potential section
- Added MEC Armaments section
- Added ability cooldown specifics to all MEC Construction sections and all Rank sections
- Added bullet list of changes that occur when a soldier is augmented to Soldier Augmentations: Passive Abilities section
- Added warning about Mind Control to Introduction section and Mec Construction: Tier 1 – MEC-1 Warden section
- Added mobility information to MEC Construction: Tier 1 – MEC-1 Warden section for Kinetic Strike Module
- Added information about Mimetic Skin to Lieutenant Rank section under One for All ability
17 Nov 2013:
- Updated MEC Combat Dynamics to expand the section with more information and specifics
- Added MEC Builds section
- Added MEC Designation: Big Brother section
- Added MEC Designation: Abraham Tankin section
- Added Additional Credit section
- Added stat increases chart for MECs in MEC In-Training: Rank Abilities section
18 Nov 2013:
- Updated MEC Construction: Tier 1 – MEC-1 Warden section for Flamethrower module and enemies immune to flamethrower damage and panic
- Added wounded soldier recovery time loop hole to Soldier Augmentations: Passive Abilities section
- Added Battle Scanner tactic to MEC Combat Dynamics section
- Updated Section for wording of Repair Servo ability
19 Nov 2013:
- Added table of enemies immune to flamethrower damage/panic to MEC Construction: Tier 1 – MEC-1 Warden section
- Added update to jetboot module information to reflect possible environment destruction in Lieutenant Rank section
21 Nov 2013:
- Updated Flamethrower immunity table to remove heavy floater total immunity and adjust to only immune in flight
- Added warnings to MEC Construction: Tier 1 – MEC-1 Warden section for Kinetic Strike Module
22 Nov 2013:
- Added Updates section for better tracking of changes
18 Nov 2013:
- Updated MEC Armaments section to edit Particle Cannon Critical Hit % from 11% to 10%
21 May 2014:
- Added information about vehicle destruction occuring from the Collateral Damage ability
Introduction
Introducing Big Daddy MEC
With the expansion of Enemy Within just being released it calls for a guide on the newest class, the MEC. It is powerful and has multiple uses across a whole spectrum of scenarios within combat. It provides that edge against various enemies that, previously, were terrifying.
The MEC can provide defense when there is none with the ability All for One. It can meet the needs of combat through using the high vantage point on roof tops with the assistance of the Jetboot Module, or, if you like to play it safe, it can have the advantage of terrorizing enemies in hiding with the Collateral Damage ability.
The MEC is a power house that is an extremely dynamic member of any combat team.
Ebb, Flow, and Meld
The MEC would not even be possible without a little substance called Meld. Meld also plays a vital role in Genetic Enhancement of soldiers, but that is another subject all together. After Meld is introduction you are charged with two additional objectives in most missions: Recover Meld.
Most missions have two canisters of Meld placed randomly throughout the level. Each canister is set on a timer based on how difficult it will be to reach that given canister. At the end of the timer, if the Meld has not been recovered, it will self-destruct. If you have a soldier that is right at the canister but lacks the moves to recover it, they will get caught in the blast and recieve damage.
But, reach the canister in time and you will be rewarded. Each canister contains 10 meld each.
There is a big plus to collecting Meld that is not immediately known. If you managed to kill all of the alien scum before finding both containers, the remaining Meld that you have not found is collected automatically.
Now that the basic information regarding the MEC’s potential and the information about Meld is out of the way, it is time to jump into the process of creating one of these beasts.
But a warning before moving on! Even though a soldier can be Augmented into a MEC trooper, they still have a human head so they are very much still at risk against Psionic attacks. They even have the potential to be mind controlled by any enemy with that capability.
Cybernetic Workshop
Cybernetics Workshop
Sure, it is labeled as Cybernetics Lab, but it counts as a workshop for an adjacency bonus, while the Genetics Lab is counted as a Labratory.
This is the heart of MEC manufacture, development, upgrades, and soldier alterations to transform them into the ultimate interface for the MEC suit. Once you have built one of these facilities, you are free to build your first MEC suit.
To start with, you need to to have the available cash and Meld to alter your soldier, as well as build the MEC suit. It is 50 Meld in total for both operations to be carried out.
Both of these options are listed under the Engineering tab.
Soldier Augmentations: Passive Abilities
Harsh Times Call for Permanent Changes
After the facility is built, you need to select a soldier to Augment before anything else can be done. The augmentation process will take about 3 days total to accomplish (your first augmented soldier yields a cutscene many people will enjoy) and costs 10 Meld per soldier you want to augment (a max of 3 soldier per augmentation session).
A detail worth mentioning before moving on: If you have a high ranked soldier who is wounded for more than 3 days and you need them for combat sooner than that, you can place them into Augmentation to become a MEC. This will cross them over to the MEC training tree and lets you pick skills for every rank that soldier held prior to Augmentation.
Below is a listing of the changes that come from Augmentation of a soldier:
- Removes all abilities gained from ranking up as a soldier
- Removes all genetic alterations and abilities
- Removes inventory capabilities
- Removes Psionic capabilites
- Removes ability to test for Psionic abilities
- Removes ability to gain genetic alterations or abilities
- No inventory space means no way to carry items that will increase resistances against Psi based attacks and abilities, including Mind Control (Mind Shield).
- Gain ability to select new skills from the MEC trooper skill tree that are of the same rank as the soldier was prior to Augmentation
Regardless, it is a worthy trade off when making your first MEC. The first question to ask is which originating class do you want the MEC to come from. Each class carries an added bonus that stems from what their job was prior to Augmentation.
Assault Class
The assault class gains the ability called Shock-Absorbent Armor. With this ability the damage received from any enemy within 4 tiles will be reduced by 33%.
This comes in handy against Chrysalids, Berserker Mutons, and other melee based enemies.
Heavy Class
The heavy class gainst the ability called Body Shield. This one is active against the nearest visible enemy. You can tell it is active by the transparent, honeycomb style shields that are visible and hovering inches off the surface of the MEC when you come into an enemy’s line of sight.
This ability effects the nearest visible enemy by causing a -20 Aim penalty, as well as removing the ability for that enemy to hit the MEC and cause critical damage.
Sniper Class
The sniper class gains the ability called Platform Stability. Through this ability you gain the benefit of +10 Aim and +10% Critical Chance when your first shot is taken without moving first.
As you advance in the game and gain rank on your MEC trooper, they have the ability to fire twice per turn as long as they do not move. This ability just sweetens the deal even more.
Support Class
The support class gets the best defensive ability from undergoing augmentation. The ability they gain is called Distortion Field (and is constantly visible in combat as a translucent circular area surrounding the MEC). This ability grants +10 defense to all allies within the circular area of effect and are also in cover.
This boost to defense is a huge help if you are having trouble with keeping your soldiers’ health up in combat.
MEC Construction: Tier 1 – MEC-1 Warden
Have Your Cake and Eat It Too
Once the soldier augmentation is complete you need to build your MEC. Prior to processing the order to build the MEC you will have to select one of the two modules in Tier 1.
There are six Modules in total across three Tiers, with Tier 2 and 3 requiring research prerequisites in order to unlock the upgrades. Each Module within a given tier has its pros and cons. Just like training perks within a soldier’s tree, once you select the module, it is permanent for that MEC, so choose wisely.
TIER 1
Tier 1 is the base design specs for a MEC and is immediately available once the Cybernetics Lab is built. You have to choose one of these two Modules in order to complete the order to build.
Flamethrower:
Cool Down: None, limited to 2 uses
This module starts off as a fairly close range attack with a cone-shaped area of effect. The aiming capability of the Flamethrower rotates 360 degrees around the MEC in a restricted, yet free, aim. Where ever you point and active the ability is where it will get spread across.
Initially, the Flamethrower deals 6 damage to enemies within the target area. With upgrades you can increase the damage output to 9 damage per enemy and also increase the range of the spray through upgrades.
The Flamethrower has an added bonus. It causes panick in all organic enemies (but cybernetic enemies are immune).
Below is a table of all units who will not receive damage or panic from a Flamethrower attack:
(while in flight)
(while in flight)
A word of warning: In the event that a Psionic enemy uses Mind Control and it takes hold of an ally, Panic will not break the Mind Control. You will do damage and the enemy will run away, but they will maintain Mind Control over your unit.
Kinetic Strike Module:
Cool Down: None, unlimited uses
Kinetic Strike Module is the ultimate uppercut. When activated next to a valid target, the MEC will pull his fist back, powerful rockets within the module fire up, and a punishing blow is dealt to the victim.
The attack from the module deals a constant 12 damage to all enemies you attack (Second Wave option for Damage Roulette changes this and can cause this attack to deal as little as 4 damage), and can be upgraded to increase total damage to a single target to 18 damage.
Like the Flamethrower module, activating this ability will start free aiming of Kinetic Strike. In order for this attack to connect with a target you must be one tile to the front, back, left, or right. It has no range at all, but the impact of this is lessened by the boost to mobility from choosing this module.
Depending on the enemy you attack with this module, a special animation scene will play out. For example, if you use Kinetic Strike on a Berserker Muton that will result in a killing blow, you have the chance to activate the animation where you pick up the Berserker, slam it against the ground, and then attack with Kinetic Strike.
The added bonus of Kinetic Strike? When you land a killing blow on a target, it sends them flying back 2-3 tiles. If at ground level, it destroys the environment and causes vehicles to explode. If you are on a roof when you strike and kill a target, it will send them flying over the edge of the roof and onto the ground.
This Module is the ultimate defense against Chrysalids and has no cooldown, so punch out some aliens to your heart’s content.
WARNINGS:
- Cyberdiscs will fly back 2 spaces from the point of impact and then explode (be wary of ally locations). Additionally, Cyberdiscs cannot be attack if they are flying.
- Sectopods explode at the point of destruction and deal 5 damage to anything caught in the blast.
- Thin Men burst into their poison cloud immediately before being launched back.
MEC Construction: Tier 2 – MEC-2 Sentinel
Tier 2 has increased cost of Meld and requires research to be done before the ability to upgrade existing MECs is unlocked. Tier 2 will start to show how your MEC is going to unfold and what role it will typically assume on the battlefield.
TIER 2
Restorative Mist
Cool Down: None, limited uses.
1 initially, 2 on upgrade
Since MECs do not have inventory space, they can’t carry around Medkits to heal allies. With Tier 2 becoming unlocked, you gain the ability to assign a MEC the Restorative Mist Module. This module grants the ability to heal nearby allies with a sprayed mist that covers a spherical area around the MEC.
The spray will heal for 4 health to start, but can be upgraded to heal for 6 health total. To start you can only use the mist once in a given battle. Ability upgrades allow for an additional use.
This is an excellent ability to have if you want to play aggressive. It allows your MEC to play medic for a turn and douse your entire squad in healing mist as long as they are surrounding the MEC.
Grenade Launcher
Cool Down: None, limited use.
2 initially, 3 on upgrade
This is another module with no cooldown but has limitations on total uses. With the elimination of inventory space, MECs can no longer throw grenades. Not to worry once you install the Grenade Launcher Module. It is back mounted on the MEC and can lob a grenade greater distance than a thrown grenade.
On detonation, the grenade will deal 4-5 damage to enemies caught in the blast. The blast radius is larger than a typical grenade as well.
There is a big benefit to this module at all points in the game. Even though it may not kill any of the mid to late game enemies, it does a fantastic job of removing possible cover from the field to restrict possible options for enemy cover. Also, if an enemy is in cover and you blow out a wall, it instantly will show to any soldier in visual range (especially effective with snipers who have squad sight).
MEC Construction: Tier 3 – MEC-3 Paladin
Tier 3 is the final chapter in what approach your MEC will take in battle. It comes with a Meld price tag equal to Tier 1 and Tier 2 combined and requires research prerequisites.
TIER 3
Proximity Mine Launcher
Cool Down: None, limited uses
3 intially, 5 upgraded
The proximity mine has a wide range of applications. When activated, you free aim to where you want the mine to land and then initiate the launch. It will land at the target location and sit in waiting until an enemy trips its sensors. The sensors will not go off if an ally soldier moves within its sensor range.
The explosion from a Proximity Mine will cause 8 damage to any enemies within the blast radius and the blast also has a chance to destroy the environment. It doesn’t have a cooldown but is a limited use module, which makes it great for setting up a proximity mine field.
There are two best parts to this module. When you know where an enemy will come from, you can plan a Proximity Mine ambush. Also, you have the opportunity to really lay into those tougher opponents (like a Berserker Muton) by dropping Proximity Mines around them and then detonating them with an additional explosive.
Below is two pictures of a recent play through where 3 Proximity Mines were surrounding a Berserker Muton and then a grenade was launched into the center of the mine field. The explosion set all the mines off and killed the Muton in a single action.
Electro Pulse
Cool Down: 2 Turns
Electro Pulse is a win win no matter how you use it. All targets will suffer 5 damage from the Electropulse discharge, with the added bonus of disabling mechanical targets for one turn.
Just be mindful of who is in the radius of effect, because this module will damage and effect allies.
MEC Armaments
Your MEC is just a big, expensive paperweight without some raw firepower. Luckily the Minigun comes standard so you won’t have to spend extra resources once you Augment the soldier and manufacture the suit.
Just like the MEC suit itself, the weapons also have 3 tiers.
Prerequisites
This weapon is the standard weapon of any MEC that still has the lingering “New MEC smell”. It is included in the cost of building the MEC suit and is a rapid fire weapon only equippable to MECs.
Prerequisites
Manufacturing Costs
16x Alloys
10 Engineers
The Railgun is a good update to the firepower of your MEC. It has increased damage and increased critical hit damage. It has the potential to ruin an alien’s day (maybe even two if you have the Overdrive ability).
Prerequisites
Manufacturing Costs
23x Elerium
23x Alloys
25 Engineers
The Particle Cannon is the king of the hill among the MEC weapons. It is also a spot on reflection of the total cost to produce and upgrade a MEC suit to Tier 3. It is a big leap in cost compared to manufacturing a Railgun, but the cost comes with huge stats. Aside from no increase in range, it increases across the board on stats. With a critical hit it has the chance to tear open a Cyberdisc like the MEC is an electric can opener and the Cyberdisc is a can of tuna.
It is suprising that just having a Tier 3 Mec with a Tier 3 weapon in the field does not result in initial panic among the lowly Sectoids.
MEC In-Training: Rank Abilities
Hard Work Pays Off
One thing to keep in mind is that MECs have a seperate growth pattern for stats compared to soldier classes. Overall their stats will increase to lower stats compared to stat increases from the soldier classes, but the added bonus of the armor and weapons involved with the MEC class fills that gap. Below is a highlight from [link] in regards to the MEC Trooper started from the Squaddie Rank and ranked up to Colonel.
The important thing to remember is that total end result for overall stats is dependant on what rank you process a soldier in for Augmentation. If you have a higher ranked soldier that is Augmented, the stats will vary with each additional rank up to Colonel. So, in some cases, if you want a highly accurate MEC soldier, then you may want to wait to augment a Sniper class until they are ranked up a little bit. The picture below is a repeat from this guide but shows that a MEC trooper can have at least 100 Aim by the time they reach Colonel.
Finally, we come the ability tree that is the same for every MEC trooper. As the trooper gains rank through combat, they unlock the option to select abilities at each rank, just like a normal soldier.
As with the soldier skill trees, the MEC class training tree comes with some abilities that can be activated in battle.
The only difference between a soldier and a MEC trooper is when you take a Lieutenant ranked soldier and move them in for augmentation. When that soldier comes out as a MEC trooper they will lose all previously held abilities, as well as any Psi-based abilities earned. With these abilities removed you now have open slots for each rank recieved as a soldier and you get to select the abilities that best suit the intended use of the MEC.
Squaddie Rank
Collateral Damage
reload requirement for additional uses
This ability will always be the first ability of each MEC trooper. In the early stages of the game, using this ability will deplete the entire magazine of the weapon in use. Later upgrades and research cause only half of the ammo to deplete.
The ability is an area of effect attack that will destroy any cover in the area of effect. It also has the chance to deal 34% damage to any enemy using that cover, and has no chance to cause a critical hit if an enemy takes damage from this attack.
The usual damage from this attack ranges from 2-3, which isn’t a lot, but the purpose of the ability is to eliminate cover and expose the enemy. It is also especially effective at destroying vehicles that enemies are using for cover.
Corporal Rank
Advanced Fire Control
can only occur once per round
This ability removes the usual Aim penalty of -10 from any shot taken while in Overwatch.
This makes Overwatch even better for terrorizing the enemy as they try to move in on your soldiers’ positions.
Automated Threat Assessment
can only occur once per round
Automated Threat Assessment is another Overwatch based ability. When you place the MEC into overwatch it will gain an additional +15 defense. With your MEC rank only at Corporal, it starts to show that the MEC class is a defensive juggernaut.
Sergeant Rank
Vital-Point Targeting
Who wouldn’t want additional damage against an enemy? Well, this ability adds 2 more damage to enemies who have been autopsied.
It is a benefit from the added damage, and it also has a cool visual on the MEC trooper, both in the barracks and when this ability is activated and executed.
Damage Control
Furthering the defense theme across the board for MECs, when you take damage from an enemy this ability will reduce all other damage by 2 for 2 turns.
In battles where there are enemies in numbers this ability comes in handy. When you are up against 20 EXALT operatives who like to target a single MEC, this ability helps out more than it would appear at face value.
Lieutenant Rank
Jetboot Module
This ability allows the MEC to jump to heights that are not normally allowed. Activating the ability lasts for the rest of the moves for the MEC.
This is an extremely handy ability on a majority of the maps you encounter during playing. Once activated (it can be activated prior to moving or you can activate it prior to taking your second move) it allows you to reach any surface at any height. It will propel the MEC anywhere you need to reach and turn it into an overwatch fanatic.
Fun fact: Using the Jetboot Module to get on top of a vehicle will cause it to explode.
One for All
This ability is the dream of every VIP that has been lost on a mission where you must protect them. Your MEC becomes a mobile high cover obstacle.
This ability can be activated at the start of movement or at the start of a second movement. The MEC becomes full cover and remains stationary. This ability will deactivate if the MEC moves or attacks, but it will remain full cover while in overwatch.
This ability makes covering a VIP as they move to the extraction point a lot more manageable.
Additionally, be careful of using a MEC sitting on Overwatch while All for One is active. The full cover provided by the MEC will active the Genetic Ability “Mimetic Skin” and allow a soldier to turn invisible. However, if the MEC’s Overwatch ability is tripped, it will drop out of All for One and the ally in cover will be revealed due to losing full coverage.
Captain Rank
Repair Servos
limited to 2 HP per turn
limited to 6 HP total per battle
This ability will allow your MEC to recover 2 health per turn and up to a total of 6 health in a single battle.
This ability is pretty straight forward. Your MEC takes damage during your turn and it is repaired at the end of your turn.
Expanded Storage
This ability will grant additional uses of Restorative Mist, the Grenade Launcher, and the Proximity Mine Launcher (any combination of the three that are a part of the MEC). In additional to the additional uses, you also increase total primary weapon ammo by 50%, so twice as many attacks before requiring a reload.
The additional uses allows for 2 uses of Restorative Mist (up from 1), 3 uses of the Grenade Launcher (up from 2), and 5 uses of the Proximity Mine Launcher (up from 3).
Major Rank
Overdrive
This is an excellent ability, and is the only ability for the Major rank. Firing the primary weapon no longer ends the turn, so you can get two shots now. It does use an action to fire the weapon.
This ability combined with the sniper class ability Platform Stability makes for a sweet dynamic combo and turns your MEC into a stationary weapons platform.
Colonel Rank
Absorption Fields
This ability is a great addition to the range of defensive abilities already available for selection. It reduces damage that would exceed 33% of the MEC’s maximum health and reduces it to the given number.
Reactive Targeting Sensors
This ability allows the MEC to get a free retaliation shot on the first enemy to attack the MEC in the enemy move phase, but only if there is enough ammo to allow for the retaliation shot.
This ability is great if you use your MEC for defense. It is a great addition to an overwatch geared MEC.
MEC R&D: Unlocking Potential
Below are a series of lists regarding the research projects and what they unlock, specifically regarding MECs and their abilities. The research projects usually unlock additional items, but if they did not directly deal with the MECs then they were left out of the guide. I also did my best to place them in the order that they usually come up in a campaign. Several of these were done around the same time for researching so the exact order comes down to what you research first.
Meld Recombination
Prereqs: Recover Meld in a mission
Costs: None
Unlocks:
- Cybernetics Lab
- Genetics Lab
- MEC-1 Warden
- MEC Close Combat
Elerium
Prereqs: UFO Power Source research
Costs: 10 Elerium
Unlocks:
- Jellied Elerium
UFO Power Source
Prereqs: Intercept a UFO and win the battle
Costs:1 UFO Power Source
Unlocks:
- MEC-2 Sentinel
Heavy Lasers
Prereqs: Beam Weapons
Costs: 5 Weapon Fragments, 5 Alloys
Unlocks:
- Railgun
Mectoid Autopsy
Prereqs: Take down a Mechtoid
Costs: 1 Mechtoid Core
Unlocks:
- Advanced Servomotors
- Shaped Armor
Titan Armor
Prereqs: Carapace Armor
Costs: 15 Alloys, 5 Elerium
Unlocks:
- MEC-3 Paladin
Heavy Plasma
Prereqs: Plasma Rifle Research
Costs: 10 Elerium, 10 Alloys, 40 Weapon Fragments
Unlocks:
- Particle Cannon
Next up is a listing of the Foundry projects that can occur.
MEC Close Combat
Prereqs: Heavy Weapons Platform Foundry project
Costs: $200, 30 Alloys, 5 Engineers
Completion Time: 10 Days
Unlocks:
- Increased damage from Kinetic Strike Module
Jellied Elerium
Prereqs: Elerium research
Costs:$200, 50 Elerium, 15 Engineers
Completion Time: 10 Days
Unlocks:
- Increased Flamethrower distance and damage
Advanced Servomotors
Prereqs: Mechtoid Autopsy
Costs: $300, 30 Elerium, 30 Alloys, 20 Engineers
Unlocks:
- Improved MEC Mobility
Shaped Armor
Prereqs: Mechtoid Autopsy
Costs: $300, 20 Elerium, 40 Alloys, 20 Engineers
Completion Time: 7 Days
Unlocks:
- Increased MEC HP
MEC Builds
As you advance through the game you want to have at least 2 MECs in the field for each battle. The ranges of abilities for the MEC class allows for the MECs to work dynamically with each other and that carries over into the rest of the team.
The first decision in making a MEC trooper should be made carefully. The soldier that is augmented will need to be picked based on what the class specific ability is that the MEC will have.
The end plan of how you will use the MEC is a big factor. There are several builds you can choose from, depending on the intended use.
Below are some builds to give a shot. I will layout the soldier you should augment, MEC suit module selections for the build, what abilities to choose as your MEC Trooper gains rank during battle, and give explanation on the choices.
Possible MEC module combinations:
MEC Designation: Big Brother
Advanced Fire Control
Vital-Point Targeting
Jetboot Module
Expanded Storage
Overdrive
Reactive Targeting Sensors
Explanation:
- Use a sniper class soldier for Augmentation. You want the added bonus of +10 Aim and +10% critical chance from remaining stationary.
- Collateral Damage: It will come as a first ability. This is fine since it give the ability to destroy cover.
- Advanced Fire Control: It eliminates the aim penalty of Overwatch.
- Vital-Point Targeting: The added 2 points of damage on autopsied targets further increases the effective damage of a MEC that is in Overwatch a lot of the time.
- Jetboot Module: Great for reaching high up places to assume Overwatch.
- Expanded Storage: In the case of EW, bringing more to a battle is better. Since this is an Overwatch build, more time should be spent remaining stationary as you cover your allies. Having additional uses on various modules will help out.
- Overdrive: This is the only option. Luckily this ability is awesome.
- Reactive Targeting Sensors: It never hurts to cover a lot of options as long as you don’t go too far from the base build. Using this ability will cause the MEC to automatically return fire on the first enemy to fire on it. This is great for advancing further than the current visual coverage of the map and then setting to overwatch. If overwatch triggers you will still have an ace in the hole when an enemy fires on you.
The actual MEC that is used for a Big Brother trooper is at your discretion. I would advise using a combo 3 MEC build.
- You will be at a range to your enemies at all times so a Flamethrower Module makes most sense.
- Acting as a sentinel means you are not deep into uncharted territory, so having Restorative Mist allows you to play medic while your allies pass by to advance on the enemy.
- Finally, distance to the enemy is on reason to go for the Proximity Mine Launcher, and another reason is because it eventually gives Big Brother 5 chances to destroy enemy cover and damage the enemy for 8 damage.
MEC Designation: Abraham Tankin
Abraham Tankin Build:
Automated Threat Assessment
Damage Control
One For All
Repair Servos
Overdrive
Absorption Fields
Explanation:
- Use a heavy class soldier for Augmentation. The added bonus of reducing the capabilities of the nearest visible enemy is a huge help as you move through the field. It causes a drop of -20 Aim and it eliminates the fear of a critical hit.
- Collateral Damage: Once again, this is the first ability. For this build it is entirely situational to use it.
- Automated Threat Assessment: This is a big one for this build. You will be rushing the enemy, as well as the Meld canisters. Having the option for +15 defense in Overwatch is great for those instances when you rush into the unknown and trigger 6 or more enemies. It allows for better peice of mind as you use your first move each round to move and then drop to Overwatch if no shot is clean and you can’t reach any enemy position.
- Damage Control: This takes the edge off of enemy heat on your location. It drops 2 damage from any incoming attack after the initial attack on your MEC for the rest of the turn. A great ability when coupled with Automated Threat Assessment.
- One for All: This ability allows Abraham Tankin to become full cover for allies (and VIPs). Once activated you can activate Overwatch and your MEC will remain as full cover. However, if the Overwatch is triggered, One for All will cease and the full cover will no longer be in play. This can be a slight problem if you have a Gene Altered soldier who is using the full cover to activate invisibility (Mimetic Skin). Dropping out of One for All will cause the Mimetic soldier to be revealed.
- Repair Servos: Another ability that covers the damage factor of quickly advancing into enemy territory. With this ability it can recover 2 hp per turn, up to 6 hp per battle.
- Overdrive: Still an awesome ability.
- Absorption Fields: This is another defensive ability. It reduces any high damage attack against the MEC that would exceed 33% of its total HP.
The MEC combo for Abraham Tankin is, again, up to you. However, I would suggest Combo 6 for this build since it is meant to be played quick and in the enemy’s face.
- Kinetic Strike plays its role by dealing huge damage to any enemy who fails to run away. With Overdrive as an ability you can actually use Kinetic Strike twice in a single turn if you didn’t have to move to get next to the enemy (usually can happen against Mechtoids, Berserker Mutons, and Cyberdiscs).
- The Grenade Launcher allows the ability to tear down obstacles, cover, and walls. This is best used in order to create a direct line to the enemy in hiding. You used to have to go all the way around a building to get to the enemy on the other side, now you just remodel the place and go through it.
- Electropulse is a big player in this build as well. It is can disable any mechanical enemy and deal 5 damage to organic enemies. The best part of this module is that it is the best defense for a 2+ MEC team up against Psionic enemies. If an enemy manages to mind control a MEC, charge in and set off Electropulse. It will disable the friendly MEC and allow you time to reach the Psionic Enemy and take back your MEC.
MEC Combat Dynamics
The MEC is a game changer for sure. There are many ways to use it and many ways it enhances your soldiers in the field. A couple of scenarios follow:
Save the VIP and take no prisoners
On a VIP mission Big Brother uses Jetboots to reach the roof and provide cover fire and overwatch for the VIP. Abraham Tankin moves before the VIP to reveal the map ahead and possible enemy positions, but only using one of the two moves each turn. This is so Tankin can utilize a combo of One for All/Overwatch to provide protection for the VIP, who is moved into full cover behind Tankin.
-Be wary in this situation. Grenade capable enemies have been known to throw grenades to the location of a MEC in One for All Overwatch who has an ally in full cover. The pair shows up as dual enemies at that location and cause the enemy to deal with multiple contacts the best way you can, with explosions.
Pick up the slack while others take a nap
Abraham Tankin is in the shop due to damage from being a BOSS in the last battle and scanners show a alien craft landing in middle america. You only have Big Brother to take into battle with you. No problem. As an overwatch geared MEC, caution is yours to keep as you move to overtake the enemy.
Prox Mine and Sinker
If you have a battle scanner equipped soldier and a proximity mine capable MEC, you have a recipe for setting up a surprise explosion party for your alien guests.
Send out a battle scanner and reveal the exact location of the enemies. Assuming you have found them, move a MEC into launching range for its Proximity Mine Launcher and place a mine right in the center of the enemy cluster. This will not trigger the enemies and they will go about their business. The only difference between the last enemy turn and the next one is that they are about to have a face full of hot Prox Mine!
Other possible Dynamics
The combinations of abilities are wide and varied, as much as their uses. In some instances, the intended uses of a MEC can actually change without a change to the abilities you have already selected.
Big Brother can easily act as a fast recon unit to cover ground quickly to draw enemies out of hiding (and open the opportunity of squad sight for a properly equipped sniper).
Abraham Tankin can provide defense to allies and draw fire from enemies (typically they go for the bigger target first).
As you play with builds, you will start to see the range of options. You can take Big Brother even further by using a soldier that was augmented from a Support class, you gain a constant +10 defense buff to allies nearby (within the circle of effect) who are in cover. This makes Big Brother even better as a defensive overwatch MEC.
In the end, the choices you make are for you to decide. I just hope I have helped make the decisions easier.
Additional Credit
Screenshots:
Taken by using the Steam screenshot shortcut (F12). The only captures that taken from outside of the game were the EW artwork (found on google images for wallpapers) and the Meld (from the XCOM wiki)
Additional Sources:
I obtained just about all information from within the game. Information on stat increases per level for MECs was obtained at the XCOM Wiki ( ttp:/xcom.wikia.com/wiki/Stat_Growth )
A big thanks to anyone who added comments about information I missed, passed over, or just needed improvement/expansion. So far those names include
Module compared to
Flamethrower Module
attack and mind control
MEC stat growth chart
section
MEC abilities
ability All for One and its
synergy with Mimetic Skin
and Foundry projects regarding MEC
upgrades
defense against mind control (cant
carry mind shields)
to flamethrower damage/panic
of a vehicle will cause them to
explode.
nullified by Augmenting as a
MEC
Battle Scanner/Prox Mine
Repair Servo ability
Flamethrower if flying
from Kinetic Strike if in flight
Committee
gain Psionic abilities
to correct Particle Cannon
Crit %