XCOM: Enemy Unknown

XCOM: Enemy Unknown

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sase Nov 17, 2014 @ 2:04pm
Mechtoids
How do you deal with mechtoids? They cheat with being able to attacks twice, having twice as much hp, and can be buffed with shield.
Last edited by sase; Nov 17, 2014 @ 2:04pm
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Showing 16-30 of 49 comments
Milk Nov 18, 2014 @ 4:56pm 
Originally posted by Sideshow Aj:
snipe the sectoid shielding it, shred its armour then machinegun the ♥♥♥♥♥♥ to death. Simples.

Yeah, but what if you missed the sectoid (who is mostly likely way behind the mechtoid and required you to use run n gun to reach)?

The way I deal with them early on is to take them out the same turn, or hunker down, wait for it to charge forward, and then next turn, disable it and concentrate fire. Even with a shield, it's going down fast.

Late game, it's a much better idea to ignore the mechtoid and go for the Sectoid Commanders.
DiamondPugs Nov 18, 2014 @ 11:46pm 
Originally posted by sase:
How do you deal with mechtoids? They cheat with being able to attacks twice, having twice as much hp, and can be buffed with shield.
Shredder ammo + Heat ammo + all the shots you team can take = dead robot. The same with Cyberdiscs and Sectepods. If you activated just that pod you should be able to focus all your firepower on killing it in one turn since their companions are not that dangerous (sectoids with mectoids, and drones with cyberdiscs or sectepods). If you know you won't kill it in that turn you better have a sniper with disabling shot since they can kill one of your units with one shot.
Last edited by DiamondPugs; Nov 18, 2014 @ 11:46pm
Gertjan Nov 19, 2014 @ 8:21am 
disabeling shot helps a lot, that forces a reload.
alternate that with the assault ability that makes them run (flush i think), forching them to walk back, reducing them to a single shot and (possibly) triggering reaction fire.

i prefer surprise attacks though, snipe the sectoid that provides the shield (if he has one up), then attack from flanks and/or invis for higher crit%.

a nice effect on them (can be doubled with the above effect) is to shoot a shredder rocket; increases damage done to it
sase Nov 19, 2014 @ 11:35pm 
can flush be used even if the enemy is not in cover? Mechtoids cannot go into cover
Milk Nov 19, 2014 @ 11:51pm 
Originally posted by sase:
can flush be used even if the enemy is not in cover? Mechtoids cannot go into cover
Yeah.
Stardustfire Nov 20, 2014 @ 6:54am 
even when Mechtoids first appear my 2 MECs already have Railguns normaly. So it be a Aluminiumshell storm or one Shell and a Fist mixed in and the Mectoid is down, easy kill.
Last edited by Stardustfire; Nov 20, 2014 @ 6:55am
red255 Nov 20, 2014 @ 8:18am 
found my first mectoid june 18 I think. Had lasers and carapace and a few days off Plasma Snipers.

My Colonel Sniper Headshotted and Disable Shotted him on reveal, my MEC collateral damaged the sectoid and I captured it to disable the shield then my other assault shot it three times with a scatter laser.

Also activated a pod of Seekers (2) on the map but my Sniper (baby) had an alien grenade and while revealing them, they both died to it. the interior of the large scout was more problematic with 3 Mutons and 3 floaters. but the floaters flanked themselves to my snipers and I punched one muton and killed the other two. tried a 90% stun with my assault instead of a 100% kill but that failed. so that one got grenaded.

captured the sectoid and outsider. had already caught a muton. but wanted his gun.

July 14, another landed large scout. 3 pods of Mectoids with Sectoid escorts. Met them all outside by the door coming at me one by one. Broke LOS with the Mectoid and it double moves me. Shot the sectoids and then the Mectoid. had 1 Heavy, 1 Heavy Mec, 2 snipers and 2 assaults. the assaults have close combat and rapid shot for 3 shots at close range. which do about 7 damage to the mec each. the assaults have arc throwers and chitlin plating. and carapace armor and scatter lasers.

but yeah found one pod triggered it, broke LOS with the MECtoid (how the activation worked I had no mectoid LOS) killed the sectoids and the MECtoid, mectoid double moved next turn because he had no LOS at turn start. same with the second pod.

third pod came from inside the ship had one of my guys kinda flanked. think I disable shotted him to get rid of his overwatch and cleaned him up with my shotguns. Killed the Disk's drone and the disk started wandering around aimlessly so I killed it, and then all that was left was the outsider so I stunned it.
Last edited by red255; Nov 20, 2014 @ 9:49am
sase Nov 21, 2014 @ 6:57am 
About damage, it says when attack "up to X damage". I think my sniper has 7, but hits a Mechtoid for 2-3 damage, i assume its the defense stat that is the bad guy here. Is there away to "pierce" their armor for the full damage?
Stardustfire Nov 21, 2014 @ 8:39am 
Mindmerge gives him Shield, and as long the shield is up, Mectoids are hardend. thast the matter why u normaly try to get ther merger, other u waste 12 dmg only to break the 6 shieldpoints.
red255 Nov 21, 2014 @ 8:46am 
Originally posted by sase:
About damage, it says when attack "up to X damage". I think my sniper has 7, but hits a Mechtoid for 2-3 damage, i assume its the defense stat that is the bad guy here. Is there away to "pierce" their armor for the full damage?

Are you playing long war? because no, a sniper is 5-7 and it will hit for 5 minimum. you can check the guns stats with the ....various places.

Oh if its got a shield up the SHIELD will reduce the damage down to something less sure. I think the shield stops half the damage (rounded up) coming in. so its actually twice as good as it looks like.

But I did the Base defense and my rookies were hitting mectoids for 4.

but shields would half that, so I guess if you did 5 damage with the sniper it got cut in half to 2?
Milk Nov 21, 2014 @ 10:11am 
Shield reduces all damage by half, rounded up. There is no "anti-shield" ability, you just have to overpower it through firepower or take out the shield generator.
red255 Nov 21, 2014 @ 10:20am 
Originally posted by Tacobandit:
Shield reduces all damage by half, rounded up. There is no "anti-shield" ability, you just have to overpower it through firepower or take out the shield generator.

Well shields would be -50% damage and heat ammo is +50% damage so a person with heat ammo would do normal damage to the shields. But would do even more to unshielded robot flesh.
Milk Nov 21, 2014 @ 10:21am 
Originally posted by red255:
Originally posted by Tacobandit:
Shield reduces all damage by half, rounded up. There is no "anti-shield" ability, you just have to overpower it through firepower or take out the shield generator.

Well shields would be -50% damage and heat ammo is +50% damage so a person with heat ammo would do normal damage to the shields. But would do even more to unshielded robot flesh.
Heat damage is first added to the total damage (ie, a 12 damage shot would turn into 18 with HEAT) and then the shield modifier is multiplied (damage drops to 9).

So you'd do 75% damage with HEAT ammo.
Last edited by Milk; Nov 21, 2014 @ 10:23am
red255 Nov 21, 2014 @ 3:36pm 
Originally posted by Tacobandit:


So you'd do 75% damage with HEAT ammo.

Not according to beaglerush, but he was talking about flush and Long War at the time.

But I believe his knowledge of the game more than yours.
Last edited by red255; Nov 21, 2014 @ 3:36pm
Milk Nov 21, 2014 @ 5:05pm 
Originally posted by red255:
Originally posted by Tacobandit:


So you'd do 75% damage with HEAT ammo.

Not according to beaglerush, but he was talking about flush and Long War at the time.

But I believe his knowledge of the game more than yours.
Beaglerush was playing long war. I'm talking about Vanilla. Also there have been tons of changes to long war during his twitch streams, such as the carbine accuracy no longer affecting rocket accuracy and major differences to enemy stats, such as sectopods no longer having -50% damage resistance.

Unless I specifically say "in long war" I don't mean long war. Don't forget it's a mod, not the norm.
Last edited by Milk; Nov 21, 2014 @ 5:07pm
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Date Posted: Nov 17, 2014 @ 2:04pm
Posts: 49