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Besides they have self repair and aloot of other normal abilites to help them survive, i would suggest that you dont worry about their hp and defense until you have hade a chance to try them ingame.
The defensive abilities they get are...
+15 Defense on Overwatch. They might not hit anything and, if they miss, now they don't have that boost.
2 damage reduction after taking damage for one turn. Not a lot.
Automated healing which, as I said, heals 2 health per turn up to 6 health in a mission.
Damage that would deal more than 33% of the MEC trooper's max health is reduced to that percentage, which isn't much. 33% of 27 Health is 9 damage... which is about the damage of a critical hit. Only thing that could do more damage than that is a Sectopod or Muton Elite that crits.
1) Automated Threat Assessment - Confers +15 Defense when in Overwatch
2) Damage Control - When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.
3) Repair Servos - Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
4) Absortion Fields -Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
5) 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(actually this is more of dual purpose thing since from what i get this dosnt need an overwatch to activate).
Reported is also how much HP each tier of MEC armor give
T1 - 8 HP
T2 - 12 HP
T3 - 16 HP
Also foundry projects from what it know gives +3 HP so basically MEC Trooper is closest thing to the alien sectopod that xcom gets.
HP after foundry upgrade
T1 - 11 HP
T2 - 15 HP
T3 - 19 HP
So yeah MEC even at high cost can take a lot of punishment which is great considering the Chryssalid Hive mission which has been showed in last Rev3games twitch has showed a new type off mission -> it is a council mission and it is very interesting.
here is the link i found in 2k forums it is the "site recon" mission that devs mentioned
http://www.youtube.com/watch?v=d2Ssyu2P34E&feature=share&t=8h39m24s
Looks like MECs are more of a glass cannon. They have inferior defense compared to SHIVS and is only worth the meld / resource / solider when their unique weapon are used to the fullest.
I donno. I don't see why I would bring a MEC over a heavy now. With 3 completed impossible ironman mode, I am a strong advocator of the doctrine "Rockets solves everything". I don't see how flame thrower / punchs / promixity mine / grenade launcher / robot stun is better than good ol' HEAT buffed blaster launcher danger zone'd mayhem rockets.
Not to mention heavy can wear ghost armor.
I think a support MEC maybe worth bringing over a real support. For collatoral damage to break cover, +10def for everyone in tight spots, and healing mist.