XCOM: Enemy Unknown

XCOM: Enemy Unknown

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Rox Nov 3, 2013 @ 9:08am
MEC-3 Paladin Suit
http://www.wired.com/images_blogs/gamelife/2017/10/XCOM-EW-2-660px.jpg

From the looks of it, that's the MEC-3 Paladin suit, the final suit that MEC Troopers can wear. My guess is that the person playing that file has Shaped Armor as well, so the MEC-3 Paladin suit probably adds 16 Health, as I thought, and the Shaped Armor adds 3 Health... which is lower than what I was hoping it'd be.

It also seems that the MEC suits provide +10/+15/+20 Will, probably to aid in resisting Psionics.
However, they only seem to have +10 Defense throughout, which is kinda low. They're going to be hit a LOT. =I
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Showing 1-10 of 10 comments
Garatgh Deloi Nov 3, 2013 @ 9:18am 
Other classes converted to mech's would have some defensive base abilites, for example i think the assualt's base ability gives defense but only from enemies within a certain amount of tiles.

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.
Mrmedusa Nov 3, 2013 @ 9:44am 
You can get several perks which up their survivability, one perk heals them 2hp a turn. They are built to take hits and survive, not to take cover and try not to be hit at all, like normal troops.
Last edited by Mrmedusa; Nov 3, 2013 @ 9:45am
Rox Nov 3, 2013 @ 10:46am 
Originally posted by Garatgh Deloi:
Other classes converted to mech's would have some defensive base abilites, for example i think the assualt's base ability gives defense but only from enemies within a certain amount of tiles.

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.
Originally posted by MrMedusa:
You can get several perks which up their survivability, one perk heals them 2hp a turn. They are built to take hits and survive, not to take cover and try not to be hit at all, like normal troops.
I faceplam whenever someone talks about the health regen that they get. IT'S LIMITED. I heals 2 health per turn, up to 6 health per mission.

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.
Last edited by Rox; Nov 3, 2013 @ 10:56am
P-47 Thunderbolt Nov 3, 2013 @ 11:13am 
I think people are gonna get a nasty surprise if they treat MECs like SHIVs. If you leave enemies to shoot at your MECs you might be in for a world of hurt.
Mrmedusa Nov 4, 2013 @ 7:11am 
I didn't know that MEC's health regen was limited, I thought it lasted forever. That changes things quite a bit, I thought you could just park them in a corner of the map and let them heal.
Bindal Nov 4, 2013 @ 8:17am 
Originally posted by MrMedusa:
I didn't know that MEC's health regen was limited, I thought it lasted forever. That changes things quite a bit, I thought you could just park them in a corner of the map and let them heal.
You kind of can. It's 6 health, which is nothing to cough at (that is usually as much as the improved medkit).
Okay MEC has few pure defensive abilities for himsefl to choose from

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
Last edited by Nu-men von Kryt !!XD; Nov 4, 2013 @ 9:46am
Mouse Lover Nov 4, 2013 @ 5:27pm 
Originally posted by Nu-men von Kryt !!XD:
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

:balloonicorn: Flying SHIVs is the way to go commander.
:vahlen: <= F that ♥♥♥♥♥ *use all the nades!*
Rox Nov 4, 2013 @ 5:34pm 
Originally posted by Mr.CoachWildRide:
Originally posted by Nu-men von Kryt !!XD:
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

:balloonicorn: Flying SHIVs is the way to go commander.
:vahlen: <= F that ♥♥♥♥♥ *use all the nades!*
YOU DON'T HAVE ACCESS TO ANY SORT OF FLYING TECHNOLOGY DURING THIS MISSION. WHAT DON'T YOU PEOPLE GET ABOUT THE FACT THAT THEY'RE USING LASERS AND WEARING CARAPACE ARMOR, AT BEST!?
Basement cat Nov 4, 2013 @ 11:44pm 
no innate defense is really a let down...I was expecting at least 20 def.

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.
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Date Posted: Nov 3, 2013 @ 9:08am
Posts: 10