XCOM 2
MEC Troopers For LWOTC
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Update: Apr 7, 2023 @ 5:10am

- Removed a leftover random ability deck line from the MEC Sniper.

Update: Jan 29, 2023 @ 8:32am

- One new ability: Sanctuary. This decreases Sacrifice's cooldown by 3 turns and improves the radius of its area of effect by 2.

- The MEC Support's Ready For Anything ability at SSGT has been replaced by Chasing Fire.

- MEC Protector rework!

  • MEC Protectors now get +2 Dodge at all non-MSGT ranks, plus another 1 at MSGT for a total of +15 Dodge growth.
  • Shoulder To Lean On and Will To Survive at Squaddie have been replaced by Sacrifice and Galvanized Armor.
  • Take Down at CPL has been replaced by Relocation Servos (keep in mind the movement action it grants can be used for Guard as well).
  • Sensor Overlays at SSGT has been replaced by Cool Under Pressure.
  • En Garde and Formidable have traded ranks.
  • Power Crush and Reactive Armor have traded ranks.
  • Sacrifice at MSGT has been replaced by Sanctuary.

Update: Dec 11, 2022 @ 3:00pm

Experimental update to try to fix the MEC Trooper augmentation UI economy issues. Turns out the base game can only handle 3 different resources in that particular setup, so I'm going with Supplies, Elerium Cores, and Meld only. Let me know if there are problems, worst case scenario I can roll back to the previous version.

- MEC Troopers no longer have any Alien Alloy or Elerium Dust costs associated with them. (Was previously 8 and 4 respectively.) The config variables for those two resources will no longer function and have been commented out.

- Supplies cost has gone up from 60 to 70. This can still be configured.

- Meld cost (if you're running the Meld mod) has gone up from 30 to 40. This can still be configured.

- The Meld cost should properly show in the UI/Localization now, in addition to the Supplies and Elerium Core cost.

Update: May 2, 2022 @ 3:32am

- MEC Troopers now have a configurable cost for Alloys and Elerium Dust. Default values are 8 and 4 respectively.

- MEC Troopers now have a configurable cost for Meld, but ONLY if you're running my Meld For LWOTC mod (if you're not, this feature won't do anything in your game at all). Default value is 30.

These values can be configured via this mod's XComGameCore.ini file. Note that these cost changes are ONLY for actually building a MEC Trooper; the Proving Grounds project and the MEC Foundry upgrade remain the same as before.

Update: Jan 22, 2022 @ 6:45am

- The Strike ability should have its base cooldown back and only not have a cooldown if you take the Strike Out ability.

Update: Jan 17, 2022 @ 12:41pm

- Forward Operator on the MEC Assault has been replaced by Overclock Core.

Update: Jan 11, 2022 @ 3:47am

- MEC Trooper Immunities now has the secondary function of overriding The Gift (Psionics Overhaul V3), so hopefully MEC Troopers will no longer be able to go in the Psi tubes. They were never intended to go in there, for balance reasons but more importantly due to missing animations.

Update: Dec 27, 2021 @ 9:05am

- Potential fix for the 4th row abilities not being selectable.

Update: Dec 27, 2021 @ 8:27am

- Full rework of the MEC Support, Assault, Heavy, Sniper, Hellion and Protector. They no longer can buy Training Center abilities and don't have random XCOM decks, but they each have a 4th standard row of abilities, like SPARKs in my SPARK Overhaul mod. This was more of a balance decision than a logical one. There are too many changes to list here, so I'll instead direct you to my Google Doc.[docs.google.com]

Update: Dec 21, 2021 @ 10:56am

- Shields Up in the MEC Support's main tree should now properly scale with the tier of GREMLIN or BIT.