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MEC Troopers
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143.484 MB
Jul 25, 2018 @ 5:22pm
Jan 12 @ 7:08pm
26 Change Notes ( view )
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MEC Troopers

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
84 items
Charge into the fray as a MEC Warrior, take all the shots as a Jaeger, or become an unflinching wall as a Titan.

If you played Enemy WIthin, you'll get the general gist of how you'll get MEC Troopers with this mod: after researching and building the required facility upgrade at the Proving Ground, you'll be able to take soldiers of Squaddie rank or above and chop them into becoming XCOM's own take on the hero classes: the MEC Trooper.

There are exceptions you'll run into (Templars and Psi Operatives will be unable to become MEC Troopers), along with needing the required resources (supplies and elerium cores), but MEC Troopers can be a powerful force on the battlefield.

MEC Troopers become available after unlocking SPARKs, whether through the story mission or after researching Mechanized Warfare. They are cheaper to make than SPARKs on some level (you are sacrifricing the original cass abilities after all), but at the same time have additional weaknesses (MEC troopers can get tired, get traits, are vulnerable to psionics, etc)

Mechanized Warfare or Lost Towers must be completed first, depending on your campaign.

Research MEC Augmentation in the proving ground. This will cost 50 supplies and time.

Build the MEC Foundry upgrade in the Proving Ground. This will need 150 supplies and 2 power.

You will then gain two slots to augment soldiers in. Each MEC Trooper augmentation will cost 150 supplies and an elerium core.

Applicable candidates must be:

At least Squaddie rank.
Must be either human or a Skirmisher.

Candidates can be wounded at time of surgery.

MEC Troopers use the same armour and weapons as SPARKs.

When prepped for surgery, a soldier can pick one ability specialization, with how many options they have determined by their class and/or their primary weapon selection.

Body Shield - available to Grenadiers and other cannon wielding classes
Reduces the aim and crit chance of the nearest visible target.

Shock Absorbers - available to Rangers and other close range classes
Reduces damage from targets 4 tiles or closer.

Steady Hands - available to Sharpshooters and other sniper wielding classes
If the unit does not move, gain +10 aim and +10 crit.

Taunt - available to Specialists and other rifle wielding classes
The unit may mark itself, making it a more attractive target...and giving it +50 dodge.

Conceal - available to Reapers only
The unit may conceal again.

Marauder - available to Skirmishers only
The unit may fire without ending their turn.

Later class abilities available to all include Kinetic Strike (12+ punch with no cooldown, but the MEC has to be adjacent to a target first to use it), Hammer Protocol (immunity to being knocked out, 75% damage reduction against melee attacks), and Overclock Core (keep firing at visible targets until you run out of ammo. Shut down for a turn afterwards from overheating).

Misc Details
Uses SPARK armour cosmetics and human/skirmisher head cosmetics by default. This should allow maximum compatibility with any mods made for either categories.

They can use SPARK launchers. However, they do not gain any benefit from Metal Over Flesh.

Mana for basically providing the critical assets that let this mod exist at all.

Musashi for providing major help on adding animation work to the SPARK animations. (Otherwise MEC troopers wouldn't be able to open their eyes!)

Spart117MC for porting and modifying the EW base augments for the underlays MEC troopers use.

Can I use this in a mid-progress campaign?

Some of my MEC troopers aren't using the base augments?
Use the command FixMecUnderlays.

Known Issues
BITs sometimes do not return to their normal position after firing a heavy weapon.

Heavy weapon fire sometimes does not come from the BIT.

MEC Troopers may sometimes initially appear asserting dominance. IE t-posing. This will fix itself after that trooper goes on a mission and comes back.

MEC Troopers will not appear in some mission intros or on the initial walk back to the Avenger after a mission.

Body Shield can apply multiple times instead of just one enemy per turn. Still investigating why.

Legs may sometimes flicker out of existence in combat. This seems tied to some of the vanilla legs, so worst case scenario install a SPARK cosmetic mod to help deal with it.
Popular Discussions View All (2)
Dec 4, 2018 @ 9:56pm
French translation
< >
Hi RealityMachina
i have a favor to ask. in X2 vanila there was a mod for ammo and vest upgrade called "Advanced Ballistics and Materials" problem one for vanilla, problem two the modder either quit or stop playing ( can't remember witch) but he Removed his mod from the workshop. but i still have the mod here on my computer, so the question being can you upgrade for WOTC using it?

this comment will be deleted pending your anwser as to not mess up this comment section with unrelated subject

Thank for your time
Shayminthedoctor 15 hours ago 
Um... the facility upgrade isn't appearing for me even after I research the project...
Tek03 Jan 19 @ 2:58am 
@RealityMachina Deleted my old comment to say this:

No, there's no mod conflict from what I can tell. I was just dumb and didn't check for a Core. However, I've put in two Soldiers for Augmentation at the same time. Dogs, and Viratus. Dogs became a MEC Trooper, but still occupied a slot in the Proving grounds. Viratus had consumed the Core and 150 Supplies, but he never became a MEC, and still remains a Grenadier. I don't recall is Psi Overhal is yours, but it also has similar issues with the Soldier Selection and processing being a bit on the jankier side. A soldier can get stuck in limbo if you choose the wrong option. Might be worth looking into?
RealityMachina  [author] Jan 17 @ 7:00pm 
Do you have 150 supplies and an elerium core?

(that said I have been meaning to get around to updating that text to make it more clear what is lacking depending on the exact situation)
Tek03 Jan 17 @ 6:24pm 
I'm not sure how to create MEC Troopers... Though, I'm worried if there's a possible mod conflict after installing the Shadow Ops and LW2 classes?

I've built the Proving ground, got the research in the ground, built the addon for the P.G. but... thre's no option to build a suit anymore, and when I try to augment a soldier, it shows an empty list and reads "Not Enough Resources for Augmentation."
Arkhangel Jan 16 @ 3:23am 
I actually find MEC Troopers and SPARKs're pretty equal, Manchild, they just fill different roles. SPARKs like IFVs, they're support platforms for troops, providing cover and fire support.

a MEC Trooper is a MBT, they're meant to plow in and punch a hole, and keep the enemy reeling and focused on them while the team mops them up.
ManChildOfDoom Jan 16 @ 3:20am 
Ima have to use it again to remember the ones that didnt work besides the one thats in the pic already. That and when using the AWC perks or what ever the main ones like hunter protocol disapears tho its the same with the sparks. But you should make it work with Metal Over Flesh or tell me some way to give it more slots, thats my biggest issue with it. I can give the sparks more but just not this.
RealityMachina  [author] Jan 16 @ 3:11am 
> i mean it is a good idea but just a lot of issuse with it from the perks not working most of the time

Can you lead up with more details about this next time

like way more

like this is basically the actual important part of your complaint right here
ManChildOfDoom Jan 16 @ 1:34am 
This needs a little more work to it, i cant even give it more slots to use compared to the sparks and it needs to be more base off something other than the spark or give it a differnt 2nd weapon, i mean it is a good idea but just a lot of issuse with it from the perks not working most of the time and the fact I cant add more slots.
Arkhangel Jan 14 @ 8:46pm 
@Reality: Trooper's still stuck with no actions, even if i use console commands, she goes right back to having zero the next turn. I'll try using the rebuildClass console command on her and see if that does anything... though... I'd advise figuring out an overheat affect that doesn't screw around with action points if it persists, like, say, getting a CD on releading your gun and/or an aim and movement malus for the dureation.