High rank crit wounded soldiers (chop into mech in 10 (?) days, rather than be in med bay for 30+ days).
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Flame throwers (AoE, decent damage, panic low will enemies).In The Zone available at SPEC on Jaegers (strong use case on terror and large landed, and EXALT missions).Reasons that early MECs can be useful (no particular order): These values will change based on how you actually equip your MECs, of course! Research included since all other tech is then delayed. 1165 in space bucks (+ cost of augmentation).Incinerator Module (90 | 20 | 20 | 10)Īpproximate Total Cost to field, and equip, a single MEC-2 trooper is roughly:.Jellied Elerium (100 | 40 | 80 | 50 | 40) Įquipment ($ | Alloys | Elerium | Weapon Fragments | Meld).Improved Combat Exoskeletons (10 | 100 | 50 | 10 | 50) įoundry ($ | Alloys | Elerium | Weapon Fragments | Meld).Research (Alloys | Elerium | Weapon Fragments | Meld | Days) I'll use equipment for a generic flame throwing tank MEC just for illustration.įacilities ($ | Elerium | Maintenance | Power) I'll only list MEC specific research, as the MEC research pre-requisites apply to other tech as well. However, the majority of MECs early will be more of a liability due to lack of abilities (rank) and HP using MEC-1 suits, but there are some pros to consider as well.īefore looking at the pros and cons of early MECs, let's look at the required investment. Especially with the change to the Jaeger tree, which gives In The Zone at specialist(!). Short answer, can MECs be useful early game? Yes. ** Values shown below are based on the Wiki, which may be slightly out of date. Lastly, I am going to consider MEC-2 suits as part of the early game, as you can get them within the first 7 months if you push that research path. useless" perspective, it should be looked at from a return on investment standpoint, relative to other options available at the time. I feel rather than looking at this from a "useful vs. Secondly, usefulness is somewhat subjective, I will attempt to lay out this information in a manner that allows the reader to make their own decision. First, my comments will be beta 15f specific (current LW version). I'll preface this answer with a few comments. With this long ramble stated, is there any reason to start actual production of MECs within the first 7 months of game-play in long war?
#Xcom long war meld mods
And no I am not a fan of gene mods besides second heart, neural blocking, and leg mods. Granted those paths will cross with the need of the firestorm but the point stands, with psionics showing more promise. That said 2 abductors were taken with no casualties, and that is no easy feat especially as a 3rd mission(many hospitalized though).Ĭonsidering MECs don't have incredibly good uses in my eyes, besides massive damage dealers from my experience with the end of the original Enemy Within game-play (non-modded), is there any reason to push for them? With the new setup those technologies are buried far within the armor and energy trees meaning it, without proper dedicated time, cannot be accomplished without neglecting the basic soldiers which I plan on getting legitimate sniper rifles shortly(research damaged by a high need of weapon fragments) and damaging my air game further.
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Most work has been done the biology side using basic laser weapons for the past month and working out the air game. Currently only 4 months in and only 10 or so names on the wall due to unfortunate hits (criticals) and being a cheap-ass on armor for fear of repairs, I haven't even unlocked the MECs suits.