XCOM 2
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MEC Troopers
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151.189 MB
25 Jul, 2018 @ 5:22pm
28 Mar, 2022 @ 10:33am
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MEC Troopers

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
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)

Acquisition
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. Surgery times scale with the unit's rank, at a rate of two days per rank.

Items
MEC Troopers use the same armour and weapons as SPARKs.

Specializations
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.

Credits
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.

FAQ
Can I use this in a mid-progress campaign?
Yes.

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 (5)
8
22 Apr @ 5:50pm
I've researched Mec Augments, did the proving ground project for them, but can't upgrade my proving ground...
CEOofLowRolls
5
24 Nov, 2019 @ 1:26am
Heavy Gun doesn't Shred Armor.
The Gunslinger
0
21 May, 2020 @ 10:28am
Customization options not appearing
k n o w b o d y
607 Comments
evilsplat 26 Jul @ 1:13am 
never mind, I apologise for asking without going through enough pages first, apparently I stopped 1 short and there is another version for that lol
evilsplat 26 Jul @ 1:07am 
anyone know if this is compatible with long war of the chosen and if so, how balanced it is since everything in that mod is balanced from vanilla?
Wparker6804 19 Jul @ 12:42pm 
MEC augmentation isn't showing up in the provingground & AddMecRecruit doesn't work
SGAMEZ 28 Jun @ 8:41am 
@Samiska
If you where referring to me i don't have that mod.
✪Samiska 23 Jun @ 3:31am 
better sparks
SGAMEZ 24 May @ 6:40am 
Trying to modify health on my mechs but I 'm not sure if I'm doing something wrong or something else is going on about it. I've managed to make the base trooper mech have update armour but that's it. How I would do that for skirmishers i don't know would like some help if any or the other knows.
DuneSiege 19 May @ 12:31pm 
For anyone having trouble getting a MEC you can use the console command AddMecRecruit
4rrakis 24 Mar @ 7:45am 
@i touch grass By following the aquisition instructions in the mod description.
Aussie lemonade 24 Mar @ 7:33am 
how can i get these mec troopers
Gantradies 9 Mar @ 12:49pm 
im having issues with the mod-
i was able to apply the proving grounds upgrade, and i can SELECT a soldier to augment-
but when i try to select their starting upgrade/ability, nothing happens-
there's a click when i, well,
click on the button in the interface (say, shock absorbers, for EG), but nothing else happens