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Mechs vs Gene upgrades
Drenus  posted on Nov 16, 2013 5:35:13 PM - Report post

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first off, im loving this expansion, it has really addet alot to the base game

so now that its been out for 2 days (yea i know, Mericans got it 5 days ago, sue me)

what's people views on the mechs and gene stuff sofar?, personally, after about 6 hours, i have come to the conclusion that Mechs rule supreme, and that the gene stuff is on the edge of being completly useless

you get Mechs pretty much at the start, and you get to upgrade them twice, with powerfull abilities, while the genetics, you gotta go pretty deep in research to get the few that are actually somewhat usefull, +aim/hit from elevated position, and the one that makes your soldier go down into bleedout state instead of getting killed, this one in particular, has saved some of my best a few times, the rest...are rather meh imo

Vanginator  posted on Nov 16, 2013 6:16:01 PM - Report post

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well, i like the invisibility, or the detect invisibility. those are nice, also the neural feedback upgrade is really cool,
RebeIboy  posted on Nov 17, 2013 3:34:09 AM - Report post

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I actually use genes more than mecs, I've only made a few mechs so far actually. I've restarted 3 times i think just to try an see what tactical system i like more since the options have incresed
madatcheats  posted on Nov 17, 2013 4:06:41 AM - Report post

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Mechs are so overpowered, at least on normal difficulty. Besides, I really have moral issues ripping one of my soldiers apart. The advanced gene modifications are really useful later on.
SardaTFK  posted on Nov 17, 2013 4:55:33 AM - Report post

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Mimetic Skin is basically brokenly overpowered, as long as the enemy never see your initial starting point you can move from full cover to full cover(or half cover if your a major sniper) around the entire map with your entire squad never leaving invisibility. There's only maybe 3 enemies in the game that can see through it as well and only from maybe a 6 tile distance. So you can completely surround enemy squads, vaporize them in a single turn and instantly go back into stealth on end of the same turn.

On the Mech front, eh their extremely good early game because of their enourmous hp bars and higher then average damage, but they have crap aim unless you send a high ranking sniper to become a mech. Their greatest module is probably the flamethrower because of its near garunteed panic, you can wipe out Muton squads even berserkers without them ever getting a chance to fire. The fist is a fun but fleeting gimmick, gernade launcher and mine launcher have crap damage (normal grenade damage) I didn't use the medic one so I can't say.

Late game i'd rather a full invisibility squad with psi powers, the mech gets trashed by sectopods and such later on with their no cover and the extra damage fizzles out to the normal troops damage bonuses at higher ranks.

[Edited by SardaTFK, 11/17/2013 5:00:16 AM]

DarkGear  posted on Nov 19, 2013 4:30:37 AM - Report post

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The gene squad is pretty powerful, but the mecs have serious usage as well. Believe it or not (seriously) I built a balanced team for ****s and giggles (we're talking 1 heavy, 1 sniper, 1 assault, 1 support, 1 mec and 1 shiv). It actually works REALLY well. I gene modded the hell out of the normal classes though, and made sure I got to hover shiv asap, and the mec trooper was a support base starting out (I kept him back for sneaky flaming behind corners). Particle Cannon was ok I guess, but it was just for extra damage.
I think I built him flamethrower, grenade launcher, mine launcher. The grenade launcher isn't powerful, but it was not bad for helping destroying cover AND hitting mind controlled targets (and it's range is pretty decent). The mine launcher I found out is best used NOT for stopping things from flanking you, but for setting up a combo kill for whoever is next in line to shoot. Drop a mine in the middle of targets, let someone else fire, and it sets off the mine usually. If it's a berserker, they move, setting off the mine anyway and hurting or killing their friends (8 damage from the mine plus I think 15+ from a crit sniper shot softened up beforehand with a shredder rocket? Yes please).
Mimetic skin is good for most troops, but the electro version (the opposite I guess) is good for assaults due to seekers I've noticed. My little sentry I run to the corner of a building has more kills than... hell, I dunno, she's got over 100 just from sitting around and waiting for stuff to come to her. The rest of the squad wishes they were equal.
From what I've seen, it's not really what is more powerful or which does more damage, it's what works best with everything else you're using. The hover shiv is my scout and my meld grabber, and it works EXTREMELY well doing that. The mec is best as support, not as a real tank (which means I could actually just swap the nader for a heal mist, but eh).
They never designed the new classes and abilities to be better than other things, they wanted them to work in different circumstances. Regardless of what anyone says, what works in one battle may not work in another, or it will just depend on your play style.
Dragoneye  posted on Nov 25, 2013 3:32:37 PM - Report post

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I bring one mech with me (flames and particle cannon) and five soldiers with mimic skin...perfect.
Ruiptaurus  posted on Nov 25, 2013 8:23:19 PM - Report post

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i have all 6 operatives with mimetic skin!!!
Time to kick ass
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