The screen representing the process of upgrading weapons.
One of the biggest novelties in the second installment of the XCOM franchise is the option to upgrade the weapons of your soldiers, by installing various attachments to them, increasing their effectiveness, or giving them new properties. You can install up to two upgrades on a single weapon, but you can't install two of the same kind - and just like with the case of PCS, once an upgrade is installed you won't be able to get it back (it can only be replaced by a new one).
Types of weapon upgrades
Icon | Name | Effect |
Laser Sight | +5% chance to critically hit | |
Advanced Laser Sight | +10% chance to critically hit | |
Superior Laser Sight | +15% chance to critically hit | |
Scope | +5% to Aim | |
Advanced Scope | +10% to Aim | |
Superior Scope | +15% to Aim | |
Expanded Magazine | +1 to clip size | |
Advanced Expanded Magazine | +2 to clip size | |
Superior Expanded Magazine | +3 to clip size | |
Repeater | +5% chance to instantly kill a target | |
Advanced Repeater | +10% chance to instantly kill a target | |
Superior Repeater | +15% chance to instantly kill a target | |
Stock | Missed shots still deal 1 point of damage. | |
Advanced Stock | Missed shots still deal 2 points of damage. | |
Superior Stock | Missed shots still deal 3 points of damage. | |
Auto Loader | Allows for 1 free reload during a mission. Free reloads are used first. | |
Advanced Auto Loader | Allows for 2 free reloads during a mission. Free reloads are used first. | |
Superior Auto Loader | Allows for 3 free reloads during a mission. Free reloads are used first. | |
Hair Trigger | 5% chance that the shot won't cost an action point | |
Advanced Hair Trigger | 10% chance that the shot won't cost an action point | |
Superior Hair Trigger | 15% chance that the shot won't cost an action point |
How to acquire weapon upgrades
The main source of weapon upgrades are fallen enemies - one, sometimes twice during a single mission an enemy will drop an item which can be picked up, and most often of one of those dropped items there will be a weapon upgrade piece. Obviously, the rarer and more powerful an upgrade is, the less are the chances of picking up one, which is why you should think twice before installing a Superior-rank upgrade.
The second choice is to use the Black Market, but similarly to PCS, it's quite an expensive source of weapon upgrades, as it requires you to spent a lot of Intel points, which are better spent elsewhere during the first weeks of the game.
Recommended upgrades for specific classes
Each of the classes can use any upgrade on their weapon, but some of them are more useful than others, such as:
- Ranger - this class benefits the most from the LaserSight attachment, which increases the overall high critical chance of the soldier, as well as from the Repeater upgrade, which gives a chance to instantly kill an enemy. Repeater can be swapped for HairTrigger, giving you a chance of an additional action.
- Sharpshooter - Expanded Magazine and Scope. The former one will give the soldier additional ammo, which is extremely useful while using the Serial ability, whereas the latter will increase the chances of hitting the target. If you want, you can swap the Extended Magazine for the AutoLoader, which gives you the option to reload for free.
- Grenadier - ExpandedMagazine and HairTrigger. The first one will come in handy when using a lot of Grenadier's abilities, which consume a lot of ammo, and the second one gives a chance to have an additional action, allowing the soldier to use two powerful abilities during a single round.
- Specialist - Scope and Repeater. The first one will increase the aim, which is extremely crucial for this class, as the Specialist is the class that depends mostly on weapon attacks. The second upgrade allows the soldier to instantly kill an enemy.
- Psi Operative - Hair Trigger and Scope. A chance for an additional action will allow the soldier to shoot and then use one of many abilities of this class, whereas the Scope will increase the chances to hit the target. Both of those upgrades are quite optional, as the Psi Operative depends mostly on his / her psi abilities, not on regular attacks.
A respectable third.
XCOM 2 Specialist Tips
I’ll be honest, I was sorely tempted to put the Specialist last. In their early ranks, Specialists are a weak class. Aid Protocol is possibly the dullest ability in the entire game, and they only have three or four abilities that might be considered “fun.”
That said, within a couple of ranks Specialists become incredible assets, with both specialisations of the rank sporting some cracking abilities. The Battle Medic is an essential build for anyone who isn’t an XCOM expert. The GREMLIN drone makes it far easier to heal squadmates, as it can be done remotely, while unlocking the Field Medic ability provides a single Specialist with up to 4 heals.
While the Battle Medic’s abilities are important for starting out, the Combat Hacker specialisation is where all the fun toys lie. Unlocked at Sergeant Rank, Haywire Protocol sends the GREMLIN drone to hack a mechanised enemy, either shutting them down for several turns, or even briefly switching them to your side. Turning the gun of a Class II ADVENT MEC on its allies is one of XCOM 2’s greatest joys. Scanning Protocol is also a valuable asset, as it lets you glimpse further into the map without alerting enemy units, handy for avoiding running into a massive cluster of enemies.
Best Ability: The Colonel-rank abilities, Restoration and Capacity Discharge, are both excellent area heals and attacks respectively. But Haywire Protocol is a similarly mission-changing ability that is unlocked much earlier. Be warned though, failure to hack a mechanised unit gives them both a defensive and damage boost, so choose wisely between shutting down and assuming control.
Worst Ability: Aid Protocol. Only provides a small defence boost, and gives a bad first impression to what is actually a pretty good class.
Hints: Don’t forget about Hack! The GREMLIN drone can hack all-important mission terminals from a distance, which gives a little extra leg-room in timed missions, and also lessens the likelihood of running into a big group of enemies unprepared. Furthermore, on certain missions you can hack the CCTV arrays to return your squad into Concealment.
Move on to our Sharpshooter tips, Grenadier tips, Ranger tips, or back to our general XCOM 2 Guide for more on strategy, performance, mods and more.
The first thing to know about the MEC trooper is that he must be promoted from a squaddie, can't be a psychic and will lose any gene modifications he already has. However, you will get a new ability that will resemble his original class and you will need to build a MEC to put him in. MECs are built to where they cannot gain cover. They have excellent damage reduction abilities. You can't normally leave one out in the open during a firefight, but he can usually survive a turn or two against a few hostiles in the open.
MEC Options
You will be able to build MECs for your soldiers to use. A soldier is not permanently connected to one MEC. If you so choose, you can build different MECs and choose different options to maximize your adaptability in combat. Building a brand new MEC costs $25 and 40 MELD. Each MEC level you take here will cost an additional $25 and 40 MELD. This cost does not include how much it will cost just to get the next MEC design; Warden, Sentinel, and Paladin. MEC troopers can be pretty costly in MELD to produce, but they should deliver the punch you're looking for on the battlefield.
MEC-1 Warden
Flamethrower
Allows the MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.
This is pretty much a close range version of the rocket launcher. You can see the flamethrower has an excellent reach. It will also set terrain elements on fire, potentially destroying cover that your opponent might be hiding behind.
Kinetic Strike Module
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A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.
Ever have that alien that has a great covered position that you can't remove? You no longer have to worry about that when you can just walk up and punch the wall he is hiding behind. It will deal a small amount of damage to whatever is hiding behind the wall as well.
MEC-2 Sentinel
Restorative Mist
Medikits require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies.
This is an excellent choice as you can heal more than one soldier at a time if they are positioned properly. The downside is that you'll be using your MEC to heal instead of pushing further into battle.
Grenade Launcher
MECs can make up for their lack of thrown grenade capability with a long-range grenade launcher.
The grenade launcher has a reach that is about 30% farther than your normal thrown grenade. It means you can launch grenades almost as far as your rockets can reach.
MEC-3 Paladin
Proximity Mine Launcher
Proximity mines can be deployed at medium range, and will await nearby enemy movement before triggering their explosive charges.
Don't expect them to actually deal much damage just because the enemy will avoid them. However, they become excellent tools for controlling the terrain.
Electro Pulse
MECs can stun organic enemies and damage robotic ones with this area of effect electric shock device.
Class Related Bonuses
Assault
Shock Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
True to the Assault class, this ability reduces damage from all the baddies that you are up close and personal with. The MEC will still have trouble taking damage from enemies while out in the open, so don't get too confident with this ability.
Heavy
Body Shield
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
While this only affects one enemy, it does let you charge the MEC into battle with the most difficult enemy. He will likely run or choose a better target, but you will still be pushing the enemy from his desired position. Plus, immunity to any critical hits from that bad guy is always good.
Sniper
Platform Stability
Any shots taken without moving have +10 Aim and +10% critical chance.
It's not likely that your MEC will stay in the same place for long, but if you're entrenched in battle, every bit of Aim and Crit count.
Support
Distortion Field
Nearby allies in cover receive +10 Defense.
Never complain about extra Defense.
MEC Trooper Abilities
Just like any other class, you will get an ability each time your MEC soldier gains a rank. With the MEC options and the Class Bonus ability, you can really stack up your MEC.
Squaddie
Collateral Damage
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Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
This attack is another skill good at taking out difficult enemy positions and it has a better range than the Kinetic Strike Module.
Corporal
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
The MEC has a BIG gun. Any chance to use it with more efficiency is a plus.
Automated Threat Assessment
Confers +15 Defense when in Overwatch.
Xcom Best Mec Class 2017
Extra Defense on a unit that can't gain cover? Absolutely!
Sergeant
Vital Point Targeting
Confers 2 bonus damage against targets that have been autopsied.
Autopsies don't normally drive my research unless I know I need it, but perhaps this skill will make you want to finish autopsies sooner.
Damage Control
When the MEC takes damage, all further damage will be reduced by 2 for the next 2 turns.
Another excellent way to start reducing damage to your MEC and make him the tank you need him to be.
Lieutenant
Jetboot Module
When activated, confers the ability to jump to the normally inaccessible heights for the rest of the turn.
Getting your MEC onto high terrain can mean another defense boost for a defense deprived soldier.
One For All
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When activated, the MEC becomes a high cover element. Moving or using an arm based weapon will return the MEC to standard posture.
Keep in mind that this deactivates once you fire your weapon. If you turn this on and then use Overwatch, you could free up any soldiers using him as cover, making them dangerously susceptible to enemy fire. This is excellent for delivering an Assault soldier to the front lines more safely.
Captain
Repair Servos
Confers 2 health recovery at the start of each turn. A total of 6 health can be generated per battle.
Not as good as the Gene Mod, but any health recovery that you don't have to waste an action on is a good one.
Expanded Storage
Allows additional uses of Restorative Mist, Grenade Launcher, and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.
Increasing the ammo on the Rail Gun that the MEC trooper starts with is the best part of this ability. The rest is just an added bonus.
Major
Overdrive
Firing the MEC's primary weapon as the first action no longer ends the turn.
Just like the Heavy's ability to fire first and take a second action, this becomes a force multiplier by allowing a shoot and Overwatch or reload.
Colonel
Absorption Fields
Any hit that does more damage than 33% of the MEC's maximum health is reduced to that number.
This ability guarantees it will take at least three shots to take down your MEC. It's unlikely that all the enemies you are facing will have enough firepower to break this limit, but it will make sure even the big baddies will have trouble with your MEC.
Reactive Targeting Sensors
MEC gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
Xcom Best Mec Classic
This is pretty much just a free Overwatch shot. It will definitely clear out some enemies foolish enough to engage your MEC first.
Summary
Xcom Best Mec Class 3
By the time you have a fully promoted MEC trooper, you will have eleven abilities, more than the psychic trooper. The fact that your MEC trooper can't carry items or use armor is quickly negated by all the options you have. Unlike some of the other classes, there aren't really any lousy abilities on this list and customization is higher than any other class once the MEC options themselves are included. Enjoy your hard-hitting trooper and get out there and waste some aliens!