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May 21, 2017 at 22:24 answer added Fadeway timeline score: 0
Aug 20, 2015 at 21:14 answer added Dan timeline score: 5
Apr 5, 2015 at 19:54 comment added Kikanaide In b13, early MECs saved my game. But the flamethrower was an auto panic. Just started a b15 game, will keep you posted
Mar 23, 2015 at 22:18 answer added Mole timeline score: -1
Mar 6, 2015 at 3:04 history tweeted twitter.com/#!/TheArqade/status/573680571072839681
Mar 6, 2015 at 1:55 history edited Jack Taylor CC BY-SA 3.0
Added links for context for the un - initiated.
Mar 6, 2015 at 1:51 comment added Jack Taylor Thank you. Now this is specifically why I mentioned long war beta 15. In beta 15 they reworked the MECs significantly, actually buffing them heavily. With the new 4 classes and the skill reworks they added 8 new MEC classes. Now pertaining to your answer I'm going to say that the health bonuses for MEC builds 1,2 and 3 are 10,14,and 18 respectively. Now the first iteration is 10, then 2 and 3 are unlocked with the next research, and 4-7 are upgrades of those. ufopaedia.org/index.phptitle=Armor_(Long_War)#MEC_Armor The problem is not health its in the time and resources to go for them.
Mar 6, 2015 at 0:08 comment added Zerjack A friend of mine(vanilla XCOM EW) went with 1/2 early mechs, he said that the pros of the mechs are not so much about the damage they can deal, but about the damage they can sustain, you get more freedom while moving around and risk your foot soldiers less. Overwatch shots go to the mech, you spot units, and move all your foot soldiers accordingly. Personally I haven't used them. I preferred gene mods. Nicely written question by the way.
Mar 5, 2015 at 21:10 review Close votes
Mar 5, 2015 at 22:41
Mar 5, 2015 at 20:53 history edited Jack Taylor CC BY-SA 3.0
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Mar 5, 2015 at 20:50 review First posts
Mar 5, 2015 at 21:10
Mar 5, 2015 at 20:46 history asked Jack Taylor CC BY-SA 3.0