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!! NOT UPDATED TO LWR YET !!
== Gene Mods==


[[File: Mutare Ad Custodiam blue.png|left|180px|]]
{| class="wikitable" style="max-width: 1600px;"
<div style="float:right; padding:0 15px 15px 20px;">
|-align="center"  
    <div>__TOC__<br/><br/>{{Header (Long War)}}</div>
! width="18%" align="center" rowspan="2" | Name
</div>
! width="4%" rowspan="2"| Slot
 
! width="5%" rowspan="2"| Prerequisite  
'''Gene mods''' work similarly to how they work in vanilla, though the set of available mods is different. Please note the following:
! width="64%" rowspan="2" | Description
* ''Secondary Heart'' does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic.
! width="8%"  colspan="3" style="padding: 3px;" | Cost 
* ''Neural Damping'' is unavailable to Psi-trained troops.
* It is also possible to "switch" between any of two GeneMod types within each slot categories for a cost.
* Gene modded troopers lose their gene modded benefits when becoming a MEC. MEC troopers cannot get gene mods.
* ''Mimetic Skin'' (from EW) has been replaced by ''Iron Skin''. Although, it is still available (even if slightly nerfed!) as a Scout perk (Concealment).
* ''Adrenal Neurosympathy'' grants +10 aim, +5 crit, +2 mob, and removes panic from all soldiers within LoS when triggered. The buff lasts for 2 turns.
* Firing a rocket always counts as a miss, activating the ''Hyper Reactive Pupils'' bonus. However the aim bonus does not reduce rocket scatter.
* China's starting bonus ''Deus Ex'' halves the cost and time, while Egypt's ''Gift of Osiris'' halves the additional Fatigue.
 
== Gene mods==
{| class="wikitable" width="100%"
|-align="center"
! width="25%" align="center" rowspan="2" | Name
!! width="4%" rowspan="2"| Slot
!! width="8%" rowspan="2"| Prerequisite  
!! width="75%" rowspan="2" | Description
!! width="4%" rowspan="2" | Fatigue (hours)
!! width="5%"  colspan="3" | Cost
|-align="center"
| {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align="center"
|-align="center"
| [[File:Adaptive Bone Marrow (EU2012).png|60px|left]] {{ Adaptive Bone Marrow (Long War) |align=right }}
| width="3%" | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}
|| Legs
|-align="center"
|| Chryssalid Autopsy
| <div style="vertical-align: middle;">{{ Neural Damping (LWR) |align=center }}</div>
|| Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with ''Advanced Surgery''), and unit regenerates 2 hp every turn up to the HP max without armor.
| <div style="position:relative; top: 4px; left: 4px;">[[File:Neural_Damping_(EU2012).png|50px|left]]</div> Brain
|| +6
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation
|| §30
| style="text-align: left; padding: 10px 15px;" | {{ Neural Damping (LWR) |align=center |text=true |noimage=true }}
|| 20
| style="text-align: right; padding-right: 8px;" | §50
|| 6  
| 25
| 5  
|-align="center"
|-align="center"
| [[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]] {{ Adrenal Neurosympathy (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Smart Macrophages (LWR) |align=center }}</div>
|| Chest
| <div style="position:relative; top: 4px; left: 4px;">[[File:Neural Feedback (EU2012).png|50px|left]]</div> Brain
|| Muton Autopsy
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation
|| Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot be used more than once every 5 turns.
| style="text-align: left; padding: 10px 15px;" | {{ Smart Macrophages (LWR) |align=center |text=1 |noimage=true }}
|| +9
| style="text-align: right; padding-right: 8px;" | §55
|| §20
| 27
|| 16
| 5  
|| 6 
|-align="center"
|-align="center"
| [[File:Bioelectric_Skin_(EU2012).png|60px|left]] {{ Bioelectric Skin (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Predictive Tracking (LWR) |align=center }}</div>
|| Skin
| <div style="position:relative; top: 4px; left: 4px;">[[File:Depth_Perception_(EU2012).png|50px|left]]</div> Eyes
|| Seeker Autopsy
| style="text-align: left; padding: 10px 20px;" | Xenogenetics
|| The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.
| style="text-align: left; padding: 10px 15px;" | {{ Predictive Tracking (LWR) |align=center |text=1 |noimage=true }}
|| +6
| style="text-align: right; padding-right: 8px;" | §30
|| §25
| 15
|| 20
| 3
|| 6 
|-align="center"
|-align="center"
| [[File:Depth_Perception_(EU2012).png|60px|left]] {{ Depth Perception (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Advanced Perception (LWR) |align=center }}</div>
|| Eyes
| <div style="position:relative; top: 4px; left: 4px;">[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]</div> Eyes
|| Xenogenetics
| style="text-align: left; padding: 10px 20px;" | Xenogenetics
|| Height Advantage confers an additional +5 Aim and +5 critical chance.
| style="text-align: left; padding: 10px 15px;" | {{ Advanced Perception (LWR) |align=center |text=1 |noimage=true }}
|| +3
| style="text-align: right; padding-right: 8px;" | §20
|| §10
| 10
|| 6 
| 2
|| 3 
|-align="center"
|-align="center"
| [[File:Hyper_Reactive_Pupils_(EU2012).png|60px|left]] {{ Hyper-Reactive Pupils (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Adrenal Neurosympathy (LWR) |align=center }}</div>
|| Eyes
| <div style="position:relative; top: 4px; left: 4px;">[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]</div> Chest
|| Xenogenetics
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation
|| Confers +10 Aim on any shot after a miss.
| style="text-align: left; padding: 10px 15px;" | {{ Adrenal Neurosympathy (LWR) |align=center |text=1 |noimage=true }}
|| +3
| style="text-align: right; padding-right: 8px;" | §45
|| §10
| 22
|| 6 
| 4
|| 3 
|-align="center"
|-align="center"
| [[File:Mimetic_Skin_(EU2012).png|60px|left]] {{ Iron Skin (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Dual Heart (LWR) |align=center }}</div>
|| Skin
| <div style="position:relative; top: 4px; left: 4px;">[[File:Secondary_Heart_(EU2012).png|50px|left]]</div> Chest
|| Cyberdisc Autopsy
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation
|| Confers 1.0 [[Damage (Long War)#Damage Reduction|damage reduction]].
| style="text-align: left; padding: 10px 15px;" | {{ Dual Heart (LWR) |align=center |text=1 |noimage=true }}
|| +12
| style="text-align: right; padding-right: 8px;" | §35
|| §20
| 17
|| 24
| 3
|| 10
|-align="center"
|-align="center"
| [[File:Muscle_Fiber_Density_(EU2012).png|60px|left]] {{ Muscle Fiber Density (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Enhanced Metabolism (LWR) |align=center }}</div>
|| Legs
| <div style="position:relative; top: 4px; left: 4px;">[[File:Bioelectric_Skin_(EU2012).png|50px|left]]</div> Skin
|| Thin Man Autopsy
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation
|| Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
| style="text-align: left; padding: 10px 15px;" | {{ Enhanced Metabolism (LWR) |align=center |text=1 |noimage=true }}
|| +9
| style="text-align: right; padding-right: 8px;" | §80
|| §20
| 40
|| 24
| 8
|| 7 
|-align="center"
|-align="center"
| [[File:Neural_Damping_(EU2012).png|60px|left]] {{ Neural Damping (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Iron Skin (LWR) |align=center }}</div>
|| Brain
| <div style="position:relative; top: 4px; left: 4px;">[[File:Mimetic_Skin_(EU2012).png|50px|left]]</div> Skin
|| Berserker Autopsy
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation
||  Confers +20 will when defending against Psi attacks and immunity to panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped.
| style="text-align: left; padding: 10px 15px;" | {{ Iron Skin (LWR) |align=center |text=1 |noimage=true }}
|| +6
| style="text-align: right; padding-right: 8px;" | §70
|| §20
| 35
|| 20
| 7
|| 10
|-align="center"
|-align="center"
| [[File:Neural Feedback (EU2012).png|60px|left]] {{ Smart Macrophages (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Muscle Amp (LWR) |align=center }}</div>
|| Brain
| <div style="position:relative; top: 4px; left: 4px;">[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]</div> Legs
|| Sectoid Autopsy
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy 
|| Medikits and Restorative Mist heal 2 HP more when used on the soldier.<br>Confers complete immunity to poison and acid.
| style="text-align: left; padding: 10px 15px;" | {{ Muscle Amp (LWR) |align=center |text=1 |noimage=true }}
|| +3
| style="text-align: right; padding-right: 8px;" | §18
|| §15
| 9
|| 12
| 1
|| 4 
|-align="center"
|-align="center"
| [[File:Secondary_Heart_(EU2012).png|60px|left]] {{ Secondary Heart (Long War) |align=right }}
| <div style="vertical-align: middle;">{{ Regenesis (LWR) |align=center }}</div>
|| Chest
| <div style="position:relative; top: 4px; left: 4px;">[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]</div> Legs
|| Muton Elite Autopsy
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy
|| Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Prevents loss of Will from critical wounds.
| style="text-align: left; padding: 10px 15px;" | {{ Regenesis (LWR) |align=center |text=1 |noimage=true }}
|| +6
| style="text-align: right; padding-right: 8px;" | §15
|| §30
| 7
|| 20
| 1
|| 10
|}
|}


== Tactical Advice ==
== Limitations and Requirements ==
 
In order to receive genetic modifications a soldier must be of rank LCPL or higher.
 
[[MEC Trooper (LWR)|MEC Troopers]], [[Officers (LWR)|Officers]], [[Psionic (LWR)|Psionically trained soldiers]], and [[Spec Ops (LWR)|Spec Ops soldiers]] are unable to undergo genetic modifications. Genetically modified soldiers cannot become any of these in the future either.
 
== Gene Mod Bundling ==
 
When applying multiple gene mods at the same time, the time and credit cost will be equal to the most expensive mod's, while the meld cost will be combined as normal. Because of this, it is often a decent idea to apply your gene mods in sets rather than one at a time as they're unlocked.
 
== Gene Mod Switching ==
 
Gene mods can be swapped at any time for the other option for the normal cost. No refund is provided so this is typically only done when mistakes are made or a soldier is retrained.
 
==A guide to using Gene Mods==
 
Gene mods are available early on after researching [[Research (LWR)#Main Tech|Xenogenetics]]. This unlocks the [[Facilities (LWR)#Constructible Facilities|Genetics Lab]], which is a cheap building similar to the Foundry or Repair Bay that benefits from Laboratory adjacencies, so it should be placed wherever your labs are for the research speed bonus. By default only eye gene mods are unlocked, but the Chryssalid autopsy and all Muton interrogations unlock new gene mods.
 
Gene mods can be applied very flexibly, requiring no experience beyond being LCPL and a limited time investment, so it's often best to gene mod soldiers on demand rather than keeping the building occupied like MEC augmentation or psionic training.
 
Every soldier build benefits at least somewhat from gene mods if for no other reason than to increase their survivability, but some builds will appreciate the benefits more with future unlocks, such as ''Dual Heart'' providing throw range to supports and grenadiers.
 
Gene modding has no special requirements like officers, so it's often ideal to turn soldiers with middling/low will or HP into gene modded soldiers (or officers). When deciding between officers and gene mods, it's worth noting that officers do still somewhat benefit from will for [[Abilities_List_(LWR)#Command|''Tactical Brilliance'']] and require multiple missions of experience to gain promotions, so soldiers you expect to take on fewer missions can be at their full power immediately instead of waiting an extended period of time.


Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld. But bear in mind there are several logistical matters to be aware of:
====Eyes - Predictive Tracking vs Advanced Perception====
* The mechanics for how much Meld you are likely to get per mission at a given point in a campaign. In short: the better you're doing, the less you'll get.
* Due to fatigue, each individual soldier spends less time out in the field than in vanilla. In addition, gene mods increase fatigue further.
* Other projects with priority that use Meld, such as MEC suits which can be freely swapped between MEC soldiers between missions.


Basically, you may be playing your soldiers (most of them and/or most of the time) in Vanilla EU style of going without mods: gene mods will then be for when you can afford to splurge on them. So, what you may want to do instead is have a dedicated 'Mod Squad' of soldiers who'll be the focus for genetic enhancement, and specialize and deploy them individually with your Strike team depending on which type of mission you're about to head out on. For example: send a front-line soldier or two with Macrophages and Muscle Fiber on Thin men-infested Council Missions, or Damped soldiers if facing an Ethereal on a UFO-- but Bioelectric soldiers can stay home if the Hyperwave Uplink says there are no Seekers.
Predictive Tracking is clearly oriented towards overwatch builds because of the significant reaction fire boost, with SMG users and gunners benefiting especially due to the ''Burst'' boost. Advanced Perception is relevant for every soldier, even some overwatch builds; they basically trade aim versus non-flying enemies for a significant survivability boost.


Also, have a bit of consideration for who may be in your final squad for the Temple Ship: choose them early and mod as you go, or pick them later and just save enough Meld to dump mods into them towards the end.
====Legs - Muscle Amp vs Regenesis====


* Brain: '''Neural Damping''' vs '''Smart Macrophages'''
Both mods at this level are universally appreciated. Muscle Amp makes map navigation a lot easier and can open up flank routes that would otherwise be impossible or inconvenient to access. Additionally, some aliens simply cannot fight you effectively in some maps with this level of mobility, particularly when combined with effects like [[Abilities List (LWR)#Hit and Run|''Hit and Run'']] or [[Abilities List (LWR)#Close Encounters|''Close Encounters'']]. Regenesis is a much more "standard" boost, as it simply lowers your fatigue/injury timers while providing a niche survivability boost. It's often sub-optimal to be injured in the first place, but when you are, the bleeding immunity and regen effect countering [[Other Abilities (LWR)#Red Fog|Red Fog]] is nice.
As mentioned, Damping cannot be placed on soldiers that are already Psionic. You may want to put this on soldiers that have good skills and a high Aim score but, by (lack of) leveling or surviving Critical Wounds, do not have very high will. Then at worst, their low Will score may make them 'bait' for Sectoids and Ethereals, and they'll be stunned for a turn, but it is one of the most Meld-expensive mods.  


For everyone else: there's Macrophages. Macrophages are moderately expensive, but have a fairly short tank and fatigue time, making them easy to apply to a large number of soldiers. The +2 health can be a nice boost to your packmaster medkits.
====Chest - Adrenal Neurosympathy vs Dual Heart====


* Eyes: '''Hyper Reactive Pupils''' vs '''Depth Perception'''
Both of these are also universally appreciated, but in very different ways. Adrenal Neurosympathy is great for soldiers that are taking multiple actions around multiple squad members such as overwatch builds or tanks, as it will trigger often and trigger on many soldiers. This boost doesn't stack and has a long cooldown, so you often don't want too much of it on a squad, but it's free stats for the squad when you have some. Dual heart has an obvious appeal for throwers and rocketeers given the throw range boost and scatter reduction, but additionally can be great to put on soldiers that are often in high risk situations such as assaults or tanks to keep them alive when the worst inevitably occurs. It's worth noting that all aliens on Base Defense missions have the [[Abilities List (LWR)#Shoot to Kill|''Shoot to Kill'']] perk, disabling the bleed-out part of this gene mod.
Nearly identical to in EW, the recommendations are the same: Hyper-reactive is great for regular Overwatchers and any soldier with one of the "shoot twice" abilities, Depth Perception for the likes of Snipers flitting around in Archangel Armor. Both are cheap in funds and Meld, and add only a small bit to fatigue.


* Chest: '''Secondary Heart''' vs '''Adrenal Neurosympathy'''
====Brain - Neural Damping vs Smart Macrophages====
Also a similar decision to EW, except for the Secondary Heart now being the most expensive mod. Secondary Heart is best used for protecting your Psionic soldiers and Officers, and their Will score. You'll still be cycling out soldiers, Psionics even more so, there's much less chance for an individual one to get killed/Critically Wounded. Adrenal Neurosympathy gives all-around boosts, but also comes with a longer recovery time.


Secondary heart synergizes well with revive medics, allowing troops to be knocked out and then revived without incurring the will penalty.
Neural Damping is a universal benefit that almost all soldiers will love, as psionic aliens are always troublesome and the damage reduction and panic immunity are invaluable for handling them. Smart Macrophages is much more limited in usefulness for most soldiers; shred immunity is only relevant for soldiers that expect to be taking shred damage often (tanks), and corrosion isn't particularly widespread outside of terror missions by this point in the game. Tanks have a choice in which gene mod to take since the immunities are much more relevant for them than your average soldier, but psionic damage reduction helps them against the one thing their DR can't protect them against ([[Abilities List (LWR)#Steadfast|''Steadfast'']] already prevents panic).


* Skin: '''Bioelectric Skin''' vs '''Iron Skin'''
====Skin - Enhanced Metabolism vs Iron Skin====
As the Battle Scanner is now a free item that, however, takes up an inventory space, this choice comes down to how you want to deal with [[Alien_Life_Forms_(Long_War)#Seeker|Seekers]] in Long War: Battle Scanners or Bioelectric Skin (or neither, and the use of AoE attacks instead). Knowing if an alien is behind that door with Bioelectric Skin can be useful, but it has somewhat limited range, while a Battle Scanner is a thrown object with very significant toss ''and'' scan range, but can't see through obstacles and opens the alien 'Holodoors' if thrown through one. Otherwise, the only high argument against "Iron Skin for everyone!" is the cost and +12 hours to fatigue.


* Legs: '''Muscle Fiber Density''' vs '''Adaptive Bone Marrow'''
Both gene mods have reasonable value for all soldiers, but there's a few special considerations as well. Enhanced Metabolism is the obvious choice for all overwatch soldiers and grenadiers/supports due to the extra overwatch shot and extra grenade charges, while Iron Skin is the obvious choice for all tanks due to the defensive stats. For soldiers that aren't one of those builds, the choice is less obvious; Enhanced Metabolism can help compensate for red fog when getting injured and also is highly likely to prevent future injury, while Iron Skin is better for preventing those injuries in the first place but will do next to nothing after already getting injured. For soldiers that you don't expect to be in the frontlines, it can be worth simply skipping these gene mods as they're the most expensive ones and won't be particularly impactful for them, but even for those soldiers a safety net is always beneficial.
Both are attractive options, both give a fair penalty to Fatigue time, Marrow's a little cheaper than Muscle Fiber. Otherwise, also nearly the same as vanilla EW. The biggest change LW brings is that the consideration that more aliens means more hits, and perhaps not enough Medikit uses, so Marrow can take up the slack. Muscle Fiber can also be quite useful on covert operatives.


==See also==
==See also==
{{Soldiers (Long War) Navbar}}
{{Soldiers (LWR) Navbar}}
[[Category:Soldiers (Long War)]]
[[Category:Soldiers (LWR)]]
[[Category: Long War]]
[[Category: Long War Rebalance]]

Latest revision as of 21:32, 10 March 2026

Back To Main Page

Gene Mods

Name Slot Prerequisite Description Cost
Credits
Meld
Days
Neural Damping
Neural Damping
Brain
Berserker Interrogation
Neural Damping
Grants immunity to panic. Reduces psionic damage received by 30%.
§50 25 5
Smart Macrophages
Smart Macrophages
Brain
Berserker Interrogation
Smart Macrophages
Grants complete immunity to corrosion and shredding.
§55 27 5
Predictive Tracking
Predictive Tracking
Eyes
Xenogenetics
Predictive Tracking
Reaction shots gain +10 aim. Burst gains an additional +10 aim.
§30 15 3
Advanced Perception
Advanced Perception
Eyes
Xenogenetics
Advanced Perception
Shots against flying targets gain +10 aim. This unit can react faster to incoming fire, causing 25% of incoming shots to graze, dealing half their original damage.
§20 10 2
Adrenal Neurosympathy
Adrenal Neurosympathy
Chest
Muton Interrogation
Adrenal Neurosympathy
Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.
§45 22 4
Dual Heart
Dual Heart
Chest
Muton Interrogation
Dual Heart
If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.
§35 17 3
Enhanced Metabolism
Enhanced Metabolism
Skin
Muton Elite Interrogation
Enhanced Metabolism
Gain an additional reaction shot on Overwatch. Equipped grenades and medikits receive an additional use. When below 50% HP, gain +4 mobility and +40 defense.
§80 40 8
Iron Skin
Iron Skin
Skin
Muton Elite Interrogation
Iron Skin

Grants +10 Base DR and +20 crit resistance.

§70 35 7
Muscle Amp
Muscle Amp
Legs
Chryssalid Autopsy
Muscle Amp
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
§18 9 1
Regenesis
Regenesis
Legs
Chryssalid Autopsy
Regenesis
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens) and grants immunity to bleeding.
§15 7 1

Limitations and Requirements

In order to receive genetic modifications a soldier must be of rank LCPL or higher.

MEC Troopers, Officers, Psionically trained soldiers, and Spec Ops soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become any of these in the future either.

Gene Mod Bundling

When applying multiple gene mods at the same time, the time and credit cost will be equal to the most expensive mod's, while the meld cost will be combined as normal. Because of this, it is often a decent idea to apply your gene mods in sets rather than one at a time as they're unlocked.

Gene Mod Switching

Gene mods can be swapped at any time for the other option for the normal cost. No refund is provided so this is typically only done when mistakes are made or a soldier is retrained.

A guide to using Gene Mods

Gene mods are available early on after researching Xenogenetics. This unlocks the Genetics Lab, which is a cheap building similar to the Foundry or Repair Bay that benefits from Laboratory adjacencies, so it should be placed wherever your labs are for the research speed bonus. By default only eye gene mods are unlocked, but the Chryssalid autopsy and all Muton interrogations unlock new gene mods.

Gene mods can be applied very flexibly, requiring no experience beyond being LCPL and a limited time investment, so it's often best to gene mod soldiers on demand rather than keeping the building occupied like MEC augmentation or psionic training.

Every soldier build benefits at least somewhat from gene mods if for no other reason than to increase their survivability, but some builds will appreciate the benefits more with future unlocks, such as Dual Heart providing throw range to supports and grenadiers.

Gene modding has no special requirements like officers, so it's often ideal to turn soldiers with middling/low will or HP into gene modded soldiers (or officers). When deciding between officers and gene mods, it's worth noting that officers do still somewhat benefit from will for Tactical Brilliance and require multiple missions of experience to gain promotions, so soldiers you expect to take on fewer missions can be at their full power immediately instead of waiting an extended period of time.

Eyes - Predictive Tracking vs Advanced Perception

Predictive Tracking is clearly oriented towards overwatch builds because of the significant reaction fire boost, with SMG users and gunners benefiting especially due to the Burst boost. Advanced Perception is relevant for every soldier, even some overwatch builds; they basically trade aim versus non-flying enemies for a significant survivability boost.

Legs - Muscle Amp vs Regenesis

Both mods at this level are universally appreciated. Muscle Amp makes map navigation a lot easier and can open up flank routes that would otherwise be impossible or inconvenient to access. Additionally, some aliens simply cannot fight you effectively in some maps with this level of mobility, particularly when combined with effects like Hit and Run or Close Encounters. Regenesis is a much more "standard" boost, as it simply lowers your fatigue/injury timers while providing a niche survivability boost. It's often sub-optimal to be injured in the first place, but when you are, the bleeding immunity and regen effect countering Red Fog is nice.

Chest - Adrenal Neurosympathy vs Dual Heart

Both of these are also universally appreciated, but in very different ways. Adrenal Neurosympathy is great for soldiers that are taking multiple actions around multiple squad members such as overwatch builds or tanks, as it will trigger often and trigger on many soldiers. This boost doesn't stack and has a long cooldown, so you often don't want too much of it on a squad, but it's free stats for the squad when you have some. Dual heart has an obvious appeal for throwers and rocketeers given the throw range boost and scatter reduction, but additionally can be great to put on soldiers that are often in high risk situations such as assaults or tanks to keep them alive when the worst inevitably occurs. It's worth noting that all aliens on Base Defense missions have the Shoot to Kill perk, disabling the bleed-out part of this gene mod.

Brain - Neural Damping vs Smart Macrophages

Neural Damping is a universal benefit that almost all soldiers will love, as psionic aliens are always troublesome and the damage reduction and panic immunity are invaluable for handling them. Smart Macrophages is much more limited in usefulness for most soldiers; shred immunity is only relevant for soldiers that expect to be taking shred damage often (tanks), and corrosion isn't particularly widespread outside of terror missions by this point in the game. Tanks have a choice in which gene mod to take since the immunities are much more relevant for them than your average soldier, but psionic damage reduction helps them against the one thing their DR can't protect them against (Steadfast already prevents panic).

Skin - Enhanced Metabolism vs Iron Skin

Both gene mods have reasonable value for all soldiers, but there's a few special considerations as well. Enhanced Metabolism is the obvious choice for all overwatch soldiers and grenadiers/supports due to the extra overwatch shot and extra grenade charges, while Iron Skin is the obvious choice for all tanks due to the defensive stats. For soldiers that aren't one of those builds, the choice is less obvious; Enhanced Metabolism can help compensate for red fog when getting injured and also is highly likely to prevent future injury, while Iron Skin is better for preventing those injuries in the first place but will do next to nothing after already getting injured. For soldiers that you don't expect to be in the frontlines, it can be worth simply skipping these gene mods as they're the most expensive ones and won't be particularly impactful for them, but even for those soldiers a safety net is always beneficial.

See also