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


[[MEC Trooper (LWR)|MEC Troopers]], [[Officers (LWR)|Officers]], and [[Psionic (LWR)|Psionically trained soldiers]] are unable to undergo genetic modifications. Genetically modified soldiers cannot become MEC Troopers, Officers, or be Psionically trained.
[[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.
 
Soldiers with Dual Heart will be killed by aliens with the Shoot to Kill ability. All aliens in XCOM Base Defense missions will have Shoot to Kill.


== Gene Mod Bundling ==
== Gene Mod Bundling ==


Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.
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 Interactions ==
== Gene Mod Switching ==


* It is also possible to "switch" between any of two GeneMod types within each slot categories for a cost.
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==
==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.


XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies/interrogations. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mod soldiers, and then possibly retire them without feeling bad for investing resources into them.
Gene mods can be applied very flexibly, requiring no experience 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.
 
*'''Meld and $$$'''
 
There seems to be a bit of general trend of overvaluing ''Meld'', perhaps a relic mindset from Long war. There is lots of ''Meld'' in the game to be found and you don't really need it in larger quantities. So perhaps best to try to get rid of old mindset, and invest ''Meld'' into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn't mean its ok to be wasteful, ''Meld'' can be sold for nice money (if you feel you have too much), so don't overwrite gene mods like there is no tomorrow. You don't need more then 200-300 stacked ''Meld'' during most of the game and late game near the end you will want 500-600 stack for Vortex Armor. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more ''Meld''. It is also easier to get more ''Meld'' later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 ''Meld'' and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.
 
*'''When to gene mod?'''
 
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mod some. It is more efficient to gene mod several mods in bulk than one by one, so if you are close to unlocking new gene mods, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don't need to gene mod that much so it is not a race like MEC augmentation for example.
 
*'''Who is good target for gene modding?'''
 
Gene modding is default way to power any soldier - there are no special requirements, but it is exclusive with being Officer, Psi soldier, or MEC. Psi soldiers require high(er) ''Will'' (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. MECs require high(er) ''HP'' (ideally 7+), so you probably want to keep some of these for MEC augmentations. Besides that, you can gene mod pretty much anyone who is not planning to become an Officer.
 
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.
 
 
====Eyes - Predictive tracking====
 
This is a valuable aim boost for overwatch builds. If soldier does not have 40+ ''Will'' feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. ''Burst'' bonus is also noticable, Gunners can benefit from it quite a bit.
 
====Eyes - Advanced prediction====
 
This is excellent early tank booster. It is rng-based at 20% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mod choice if you do not require '''Predictive tracking'''. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.
 
====Legs - Muscle Amp====
 
Everyone can use this mod well. Mobility bonus lets you get to places and do everything a bit better, including opening options to differently equip your soldier. With this mod you may use heavier, usually stronger items, than you would not equip otherwise. Works really well on urban maps where you can jump to builds and take shortcuts. Assault are an excellent user since they need to move a lot, but even static classes and builds like Sniper and overwatch builds can use the ability to take good spots on high ground.
 
====Legs - Regenesis====
 
Another generally good gene mod for everyone. Less fatigue (and injury) time will benefit everyone and open options to field stronger squads than you would otherwise could. This is very valuable bonus to have, hard to judge which leg mod is better. The mod also activates HP regeneration in case you get injured, nice little bonus to have in bad situations.


====Chest - Adrenal Neurosympathy====
Every 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.


This is the only AOE gene mod bonus and pretty strong one. Extra aim, mobility and crit is great to have and it lasts for 2 turns, although cooldown is a bit hefty with 5 turns. It can even remove ''Panic'', mimicking Psi Inspire ability.  It activates per action and depends on number of aliens that soldier sees, meaning it is good on classes and builds that act multiple times. Infantry can shoot twice, Assaults as well, Medic tanks, Double Tap builds, supports often do two actions - although they benefit from other chest mod well. It is rng based and more expensive than other mods so it is not widely as applied as eyes and legs mods.
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.


====Chest - Dual Heart====
====Eyes - Predictive Tracking vs Advanced Perception====


This mod is usable for several classes and quite unique. It prevents soldier from dying for long time and as such it is very valuable on tanks. They are always in risk and if struck and saved with this mod, they will also recover in half the time thanks to their ''Steadfast'' bonus. Good mod to use also on some soldiers that you really don't want to lose. Long injury time can be fixed with leg mod and ''Meld'' injections as well.
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.
Second component of ''Dual Heart'' boosts both throw range and reduces rocket scatter - perfect for support or grenadier Rocketeers. Any support or grenadier class will love throw range bonus, it is more valuable than ''Adrenal Neurosympathy'' for them.


====Berserker - Neural Damping====
====Legs - Muscle Amp vs Regenesis====


One of two late game mods, you will get this one after Berserker interrogation. It boosts medikit heals by +4 HP which is huge, considering that late game Medics already heal hefty amounts. But not only that, this mod even makes standard non-medic heals into potent ones. Coupled with good armor and damage reduction, this gene mod is significant durability boost for a soldier. Works really well on tanks and Assaults that get hit often and have lots of hit points. Second component is good as well, Panic immunity is strong perk to have, but you pick this mod primarily for healing bonus. It is on expensive side so try to apply it in bulk gene modding on your best soldiers.
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.


====Berserker - Smart Macrophages====
====Chest - Adrenal Neurosympathy vs Dual Heart====


Grants complete immunity to ''Shredding'' and ''Corrosion'' is in most cases not as good as ''Neural Damping'' for most soldiers. Tanks may prefer it over ''Neural Damping'', especially on highest difficulties, since they are most likely to get both corroded and shredded, and both are especially bad for them. Shredded tank is in huge danger of dying and corrosion will strip them of lots of armor, treated or not. Shred is rare effect, but higher difficulties will have more leader aliens so the value of mod increases significantly. Corrosion is dealt with easier, but it would still strip some of your hp without this mod. Non-tanks probably don't need this mod. It is expensive, so reserve it for best soldiers.
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.


====Skin - Enhanced Metabolism====
====Berserker - Neural Damping vs Smart Macrophages====


Probably the last mod you will unlock - good one everyone. First component grants extra overwatch shot, a must on Sentinel builds. Second component grants extra grenades and medikits, a must for any S&M and Grenadier builds. On top of this, this gene mod provides +4 mobility and +40 defense when under 50% HP, which is quite strong defensive bonus and better reason to pick it up on everyone valuable. It may not be active, unless in really bad spot, but this may easily save your soldiers life and there is lots of value in that.  
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 - Iron Skin====
====Skin - Enhanced Metabolism vs Iron Skin====


'''Iron Skin''' grants +15 DR (Damage Reduction) and +30 crit resistance making it into potent defensive boost. It is active all the time, unlike, ''Enhanced Metabolism''. Tanks will really like these bonuses, no doubt they pick up this mod. Others benefit as well, but it may not be enough to save them, crit resistance is rng based and DR bonus might not save them from extra strong critical hit. But that could be as well said for ''Enhanced Metabolism'' bonus - soldier could easily be killed before 50% HP trigger is ever triggered. This is in general more reliable defensive bonus to have on soldier.
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==
==See also==

Revision as of 18:25, 9 March 2026

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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 {{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 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 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.

Berserker - 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