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* {{Absorption Fields (Long War)|align=justify}}: ''Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.''
* {{Absorption Fields (Long War)|align=justify}}: ''Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.''
* {{Body Shield (Long War)|align=justify}}: ''Visible enemy suffers -20 Aim and cannot critically hit this unit.''
* {{Body Shield (Long War)|align=justify}}: ''Visible enemy suffers -20 Aim and cannot critically hit this unit.''
* {{Collateral Damage (Long War)|align=justify}}: ''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage.''
* {{Collateral Damage (Long War)|align=justify}}: ''Standard shots are AoE that destroys most cover and hits all eligible targets for 34% damage.''


'''[[Sniper (EU2012)|Sniper MEC]]'''
'''[[Sniper (EU2012)|Sniper MEC]]'''
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'''[[Support (EU2012)|Support MEC]]'''
'''[[Support (EU2012)|Support MEC]]'''
* {{Distortion Field (Long War)|align=justify}}: ''Nearby allies in cover receive +10 Defense.''
* {{Distortion Field (Long War)|align=justify}}: ''Nearby allies in cover receive +10 Defense and Damage Reduction 1.''
* {{Opportunist (Long War)|align=justify}}: ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits."
* {{Opportunist (Long War)|align=justify}}: ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits."
* {{Bombard (Long War)|align=justify}}: ''Throw or launch grenades over exceptionally long distances (+50%).''
* {{Bombard (Long War)|align=justify}}: ''Throw or launch grenades over exceptionally long distances (+50%).''
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|- align="center"  
|- align="center"  
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''
| colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>''Take three actions this turn, and no action is turn-ending. Firing the MEC's primary weapon as the first action no longer ends the turn.''
| colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>Activate: lasts on the following 2 turns. (Six-turn cooldown)<br>''Take three actions this turn, and no action is turn-ending.<br>Firing the MEC's primary weapon as the first action no longer ends the turn.''
|- align="center"
|- align="center"
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br>''Shots from Overwatch no longer suffer any Aim penalty.''
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Adaptive Aim'''<br>''Shots from Overwatch no longer suffer any Aim penalty.''
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br>''Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.''
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Combat Awareness'''<br>''Confers +15 Defense and Damage Reduction 1 when in Overwatch. Cancelled when the MEC fires.''
|- align="center"
|- align="center"
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''Confers 2 bonus damage against targets that have been autopsied.''
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.''
| [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''.
| [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When Overdrive is activated, ''.
|- align="center"
|- align="center"
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''
| [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.  Has an unlisted 1-turn cooldown.''
| [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.''
| [[File:MEC ONE FOR ALL.png|32px|center]]'''One For All'''<br>''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.''
| [[File:MEC ONE FOR ALL.png|32px|center]]'''Ballwark'''<br>''When Overdrive is activated, the MEC becomes a high cover element. All further damage will be reduced by 2, and always provide high cover to all adjacent squadmates.''
|- align="center"
|- align="center"
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''

Revision as of 22:24, 3 July 2017

EU-MEC

Assault MEC

Damage received from enemies within 4 tiles is reduced by 33%.
Your first standard shot of each turn against an explosed or flanked target does not cost an action.
The first standard shot made within 4 tiles of the target does not cost an action.

Heavy MEC

Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.
Visible enemy suffers -20 Aim and cannot critically hit this unit.
Standard shots are AoE that destroys most cover and hits all eligible targets for 34% damage.

Sniper MEC

Any shots taken without moving have +10 Aim and +10% critical chance.
Killing an exposed or flanked target does not cost an action.
Standard shots no longer end the turn, if taken as the first action.

Support MEC

Nearby allies in cover receive +10 Defense and Damage Reduction 1.
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits."
Throw or launch grenades over exceptionally long distances (+50%).
Rank Ability

Squaddie
Overdrive
Activate: lasts on the following 2 turns. (Six-turn cooldown)
Take three actions this turn, and no action is turn-ending.
Firing the MEC's primary weapon as the first action no longer ends the turn.

Corporal
Adaptive Aim
Shots from Overwatch no longer suffer any Aim penalty.
Combat Awareness
Confers +15 Defense and Damage Reduction 1 when in Overwatch. Cancelled when the MEC fires.

Sergeant
Vital-Point Targeting
When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.
Damage Control
When Overdrive is activated, .

Lieutenant
Jet Boot Module
When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.
Ballwark
When Overdrive is activated, the MEC becomes a high cover element. All further damage will be reduced by 2, and always provide high cover to all adjacent squadmates.

Captain
Repair Servos
Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
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%.

Major

Colonel
Absortion Fields
Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
Reactive Targeting Sensors
MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.

Ghost in the Shell

Batou

Primary Weapon: Assault Rifle

Attachments: Scope, Auto loader, Suppressor

Utility Items: Grenade, Special Ammo, Armour


Ishikawa

Primary Weapon: Assault Rifle

Attachments: Scope, Auto loader, Suppressor

Utility Items: Grenade, MedKit, Armour


Ladriya

Primary Weapon: Cannon

Attachments: Scope, Auto Loader, Extended Magazine

Utility Items: Grenade, Special Ammo, Armour


Maven

Primary Weapon: Shotgun

Attachments: Laser Sight, Suppressor, Auto loader

Utility Items: Grenade, Flash bang, Armour


Togusa

Primary Weapon: PDW

Attachments: Suppressor, Hair Trigger, Expanded Magazine

Utility Items: Grenade, Flash bang, Armour


Major Motoko Kusanagi

Loadout

Primary Weapon: PDW

Secondary: Sword

Attachments: Suppressor, Hair Trigger, Expanded Magazine

Utility Items: Grenade, Flash bang, Armour

Abilities: Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire

Summary

Cyborgnetic counter-cyberterrorist field commander in the employ of "XCOM" as tactical squad leader. Her abilities as "...rarer than ESP"; the kind of person that sections of the government hire to assassinate without leaving a trace.

Borma

Loadout

Primary Weapon: PDW

Secondary: Gauntlet

Attachments: Suppressor, Hair Trigger, Expanded Magazine

Utility Items: Grenade, Flash bang, Armour

Abilities: Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster

Summary

The jack of all trades who often handles the task of rear support.

Saito

Primary Weapon: Sniper Rifle

Secondary: Holotargeter

Attachments: Scope, Auto Loader, Stock

Utility Items: Pistol, Special Ammo, Armour