MECs are the best thing about this version of XCOM. Too bad they aren’t in XCOM 2. This is the most fun class to play. You feel the power in every attack and special ability. They add a variety of tactical options, making your squad more dynamic and aggressive. With a MEC stomping around your team becomes the technologically advanced special forces unit that it is supposed to be.
Class:
Class for Early MEC: Doesn’t Matter
Class for Primary MEC: Sniper
Suit:
MEC-1 Flamethrower
MEC-2 Restorative Mist
MEC-3 Proximity Mine Launcher
Abilities:
Advanced Fire Control
Vital Point Targeting (primary) Damage Control (early)
Jet Boot Module
Expanded Storage
Absorption Fields
Class Selection:
Aim progression for a MEC is equivalent to that of the Heavy, which is bad. But chopped soldiers retain the aim they have already acquired. For this reason it is ideal to chop a Colonel Sniper into a MEC to get 105 aim. The class abilities that are granted to the MEC are nice but a much less significant consideration. I am not even going to discuss them. You can find the class related abilities here Ufopaedia - XCOM: EU/EW - MEC Trooper.
If you build a MEC early, it doesn’t matter what class you choose, so I would suggest that you chop the least important soldier. This will never be a Heavy as they are great in the early game, and not a Sniper as you will want to have 3 of them (one extra to chop into a MEC later). Chop an Assault or a Support depending on which class you have the most of.
MEC-1 Flamethrower:
The Flamethrower is much better in the base game than in Long War. It is more likely to panic enemies or kill them outright. Having a Flamethrower in April will make that month much easier, and it remains a solid ability throughout the campaign.
Alternative: Kinetic Strike Module
This is not a great ability, because it is hard to use. It requires getting right up next to the target which is often not possible even with increased movement range, and usually dangerous. Still, Kinetic Strike Module give your MEC an automatic hit, for a ton of damage, and that is useful when your clip runs dry.
MEC-2 Restorative Mist:
This is a great ability that will help keep your soldiers healthy on longer missions. If your Support took Field Medic, this is still a good ability though somewhat redundant. If you didn’t select Field Medic, Restorative Mist is a must. A big limitation is that it won’t stabilize critically wounded soldiers.
Alternative: Grenade Launcher
This is also a great ability that is a little redundant; imitating the Heavy’s ability to throw ordinance across the map. The MEC will probably want Proximity Mine Launcher at the next suit upgrade, which does more damage than Grenade Launcher but won’t remove cover until the enemy triggers the explosion, so not the same thing in practice.
MEC-3 Proximity Mine Launcher:
This is a great ability because it does a lot of damage and can be deployed before enemy pods activate. And you get 3 of them; 5 with Expanded Storage. Their only downside is that you must trigger them with another explosive or wait for the enemy to move, which is not guaranteed. For that reason, this ordinance will not replace the Heavy’s role of cover removal, and is not an upgrade of the MEC-2 suit ability, Grenade Launcher;
Alternative: Electro Pulse
This only does 5 damage, which is underwhelming, but it will also stun Sectopods and other robotic units, which is very good, but hard to use as you must get in close. I have never tried this ability, so I can’t say for sure how effective it is in practice.
Advanced Fire Control:
This is a great ability that will make the MEC’s overwatch fire deadly. A MEC with 105 base aim, and a few medals boosting it further, will be almost guaranteed to hit incoming enemies.
Alternative: Automated Threat Assessment
This is not a very good ability. The extra defense is just okay, and the MEC has enough health to usually survive a couple shots. This is an okay ability for your early MEC, which is still vulnerable. Still, I can’t imagine putting a MEC on overwatch during a pitched battle, as they are usually required to shoot, burn, or uncover the enemy.
Vital-Point Targeting:
+2 damage is very good. Not much else to say. More damage is better.
Alternative: Damage Control
Damage Control is also very good, and I believe the better pick for your early MEC. When you chop a Colonel, and create a primary MEC, Absorption Fields will provide enough survivability to forego Damage Control. But they also work well together, so this is still a solid pick for both MECs.
Jet boot Module:
This is a nice little ability that will allow the MEC to easily gain elevation and thus +20 aim. That will come in handy on about every other mission.
Alternative: One For All
This is not as good. Late in the game there are better ways of defending your soldiers (Ghost Grenades) and you will want your MEC free to move about.
Expanded Storage:
Extra ammo, and with my build, extra healing and mines. This ability is great. The extra ammunition is perhaps the biggest benefit as your MEC has a very small clip. Ammo Conservation and Expanded Storage bring it up to 4, which is still low and limiting, but better than it would be otherwise.
Alternative: Repair Servos
Repair Servos is not a better source of healing than an extra use of Restorative Mist. So while this ability is okay, it is not nearly as good as Expanded Storage even if you didn’t select Restorative Mist.
Absorption Fields:
This is a great defensive ability for the MEC. Absorption Fields will eliminate the chance of taking critical hits from nasty enemies, and that enables the MEC to survive at lest 3 hits, and usually more.
Alternative: Reactive Targeting Sensors
This is a very good ability as well, because the enemy will often target your MEC. Your squad should already have enough fire power though, and I think it makes more sense to insure your MEC survives rather than adding a bit more offense to your arsenal.
Warden Tanking:
Another option, is to ignore everything above, and use this build:
Nope:
Kinetic Strike Module is by far the strongest ability. The flamethrower is almost useless, especially in late game. Not enough demage!
Grenade Launcher (+alien grenades) is way more useful than restorative mist.
Proximity Mine Launcher doesn't work. Very bad option. Don't use it. The Electro Pulse is great against Floaters and the stupid Cyber Discs. Very nice in the base defense mission, when the robotic aliens start floading your base. Put your MEC + Electro Pulse near the entry and they don't have a change.