XCOM 2
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It's Raining Mecha!
   
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26 May, 2016 @ 5:38pm
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It's Raining Mecha!

Description
After the May 12 Patch, MECs are less common. Mods for enemy variety may make them outright rare. This fixes that, which is effectively a slight difficulty bump.

[July 1 update: The newest patch may fix MEC rarity. This mod will continue into further development as planned since I have vacation.]

If you're not suffering a drought of MECs or if Firaxis makes MECs more common, it'll probably be raining Mecha with this mod. That is a very good thing.

V 0.2 - 2 Near-Vanilla MEC Variants. The Strider (smaller) and Enforcer (standard size).


Todo In Near Future:
* Make more common spawns via mod-compatibility.
* Strider MEC and Enforcer stun and disorient abilities.
* Big scary MEC.

Future Plans, once I'm content MECs are common again:
* Cyborg MEC variants, using modified Enemy Within meshes. Because ADVENT doesn't mind a chop here or a chop there.
* Use the same three meshes with the XCOM 2 MEC head for my earlier variants.
* More robotic and cyborg units, tracked, hover, and EU/EW ports.
* Get some of your talent to further this mod
* Mecha saturation MCM menu option(s)

Note: Why doesn't the EXO suit require MEC wrecks to build? Take a close look at it. It's built out of an Advent MEC! Suspension of disbelief broken.
Popular Discussions View All (1)
3
31 May, 2016 @ 4:41pm
What do you want to see? Upcoming/Dev
Experiments
25 Comments
Experiments  [author] 6 Aug, 2017 @ 9:05pm 
It's been fixed. Rigged models and stuff will be posted as a different mod.
macelharen 6 Aug, 2017 @ 12:59pm 
sorry, i bought the game on 60% on the july weekend supersale. obviously i can't tell if it's been fixed. how say you?
Dragon32 31 May, 2017 @ 3:53pm 
@Natural Causes:
Golly, that all sounds rather fine. Good luck and more power to your elbow!
Experiments  [author] 31 May, 2017 @ 3:07pm 
@Dragon32, Yeah I'd prefer to take out the Sectoid at least for a small-scale spidery/SC1 Dragoon look. Though I could see a (different) driver for larger versions. Heck, if I can figure out additive animations I'd like to have it as a legs prop or armor for enemy/allied MEC/Sparks. Same with SHIV. But getting the shard-splitting animations of EU Outsiders working for another alien pack has priority over those.
Dragon32 31 May, 2017 @ 4:04am 
@Natural Causes:
Thanks for the reminder, I knew my memory was a bit shaky. Also, those additional units sound super exciting. Would you remove the cockpit glass (no idea how easy it would be to change the materials) from the Bureau Sectopod? Could be a bit odd seeing its Sectoid driver [cramgaming.com].
Experiments  [author] 30 May, 2017 @ 6:29pm 
@Dragon32, @frizzeldian12,

This is mostly outdated: it compensated for a SLG glitch that made MECs uncommon and because other enemy mods were outpopulating MEC pools. Those aren't issues anymore so it's fine to unsub from this unless you want to add simple MECs for corpse reasons.

Additional units will be released as a separate mod when I have time to finish: Mortar Sectopod (EU mesh), MEC Trooper (EW MecCivies mesh), Enforcer as an Anti-Riot (Stun 1 action) MEC, Strider as an attrition/skirmisher sort of role. I'd like to make something from the Bureau Sectopod and EW Seeker but haven't started learning how to reconstruct the animsets from the individual extracted anims.

Finishing this first unit pack will take a bit and there are remaining design issues and things I want to prototype before release. It'll be a new mod anyhow but no promise for ETA
Dragon32 30 May, 2017 @ 10:35am 
@frizzeldian12:
2 Near-Vanilla MEC Variants. The Strider (smaller) and Enforcer (standard size).

Only a vague idea how they differ from vanilla baddies. I did use this mod in a campaign which got borked by SLG, think the Strider was lower HP with more movement. The Enforcer I've no recollection of.
Dęąth Viper 29 May, 2017 @ 7:43pm 
Exactly what units does this add to the game
Experiments  [author] 1 Jul, 2016 @ 9:17pm 
@Dragon32 Indeed! That frees me up to do some more varied work with this mod. If you used the mod as a patch, it's accounted for with the drop of the new DLC--hopefully. Since I was unavailable when the DLC dropped I haven't looked through it much but I'll be using it alongside some EW stuff I've ready for fun times.
Dragon32 30 Jun, 2016 @ 11:37am 
I see this in the latest June patch notes [xcom.com]:
Fixed an issue where the Skulljack objective caused MECs to stop appearing in tactical

Does that fix address the changes you've made to the appearance of MECs (or lack of), Natural Causes?