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Part 5
XCOM: Enemy Unknown

Part 5

Decide between a Genetics Lab or Cybernetics Lab for your XCOM soldiers. Learn about MECs, Genemods, and the best squad compositions for tactical battles.

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Decide between a Genetics Lab or Cybernetics Lab for your XCOM soldiers. Learn about MECs, Genemods, and the best squad compositions for tactical battles.

While managing your base and satellites is do-or-die for winning XCOM: Enemy Unknown, the tactical battles are arguably the most engaging part of the game. To succeed, you'll need a strong tactical force, which requires a long-term plan for its development.

A key decision is whether to build a Genetics Lab or a Cybernetics Lab. While you can build both, it's a resource drain, and you have limited Meld to spend. Choose based on your preferred playstyle: squishy infantry with genetic upgrades or large, durable MECs.

Genetics Lab vs. Cybernetics Lab

Genetics Lab:

  • Offers passive soldier upgrades like health regeneration.
  • More Meld-intensive with less impact per point spent.
  • Upgrades are marginally useful, with many considered useless by some players.
  • A single upgrade can cost up to 20 Meld, the maximum from many missions.

Cybernetics Lab:

  • Provides MEC troopers, which are cost-effective and powerful.
  • Outfitting a MEC costs $35 and 50 Meld ($10 and 10 Meld for the pilot, $25 and 40 Meld for the MEC).
  • MECs are extremely effective even late-game.
  • Key MEC abilities include the Kinetic Strike Module (for mobility, flanking, and capturing Meld canisters) and Flamethrower.
  • High-level MECs can self-repair and require multiple hits to kill.
  • MEC upgrades offer more HP but less useful abilities.
  • If a Heavy Trooper is converted to a MEC, they gain the 'Body Shield' bonus, reducing enemy hit chance and critical hits against them.
  • If an Assault Trooper is converted to a MEC, they gain 'Shock-Absorbent Armor,' reducing damage from enemies within 4 tiles by 33%.

Squad Composition

Your squad can have up to 6 units, with any combination of classes. Early game, use rookies for easier missions unless Thin Men are present, then use Veterans. The best team composition depends on your playstyle.

Class Descriptions:

  • Heavy Troopers:
    • All-round soldiers with powerful explosive weapons (90% hit chance).
    • Can be customized to shoot twice per turn and gain a 50% bonus against mechanical enemies.
    • Carry a machine gun for higher damage than rifle users.
    • Downsides: High ammo consumption and poor aim.
    • Capable of Suppressing enemies.
  • Assault Troopers:
    • Can shoot after moving a full turn's worth of movement.
    • Customizable to ignore the first Overwatch fire, gain up to 20 defense based on nearby enemies, extra armor HP, and a free shot at close enemies.
    • Lethal abilities include shooting twice in rapid succession and an ability to force enemies out of cover.
    • Can carry shotguns or assault rifles; most abilities benefit shotguns.
    • Tend to have the highest critical hit rate.
    • Downside: Need to get close to targets, which can result in more enemies spawning.
  • Sniper Troopers:
    • Highest Aim stat in the game.
    • Carry a long-range sniper rifle.

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