Phantom Kat said:
I found that MECs pretty much replaced assaults in my squad. The MECs were tanky enough that I didn't need a lightning reflexes assault to draw overwatch fire, and packed enough firepower to kill most things easily. I ended up taking two MECs, two medic Supports, a heat ammo heavy and a snapshot/inthezone sniper. With gratuitous use of ghost grenades (holy shit I love these) it was incredibly easy to simply ghost my entire squad for a turn if anything went wrong.
I also ran into a situation where I had plasma weapons before I even had access to research beam weapons.
I also found gene mods to be somewhat pointless except for the bio-electric skin mod though I mainly play on normal so that may be why. Currently planning on a training roulette run to see what kind of crazy skill combos I get.
I have had my MECs replacing the heavies instead.
The heavy rocket is usually just one shot and because of that I don't even use it every mission, but only when I really have to, such as when I activate multiple alien trios by accident. The regular shot is simply too inaccurate and usually only serves to activate holo-targeting. Suppresion + area + mayhem is the only thing heavies are really good at and it burns through ammo, while the sniper can just disable an alien weapon with one shot.
Now the MEC's collateral damage I use more often, because it will do the trick against that hard to reach alien in cover and you can simply reload. Then there's also the option to install long-range grenades to blow up big area of cover, more than once.
I keep my assault class because a fully tricked out assault guy is as tough as lvl3 MEC, but can also use cover and cannot take any critical damage on top. Fast reflexes is also preferable to simply soaking up damage. Run&gun followed by double shot remains a real life-safer, that is often 100% reliable with a shotgun, for massive damage. When the sniper cannot aim around an obstacle, the assault guy can still get there.
Add double heart and regeneration and these guys just won't die and when they do fall you get 5 turn to bring them back.
Assaults and snipers(even after the nerf) remain my top classes and I always try to take atleast 1 of each. After armor is researched I usually want atleast 1 support medic aswell (2 in the late game, where every casualty can simply be revived), just for the 3 upgraded medikits. Atleast 1 MEC in the early game is good, but when I have a bunch of colonels in titan armor and with 2 hearts, I may leave them behind and maybe even take a psionic heavy.