Enjoying the mod! Vipers are a fantastic addition which adds a completely new angle of play, which is great. Mostly though, I just use them for crowd control, disabling pesky targets in deep cover. A few suggestions: I see that you're making viper as a viable 'scouting' ranger alternative which is fine, although at that rate, it would make most sense as well give them a shotgun since they're fighting in close quarters.Poison spit just isn't that useful, especially since it doesn't deal direct damage (afaik, gas grenade does, which makes it strictly better), and many of the enemies that are susceptible to it are leashable and bindable by tongue whip anyway so it gets quickly swapped out for other items. Otherwise, I think Viper is in a really good spot.A custom perk to allow longer reach on tongue whip would be great. MECs are not so good. They're not all that much tankier although since they can't take cover, WAR suit works great on them, since they are sensible cover for your squad. But honestly, that's a lot of deadweight until endgame before they become viable as a tank. It would be better to give them the WAR-suit ability passively (since they're huge anyway), and somehow let us upgrade their armor padding (blast armor's 1 single armor point isn't going to do anything). Maybe give them a progressively stronger blast padding bonus, or more ranks to it.Their MAG cannon isn't replacable, isn't upgradable with mods, has poor accuracy, gains little bonus for close range and does very poor damage. This needs to be improvable either through perks or equipment.As already suggested, faster/instant healing on avenger is a must. This is critical to making MECs add a new playstyle like the Viper does, because even if tank-strats are fun and viable, it won't work if it isn't sustainable because you have 10 MECs all critically wounded. (Remember that healing times are longer at higher difficulty)Upgrades to the micromissiles are necessary. 3 Damage, tiny AOE that doesn't scale in the late game is kind of useless. Instead of overlapping it too much with grenadier, the artillery perk tree should focus on buffing the missile capacity. If grenadiers are 3 big AOE, long range grenades, MECs should be characterized by dozens of tiny grenades, and they should gain the Salvo perk relatively early on. This goes well with their 'front line' role, where they can shred armor with multiple attacks (but deal low damage) and have enough explosives to open up buildings and cover without completely decimating squads like the grenadiers do. Are Chryssalids able to burrow? And do they poison? If so, then they release a cocoon, right? Would the cocoon be under player allegiance? Not sure, but is it possible that the AWC can assign a perk to an alien that's already part of it's class skill set? In the current public build, I think I had the AWC give me a skill that I was supposed to learn later on. Might want to check AWC rulesets.