Difference between revisions of "Goliath (LWR)"

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[[File: Class Goliath (Long War).png|left|frame|64px|  '''''Goliath''''']]
 
[[File: Class Goliath (Long War).png|left|frame|64px|  '''''Goliath''''']]
  
MEC variant of the '''Gunner''' and '''Rocketeer''' classes. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.
+
MEC variant of the '''Gunner''' and '''Rocketeer''' classes. A Goliath is designed to be a human tank. They have an unsurpassed selection of defensive perks. Their selection of offensive perks is a bit lacking.
  
 
:'''Primary Weapon:''' MEC Primary Weapons
 
:'''Primary Weapon:''' MEC Primary Weapons
 
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
 
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
 
:'''Class-Limited items:''' MEC Equipment items
 
:'''Class-Limited items:''' MEC Equipment items
 +
:'''Attribute Growth''': HP x3.
 
<br/>
 
<br/>
  
Line 15: Line 16:
 
|Specialist1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
 
|Specialist1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
 
|LCorporal1={{ Grenadier (LWR)|text=1|topbotpad=10}}
 
|LCorporal1={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Rapid Reaction (LWR)|text=1|topbotpad=10}}
+
|LCorporal2={{ Sentry (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Light 'Em Up (LWR)|text=1|topbotpad=10}}
+
|LCorporal3={{ Double Tap (LWR)|text=1|topbotpad=10}}
 
|Corporal1={{ Grit (LWR)|text=1|topbotpad=10}}
 
|Corporal1={{ Grit (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}
+
|Corporal2={{ Fortified (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Ready For Anything (LWR)|text=1|topbotpad=10}}
+
|Corporal3={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Danger Zone (LWR)|text=1|topbotpad=10}}
+
|Sergeant1={{ Blast (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
+
|Sergeant2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}
+
|Sergeant3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}
+
|TechSgt1={{ Dampening Shield (LWR)|text=1|topbotpad=10}}
 
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}
 
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Penetrator (LWR)|text=1|topbotpad=10}}
+
|GunSgt2={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
 
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
 
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Fragmentation (LWR)|text=1|topbotpad=10}}
+
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
+
|MSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
 
}}
 
}}
  
== Stat Progression ==
+
== Tactical Advice ==
  
{{Stat Progression Table (LWR)
+
With the highest HP progression and plethora of defensive perks, the Goliath acts as a front-line bullet sponge for the rest of the team. With the '''Absorption Fields''' perk as the first perk to be available, the Goliath is able to heavily reduce any damage that it receives, giving it much more leeway to utilize whatever offense it specialized into and making it an effective hybrid tank.
| rank1-hp=+0-1 (86%) | rank1-aim=+5-15 | rank1-mob=- | rank1-will=-
 
| rank2-hp=+0-1 (86%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-
 
| rank3-hp=+0-1 (86%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-
 
| rank4-hp=+0-1 (86%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-
 
| rank5-hp=+0-1 (86%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-
 
| rank6-hp=+0-1 (85%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-
 
| rank7-hp=+0-1 (85%) | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=- | willtotal=-
 
}}
 
  
'''Predictable Potential:'''
+
With perks like '''Fortified''' or '''Grit''', it becomes more difficult for aliens to severely hurt the MEC and even if they manage to heavily damage it, the '''Repair Servos''' perk can give it even more survivability, by making it able to repair itself during longer missions.
  
{{Stat Progression Table (LWR)
+
Sadly the enemy isn't actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens ''don't'' decide to attack it.
| rank1-hp=+3 | rank1-aim=+10 | rank1-mob=- | rank1-will=-
 
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-
 
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-
 
| rank4-hp=+1 | rank4-aim=+2 | rank4-mob=- | rank4-will=-
 
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-
 
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+6 | aimtotal=+20 | mobtotal=- | willtotal=-
 
}}
 
  
== Tactical Advice ==
+
It should be noted that even with their high health, damage-reducing and self-repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign. The most serious threats come from Sectoid swarms, which will deal many small hits that bypass DR, and enemies with Critical System Targeting, which will hit WAY too hard to tank multiple shots from. It is never a good idea to place the Goliath under a full pod's worth of fire without any assistance.
'''Intended Role: ''' "Tank"
 
  
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bullet sponge for the rest of the team. It is the one unit that you would want to take fire from the heavy hitting alien units. With the '''Absorption Fields''' perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives.  
+
While the Goliath has a few different ways to specialize its offense, it's always going to be a tanky MEC at the end of the day. This lack of versatility is a weakness shared by the Jaeger; if you don't need a MEC tank (or a MEC shooter in the case of Jaeger), then you won't need a Goliath at all.
  
With perks like '''Fortified''', '''Extra Conditioning''' it becomes slightly more difficult for aliens to severely hurt the MEC and even if they manage to heavily damage it, the '''Repair Servos''' perk can give it even more survivability, by making it able to repair itself during longer missions.
+
== Sample Builds ==
  
The Goliath MEC is the only unit that XCOM has available that can reliably be called a tanking unit, as such it can act as a recon unit for the rest of the team, even though it is hampered by its less than stellar mobility. This is why it is good to use it in conjunction with Scouts and Assaults. Use the Scouts to do recon and the Goliath to have the enemies (hopefully) shoot at it, while the assault can go around for a flank.
+
All Goliath builds are inherently quite tanky due to ''Absorption Fields'' and ''Kinetic Dampening'', but they all focus on different skills and have different levels of bulk.
  
Sadly the enemy isn't actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens ''don't'' decide to attack it. '''Flush''', '''Grenadier''', '''Light 'Em Up''' and '''First Aid''' are prominent offensive and utility perks.
+
===Grenadier Goliath===
  
It should be noted that even with their high health, damage reducing and self repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign.  The most serious threats come from Sectoid swarms, which will deal many small hits that bypass absorption fields, and Critical System Targeting bosses, which will hit WAY too hard to tank. It is never a good idea to place the Goliath under a full pod's worth of fire without any assistance.  
+
The Grenadier Goliath acts like a literal tank; it shoots explosives at enemies while being very hard to kill. It wants to set up somewhere close to the action with ''One for All'' and then lob grenades turn after turn as needed. Even when out of grenades, this build can hold ground effectively due to how tanky it is.
  
MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods.
+
Sample Grenadier Build:
 +
''Grenadier -> Grit -> Danger Zone -> Kinetic Dampening -> Repair Servos or Tandem Warheads -> Fragmentation''
  
The biggest drawback of the Goliath is its rather narrow usability; it has one role which it does extremely well, but it is not as versatile as other MEC classes. Unless you are going to use it for its specific purpose, you might not want to get a Goliath.
+
{{Ability List Display
 +
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
 +
|level2={{Grit (LWR)|align=center|topbotpad=7}}
 +
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}
 +
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}
 +
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}
 +
|level6={{Fragmentation (LWR)|align=center|topbotpad=7}}
 +
}}
  
== Sample Builds ==
+
Recommended Equipment: Grenade Launcher, Gravity Mine, Heavy MEC Suit, Survivability-increasers
  
===Sturmtiger===
+
Notes:
 +
* Because you'll be in ''One for All'' most of the time, a Heavy MEC Suit will perform best.
 +
* Grenadier only affects Grenade Launchers and Gravity Mines, so those are the equipment of choice.
 +
* At GSGT, ''Tandem Warheads'' is the default choice that makes your explosives better, but ''Repair Servos'' can be chosen instead to leverage the Goliath's tankiness more.
  
This build widens the usability of the Goliath by equipping the MEC with an explosive payload. On small, disadvantageous maps where XCOM finds itself sorely outnumbered and outgunned, the Sturmtiger is one of the best weapons capable of tanking a wall of damage and dishing it all right back. The Grenadier perk allows the Sturmtiger to fire up to two grenades in one turn while 'buttoned up' with One For All. Keep in mind that ''multiple grenade launchers can be equipped,'' each of which have ''two base charges,'' which are subsequently ''doubled'' by Grenadier, with ''no cooldown.'' Although explosives aren't the best way to lay down damage by the late game, Danger Zone + Tandem Warheads bring both decent AOE and cover destruction ability akin to that of siege artillery.
+
===Sentry Goliath===
  
Don't forget to clip the moments when Fragmentation hits it big. Treasured memories and all that.
+
The Sentry Goliath acts as a tank and damage hybrid, leveraging the combination of ''Sentry'' and ''Reactive Targeting Sensors'' to safely enter ''One for All'' while taking shots in the process. This build can often struggle significantly with ammo, creating "cooldown" turns of sorts, but when it has enough ammo to effectively use ''Sentry'' it can put out quite a lot of damage. Manually ending turns to gain ''Combat Readiness'' can be used if low on ammo as well to still take high accuracy ''RTS'' shots while getting ''Sentry's'' graze.
  
Sample Sturmtiger Build:
+
Sample Sentry Build:
''Grenadier -> Fortified -> Danger Zone -> Extra Conditioning -> Tandem Warheads -> Fragmentation''
+
''Sentry -> Fortified or Grit -> Reactive Targeting Sensors -> Kinetic Dampening -> Repair Servos -> Extra Conditioning''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
+
|level1={{Sentry (LWR)|align=center|topbotpad=7}}
|level2={{Fortified (LWR)|align=center|topbotpad=7}}
+
|level2={{Fortified (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}
+
|level3={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
+
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}
|level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}}
+
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}
|level6={{Fragmentation (LWR)|align=center|topbotpad=7}}
+
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: Core Plating, Restorative Mist, Grenade Launcher, HMEC-2
+
Recommended Equipment: Restorative Mist, Kinetic Strike Module, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers
  
Note:
+
Notes:
*Grit can be taken in place of fortified, but an Alien Trophy is recommended.
+
* Due to actively drawing fire to utilize ''Sentry'' and ''Reactive Targeting Sensors'', a Heavy MEC Suit is highly recommended.
*Repair Servos can be taken in place of Fragmentation for better tanking ability and less RNG.
+
* Restorative Mist is solid on any tank MEC, and Sentry Goliaths are no exception.
 +
* Kinetic Strike Module gives you a solid method of doing damage when out of ammo or when conserving ammo is important.
 +
* At CPL, ''Fortified'' will keep you safer for the ''RTS'' shot and prevents panic from messing up your plans, while ''Grit'' is better for tanking once already in ''OfA''.
  
===Main Battle Tank===
+
===Shooter Goliath===
  
This build aims to tank damage and counter enemy armor as effectively as possible. Light 'Em Up enables the MBT to fire its primary weapon and fold back into One For All. Combined with the extra damage against mechanical targets from CST and all the penetration maxing, the MBT should always deal more damage than it takes from enemy armor. Just like a real modern tank, this build is inflexible for dealing with soft targets due to a lack of aim buffs, other than to rush into close range and fire. If you are rushing into close range and firing with your Goliath, then you should be using a Marauder, but a flamethrower can make up for this weakness instead.
+
The Shooter Goliath is about as simple as a MEC can get: it shoots things for high damage, and can take some hits in return. Its damage can rival the likes of a Rapid Fire Jaeger when up against mechanical enemies, but big guns are going to hurt regardless of target type. This build notably suffers from mediocre aim, so close range and flanks are recommended.
  
Sample MBT Build:
+
Sample Shooter Build:
''Light 'Em Up -> Fortified -> Critical System Targeting -> Extra Conditioning -> Penetrator -> Repair Servos''
+
''Double Tap -> Fortified or Penetrator -> Lock N' Load -> Kinetic Dampening -> Repair Servos or Critical System Targeting -> Extra Conditioning''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Light 'Em Up (LWR)|align=center|topbotpad=7}}
+
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}
|level2={{Fortified (LWR)|align=center|topbotpad=7}}
+
|level2={{Fortified (LWR)|align=center|topbotpad=7}} {{Penetrator (LWR)|align=center|topbotpad=7}}
|level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}}
+
|level3={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
+
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}
|level5={{Penetrator (LWR)|align=center|topbotpad=7}}
+
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level6={{Repair Servos (LWR)|align=center|topbotpad=7}}
+
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: Core Plating, Armor Piercing Ammo, Flamethrower + Jellied Elerium, HMEC-2
+
Recommended Equipment: Any MEC equipment, Heavy MEC Suit, Aim-increasers, Damage-increasers, Survivability-increasers
  
Note:
+
Notes:
*Grit can be taken in place of Fortified, but an Alien Trophy is recommended.
+
* A Heavy MEC Suit will benefit this build significant, as the Goliath's default bulk from ''Absorption Fields'' and ''Kinetic Dampening'' pair nicely with the high survivability of a Heavy MEC suit.
 +
** A Light MEC Suit can be used if mobility is a concern, however.
 +
* All MEC equipment works fairly well for this build:
 +
** Grenade Launchers, Gravity Mines, Flamethrowers, and Electropulse all give you effective options to use for AoE damage or when hit chances are low, and bring some utility to boot.
 +
** Restorative Mist is nice for any MEC that is going to be drawing fire, and because of the Goliath's aim, they will often have to be close to their enemies.
 +
** Kinetic Strike Module is an effective option to use against any high DR targets or on ''Double Tap's'' cooldown turn.
 +
* This build can choose to specialize more in bulk or damage:
 +
** At CPL, ''Penetrator'' is a basic damage increase that's particularly effective against enemies in cover or hardened enemies, and ''Fortified'' will make you significantly tankier as you won't be using ''One for All'' for tanking.
 +
** At GSGT, ''Critical System Targeting'' is incredible against most mechanical enemies, and ''Repair Servos'' significantly improves your longevity when it comes to tanking hits.
  
 
</div>
 
</div>

Latest revision as of 15:22, 18 February 2024

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  Goliath

MEC variant of the Gunner and Rocketeer classes. A Goliath is designed to be a human tank. They have an unsurpassed selection of defensive perks. Their selection of offensive perks is a bit lacking.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items
Attribute Growth: HP x3.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Absorption Fields
Absorption Fields
Advanced shielding grants +30% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.
RANK CORPORAL.png
Lance Corporal
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
Sentry
Sentry
Fire an additional 2 reaction shots during overwatch. Grants +50% DR when on overwatch.
Double Tap
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.
RANK SERGEANT.png
Corporal
Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
RANK LIEUTENANT.png
Sergeant
Blast
Blast
Grants +20% radius and +1 damage to explosives. Does not affect Gravity Mines.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is attacked: Attempt to return fire with a +40 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
RANK CAPTAIN.png
Tech Sergeant
Dampening Shield
Dampening Shield
Grants proximity-based DR from shots against this unit over 10 tiles away (+5% DR per tile further than 10).
RANK MAJOR.png
Gunnery Sergeant
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 35% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available).
Holo Rounds
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.


Tactical Advice

With the highest HP progression and plethora of defensive perks, the Goliath acts as a front-line bullet sponge for the rest of the team. With the Absorption Fields perk as the first perk to be available, the Goliath is able to heavily reduce any damage that it receives, giving it much more leeway to utilize whatever offense it specialized into and making it an effective hybrid tank.

With perks like Fortified or Grit, it becomes more difficult for aliens to severely hurt the MEC and even if they manage to heavily damage it, the Repair Servos perk can give it even more survivability, by making it able to repair itself during longer missions.

Sadly the enemy isn't actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens don't decide to attack it.

It should be noted that even with their high health, damage-reducing and self-repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign. The most serious threats come from Sectoid swarms, which will deal many small hits that bypass DR, and enemies with Critical System Targeting, which will hit WAY too hard to tank multiple shots from. It is never a good idea to place the Goliath under a full pod's worth of fire without any assistance.

While the Goliath has a few different ways to specialize its offense, it's always going to be a tanky MEC at the end of the day. This lack of versatility is a weakness shared by the Jaeger; if you don't need a MEC tank (or a MEC shooter in the case of Jaeger), then you won't need a Goliath at all.

Sample Builds

All Goliath builds are inherently quite tanky due to Absorption Fields and Kinetic Dampening, but they all focus on different skills and have different levels of bulk.

Grenadier Goliath

The Grenadier Goliath acts like a literal tank; it shoots explosives at enemies while being very hard to kill. It wants to set up somewhere close to the action with One for All and then lob grenades turn after turn as needed. Even when out of grenades, this build can hold ground effectively due to how tanky it is.

Sample Grenadier Build: Grenadier -> Grit -> Danger Zone -> Kinetic Dampening -> Repair Servos or Tandem Warheads -> Fragmentation

Recommended Equipment: Grenade Launcher, Gravity Mine, Heavy MEC Suit, Survivability-increasers

Notes:

  • Because you'll be in One for All most of the time, a Heavy MEC Suit will perform best.
  • Grenadier only affects Grenade Launchers and Gravity Mines, so those are the equipment of choice.
  • At GSGT, Tandem Warheads is the default choice that makes your explosives better, but Repair Servos can be chosen instead to leverage the Goliath's tankiness more.

Sentry Goliath

The Sentry Goliath acts as a tank and damage hybrid, leveraging the combination of Sentry and Reactive Targeting Sensors to safely enter One for All while taking shots in the process. This build can often struggle significantly with ammo, creating "cooldown" turns of sorts, but when it has enough ammo to effectively use Sentry it can put out quite a lot of damage. Manually ending turns to gain Combat Readiness can be used if low on ammo as well to still take high accuracy RTS shots while getting Sentry's graze.

Sample Sentry Build: Sentry -> Fortified or Grit -> Reactive Targeting Sensors -> Kinetic Dampening -> Repair Servos -> Extra Conditioning

Recommended Equipment: Restorative Mist, Kinetic Strike Module, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers

Notes:

  • Due to actively drawing fire to utilize Sentry and Reactive Targeting Sensors, a Heavy MEC Suit is highly recommended.
  • Restorative Mist is solid on any tank MEC, and Sentry Goliaths are no exception.
  • Kinetic Strike Module gives you a solid method of doing damage when out of ammo or when conserving ammo is important.
  • At CPL, Fortified will keep you safer for the RTS shot and prevents panic from messing up your plans, while Grit is better for tanking once already in OfA.

Shooter Goliath

The Shooter Goliath is about as simple as a MEC can get: it shoots things for high damage, and can take some hits in return. Its damage can rival the likes of a Rapid Fire Jaeger when up against mechanical enemies, but big guns are going to hurt regardless of target type. This build notably suffers from mediocre aim, so close range and flanks are recommended.

Sample Shooter Build: Double Tap -> Fortified or Penetrator -> Lock N' Load -> Kinetic Dampening -> Repair Servos or Critical System Targeting -> Extra Conditioning

Recommended Equipment: Any MEC equipment, Heavy MEC Suit, Aim-increasers, Damage-increasers, Survivability-increasers

Notes:

  • A Heavy MEC Suit will benefit this build significant, as the Goliath's default bulk from Absorption Fields and Kinetic Dampening pair nicely with the high survivability of a Heavy MEC suit.
    • A Light MEC Suit can be used if mobility is a concern, however.
  • All MEC equipment works fairly well for this build:
    • Grenade Launchers, Gravity Mines, Flamethrowers, and Electropulse all give you effective options to use for AoE damage or when hit chances are low, and bring some utility to boot.
    • Restorative Mist is nice for any MEC that is going to be drawing fire, and because of the Goliath's aim, they will often have to be close to their enemies.
    • Kinetic Strike Module is an effective option to use against any high DR targets or on Double Tap's cooldown turn.
  • This build can choose to specialize more in bulk or damage:
    • At CPL, Penetrator is a basic damage increase that's particularly effective against enemies in cover or hardened enemies, and Fortified will make you significantly tankier as you won't be using One for All for tanking.
    • At GSGT, Critical System Targeting is incredible against most mechanical enemies, and Repair Servos significantly improves your longevity when it comes to tanking hits.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s