Difference between revisions of "Goliath (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
<br/>!!NOT UPDATED TO LWR YET!!
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[[File: Class Goliath (Long War).png|left|frame|64px|&nbsp;&nbsp;<b><i>Goliath</i></b>]]
 
[[File: Class Goliath (Long War).png|left|frame|64px|&nbsp;&nbsp;<b><i>Goliath</i></b>]]
<div style="float:right; padding:0 15px 15px 20px;">
 
    <div>__TOC__<br/></div>
 
    <div style="float: left; padding-left: 30px;">{{Header (Long War)}}</div>
 
    </div>
 
</div>
 
  
MEC variant of the '''Gunner''' class. 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.
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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.
  
 
:'''Primary Weapon:''' MEC Primary Weapons
 
:'''Primary Weapon:''' MEC Primary Weapons
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== Abilities ==
 
== Abilities ==
{{Class Tree (Long War)|
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{{Class Tree (LWR)|
|Specialist1={{ Absorption Fields (Long War)|text=1}}
+
|Specialist1={{ Absorption Fields (LWR)|text=1}}
|SpecialistE1='''-1 Mobility.'''
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|LCorporal1={{ Reactive Targeting Sensors (LWR)|text=1}} {{ Opportunist (LWR)|text=1}}
|LCorporal1={{ Steadfast (Long War)|text=1}}
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|LCorporal2={{ Fragmentation (LWR)|text=1}}
|LCorporal2={{ Reactive Targeting Sensors (Long War)|text=1}}
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|LCorporal3={{ Penetrator (LWR)|text=1}}
|LCorporal3={{ Flush (Long War)|text=1}}
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|Corporal1={{ Grenadier (LWR)|text=1}}
|LCorporalE1='''+5 Will.'''
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|Corporal2={{ Fortified (LWR)|text=1}} {{ Steadfast (LWR)|text=1}}
|LCorporalE2='''+2 Aim, +2 Will.'''
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|Corporal3={{ Light 'Em Up (LWR)|text=1}}
|LCorporalE3=''No other bonuses.''
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|Sergeant1={{ Grit (LWR)|text=1}}
|Corporal1={{ Covering Fire (Long War)|text=1}}
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|Sergeant2={{ First Aid (LWR)|text=1}}
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}
+
|Sergeant3={{ Critical System Targeting (LWR)|text=1}}
|Corporal3={{ Ranger (Long War)|text=1}}
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|TechSgt1={{ Repair Servos (LWR)|text=1}}
|CorporalE1=''No other bonuses.''
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|GunSgt1={{ Danger Zone (LWR)|text=1}}
|CorporalE2='''+2 Will.'''
+
|GunSgt2={{ Mayhem (LWR)|text=1}}
|CorporalE3=''No other bonuses.''
+
|GunSgt3={{ Lock n' Load (LWR)|text=1}}
|Sergeant1={{ Mayhem (Long War)|text=1}}
+
|MSgt1={{ Tandem Warheads (LWR)|text=1}}
|Sergeant2={{ Repair Servos (Long War)|text=1}}
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|MSgt2={{ Extra Conditioning (LWR)|text=1}}
|Sergeant3={{ Advanced Fire Control (Long War)|text=1}}
 
|SergeantE1=''No other bonuses.''
 
|SergeantE2=''No other bonuses.''
 
|SergeantE3='''+2 Aim.'''
 
|TechSgt1={{ Packmaster (Long War)|text=1}}
 
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}
 
|TechSgt3={{ Vital Point Targeting (Long War)|text=1}}
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
 
|TechSgtE3=''No other bonuses.''
 
|GunSgt1={{ HEAT Ammo (Long War)|text=1}}
 
|GunSgt2={{ Damage Control (Long War)|text=1}}
 
|GunSgt3={{ Collateral Damage (Long War)|text=1}}
 
|GunSgtE1=''No other bonuses.''
 
|GunSgtE2=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
 
|MSgt1={{ Close Combat Specialist (Long War)|text=1}}
 
|MSgt2={{ Extra Conditioning (Long War)|text=1}}
 
|MSgt3={{ Rapid Fire (Long War)|text=1}}
 
|MSgtE1=''No other bonuses.''
 
|MSgtE2='''+1 Mobility, +4 Aim, +4 Will.'''
 
|MSgtE3=''No other bonuses.''
 
 
}}
 
}}
  
 
== Stat Progression ==
 
== Stat Progression ==
 
{| class="wikitable"
 
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*
 
|-
 
|Specialist|| 1 || 1 || 2 || 2 || 2(3)|| 2(-3)
 
|-
 
|Lance Corporal|| 1 || 2 || 1 || 3 || 2(3)|| 4(-6)
 
|-
 
|Corporal|| 1 || 3 || 2 || 5 || 2(3)|| 6(-9)
 
|-
 
|Sergeant|| 1 || 4 || 1 || 6 || 2(3)|| 8(-12)
 
|-
 
|Tech Sergeant|| 1 || 5 || 2 || 8 || 2(3)|| 10(-15)
 
|-
 
|Gunnery Sergeant|| 1 || 6 || 1 || 9 || 2(3)|| 12(-18)
 
|-
 
|Master Sergeant|| 1 || 7 || 2 || 11 || 2(3)|| 14(-21)
 
|}
 
 
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
 
  
 
== Tactical Advice ==
 
== Tactical Advice ==
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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.  
 
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.  
  
With perks like '''Automated Threat Assessment''', '''Extra Conditioning''', '''Shock- Absorbent Armor''' and '''Damage Control''' 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.
+
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.
  
 
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.
 
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.
  
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''', '''HEAT Ammo''', '''Collateral Damage''' and '''Packmaster''' are prominent offensive and utility perks. '''Advanced Fire Control''', '''Close Combat Specialist''' and '''Covering Fire''' can let the Goliath lock down aliens with the threat of overwatch.
+
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.
  
 
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 HEAT loaded 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.  
 
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 HEAT loaded 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.  
  
MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods <sup>1</sup>. With some luck an upgraded Arc Thrower can be used to capture Drones, providing an unlimited source of +3 healing that is amazing for extended missions. The Repair utility of an arc thrower can also be used, but is generally not strong enough to use for primary healing. Another good idea is to equip it with HP-boosting items such as an Alloy Carbide Plating or Core Armoring, increasing the health it needs to tank. Skills that reduce enemy aim are never a bad idea, but be careful when boosting the Goliath's defense rating above that of the rest of your squad. Doing so will encourage the alien AI to change targets.
+
MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods.
 
 
Shock-Absorbent Armor takes the Goliath's tanking potential to a whole new level, but must be used very carefully. If the Goliath flanks a unit on the approach, it will frequently run away from the flank and attack outside of range for full damage. Heavier units like Mechtoids and Cyberdiscs are not pressed to flee, but they are not obligated to stay in range of the damage reduction. Do not place the Goliath in a situation where it NEEDS Shock-Absorbent Armor to survive.
 
  
 
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.
 
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.
 
  
 
<sup>1</sup> If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges.
 
<sup>1</sup> If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges.
  
 
== Sample Builds ==
 
== Sample Builds ==
===Mobile Fortress===
 
 
LCPL: '''Steadfast'''
 
 
CPL: '''Automated Threat Assessment'''
 
 
SGT: '''Repair Servos'''
 
 
TSGT: '''Shock-Absorbent Armor'''
 
 
GSGT: '''Damage Control'''
 
 
MSGT: '''Extra Conditioning'''
 
 
This MEC's function is simple - draw enemy fire and absorb damage, while the rest of your squad deals with the enemy. Put it in a MEC-5 suit to maximize HP (+24) and DR (+2.5), while the '''Extra Conditioning''' perk adds another +4 HP. Steadfast will keep your Goliath from panicking and inadvertently causing a panic chain. Equip an Alloy Carbide Plating and a Core Armoring for an additional +6 HP and immunity to critical hits. Don't equip Tactical Sensors or a Battle Computer, as these will raise the Goliath's evasion and may cause your enemies to target other members of your squad. Even though the Goliath's low aim make its primary weapon quite unreliable at mid to long ranges, you can give it a more supportive role by equipping a Holo-Targeter.  For secondary weapons consider bringing a grenade launcher or two to destroy enemy cover while in One For All position.  A Flamethrower or a Kinetic Strike Module can be useful on close-quarter maps.
 
For a tanky '''HEAT Ammo''' MEC build check out the '''[[Valkyrie (Long War)|Valkyrie]]''', which has a much better aim progression and some excellent Overwatch perks.
 
 
===Anti-Melee Punisher===
 
 
LCPL: '''Reactive Targeting Sensors'''
 
 
CPL: '''Covering Fire'''
 
 
SGT: '''Repair Servos'''
 
 
TSGT: '''Shock-Absorbent Armor'''
 
 
GSGT: '''Damage Control'''
 
 
MSGT: '''Close Combat Specialist'''
 
 
This MEC is designed to fight Chryssalids and Berserkers who charge at it, or to get right next to enemies and then punish them if they take any actions. Unlike the '''[[Marauder (Long War)|Marauder]]''', the Goliath has access to '''Covering Fire''', allowing it to shoot an enemy that attempts to attack at melee range rather than only when the enemy moves within CCS range. '''Advanced Fire Control''' is not needed since your Goliath will be firing at close range and AFC won't make a difference against melee enemies with '''Lightning Reflexes''', which you still need to be wary of. Equip this Goliath with Alloy Carbide Plating and a Core Armoring for survivability; you may also wish to equip an Alien Trophy on this MEC to ensure it doesn't panic against a Berserker's Intimidate. A Flamethrower and/or Kinetic Strike Module will be ideal for this build, depending on what you are facing.
 
  
 
==See also==
 
==See also==
{{Soldiers (Long War) Navbar}}
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{{Soldiers (LWR) Navbar}}
[[Category:Soldiers (Long War)]]
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[[Category: Soldiers (LWR)]]
[[Category:MECs (Long War)]]
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[[Category: MECs (LWR)]]
[[Category:Long War]]
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[[Category: Long War Rebalance]]

Revision as of 22:36, 13 July 2020

Back To Main Page

  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.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items

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
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]
Opportunist
Opportunist
Reaction shots gain +15 aim and can critically hit.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
Penetrator
Penetrator
The primary weapon gains +2 penetration.
RANK SERGEANT.png
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.
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.
Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Light 'Em Up
Light 'Em Up
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn.
RANK LIEUTENANT.png
Sergeant
Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
First Aid
First Aid
Grants 2 medikits.
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 CAPTAIN.png
Tech 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).
RANK MAJOR.png
Gunnery Sergeant
Danger Zone
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.
Mayhem
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
RANK COLONEL.png
Master Sergeant
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
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.


Stat Progression

Tactical Advice

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.

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.

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.

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.

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 HEAT loaded 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.

MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods.

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.

1 If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges.

Sample Builds

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