Goliath (Long War)

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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.

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
MEC ABSORTION FIELDS.png
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
MEC BODY SHIELD.png
Body Shield
The nearest visible enemy suffers -20 aim and cannot critically hit this unit
ASSAULT FLUSH.png
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided)
Aim: 0 Will: 2 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK SERGEANT.png
Corporal
ALIEN CANNONFIRE.png
Ranger
Primary weapon does one additional damage.
MEC REACTIVE TARGETING SENSORS.png
Reactive Targeting Sensors
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
ASSAULT CLOSECOMBAT.png
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.
Aim: 0 Will: 1 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 2 Will: 2 Mob: 0
RANK LIEUTENANT.png
Sergeant
MEC SHOCK ABSORBENT ARMOR.png
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
MEC PLATFORM STABILITY.png
Platform Stability
Any shots taken without moving have +10 Aim and +10% critical chance.
HEAVY HEAT AMMO.png
HEAT Ammo
Your primary weapon does extra damage to robotic enemies.
Aim: 0 Will: 2 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK CAPTAIN.png
Tech Sergeant
ASSAULT RESILLIENCE.png
Resilience
Confers immunity to critical hits.
MEC ADVANCED FIRE CONTROL.png
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
MEC COLLATERAL DAMAGE.png
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
Aim: 0 Will: 2 Mob: 0 Aim: 2 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK MAJOR.png
Gunnery Sergeant
MEC REPAIR SERVOS.png
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.
ASSAULT BRINGTHEMON.png
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
MEC ADVANCED FIRE CONTROL.png
Ready For Anything
If the unit fires without moving, it automatically enters overwatch.
Aim: 0 Will: 2 Mob: 0 Aim: 2 Will: 2 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK COLONEL.png
Master Sergeant
MEC EXPANDED STORAGE.png
Packmaster
All limited-use items in your inventory receive one extra use.
MEC DAMAGE CONTROL.png
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
MEC VITAL POINT TARGETING.png
Vital Point Targeting
Additional 2 damage against any human target and any alien that has been autopsied.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0 Aim: 3 Will: 0 Mob: 0


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 Body Shield, Shock- Absorbent Armor, Damage Control and Resilience it becomes nigh impossible 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, HEAT Ammo, Collateral Damage and Packmaster are prominent offensive and utility perks. Advanced Fire Control and Ready For Anything can let the Goliath lock down aliens with the threat of overwatch.

It should be noted that even with their high health, damage reducing and self repairing capabilities, they can still die quite easily during the later parts of the campaign. This is why it is a good idea to have an Engineer equipped with an Arc thrower and the Repair perk, to act as a... well Field Engineer, to increase the survivability of the MEC even more. Another good idea is to give it Alloy belts, which increases its maximum HP.

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.

Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 3 3
Lance Corporal 1 2 3 6
Corporal 1 3 3 9
Sergeant 1 4 3 12
Tech Sergeant 1 5 3 15
Gunnery Sergeant 1 6 3 18
Master Sergeant 1 7 3 21

See also

Lone Wolf (EU2012).jpg Long War: 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 Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
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