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		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58587</id>
		<title>Goliath (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58587"/>
		<updated>2014-08-07T21:18:52Z</updated>

		<summary type="html">&lt;p&gt;Adonyx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;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) &#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;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.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;Aim: 3 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. &lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Body Shield&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039;, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; and &#039;&#039;&#039; Resilience &#039;&#039;&#039; it becomes nigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; perk can give it even more survivability, by making it able to repair itself during longer missions.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sadly the enemy isn&#039;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 &#039;&#039;don&#039;t&#039;&#039; decide to attack it. &#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; are prominent offensive and utility perks. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; and &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; can let the Goliath lock down aliens with the threat of overwatch.&lt;br /&gt;
&lt;br /&gt;
When creating a Goliath, it is a good idea to look for Gunners with high health, high will and somewhat high mobility. Having high starting stats on at least two of the three stats will help the MEC trooper in the long run.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Repair&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Adonyx</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58586</id>
		<title>Goliath (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58586"/>
		<updated>2014-08-07T21:17:32Z</updated>

		<summary type="html">&lt;p&gt;Adonyx: MSGT abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;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) &#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;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.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;Aim: 3 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. &lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Body Shield&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039;, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; and &#039;&#039;&#039; Resilience &#039;&#039;&#039; it becomes nigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; perk can give it even more survivability, by making it able to repair itself during longer missions.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sadly the enemy isn&#039;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 &#039;&#039;don&#039;t&#039;&#039; decide to attack it. &#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; are prominent offensive and utility perks. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; and &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; can let the Goliath lock down aliens with the threat of overwatch.&lt;br /&gt;
&lt;br /&gt;
When creating a Goliath, it is a good idea to look for Gunners with high health, high will and somewhat high mobility. Having high starting stats on at least two of the three stats will help the MEC trooper in the long run.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Repair&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Adonyx</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58255</id>
		<title>Goliath (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58255"/>
		<updated>2014-07-30T02:49:37Z</updated>

		<summary type="html">&lt;p&gt;Adonyx: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;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) &#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targetting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;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.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targetting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bulletsponge 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 &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. &lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Body Shield&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039; Resilience &#039;&#039;&#039; it becomes nigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; perk can give it even more survivability, by making it able to repair itself during longer missions.&lt;br /&gt;
&lt;br /&gt;
All the while being able to shoot at enemies or destroy their cover. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Sadly there is no perk which forces the enemy for 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.&lt;br /&gt;
&lt;br /&gt;
When creating a Goliath, it is a good idea to look for Gunners with high health, high will and somewhat high mobility. Having high starting stats on at least two of the three stats mentioned, will help the MEC trooper in the long run.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Repair&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
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 gonna use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Adonyx</name></author>
	</entry>
</feed>