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[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]
!!NOT UPDATED TO LWR YET!!
[[File: Class Goliath (Long War).png|left|frame|64px|Goliath]]
<div style="float:right">{{Header (Long War)}}__TOC__</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.
[[File: Class Goliath (Long War).png|left|frame|64px|&nbsp;&nbsp;'''''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
:'''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
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]''' HP x3.
<br/>


== Abilities ==
== Abilities ==
{{Class Tree (Long War)|
{{Class Tree (LWR)|
|Specialist1={{ Absorption Fields (Long War)|text=1}}
|Specialist1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
|SpecialistE1='''-1 Mobility.'''
|LCorporal1={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Steadfast (Long War)|text=1}}
|LCorporal2={{ Sentry (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Reactive Targeting Sensors (Long War)|text=1}}
|LCorporal3={{ Double Tap (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Flush (Long War)|text=1}}
|Corporal1={{ Grit (LWR)|text=1|topbotpad=10}}
|LCorporalE1='''+5 Will.'''
|Corporal2={{ Fortified (LWR)|text=1|topbotpad=10}}
|LCorporalE2='''+2 Aim, +2 Will.'''
|Corporal3={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}
|LCorporalE3=''No other bonuses.''
|Sergeant1={{ Blast (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Covering Fire (Long War)|text=1}}
|Sergeant2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}
|Sergeant3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Ranger (Long War)|text=1}}
|TechSgt1={{ Dampening Shield (LWR)|text=1|topbotpad=10}}
|CorporalE1=''No other bonuses.''
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}
|CorporalE2='''+2 Will.'''
|GunSgt2={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
|CorporalE3=''No other bonuses.''
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Mayhem (Long War)|text=1}}
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Repair Servos (Long War)|text=1}}
|MSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|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 ==
{| 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 ==
'''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 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. At TSGT he  gets ''Dampening Shield'' which makes goliath more resistant to range shots, something that alien Outsiders are known for in LWR. You may want to keep some distance between him and aliens for maximum tanking benefits. There are couple of ways for aliens to kill Goliath, the main one being ''Critical System Targeting'' hits. Certain alien leaders possess this perk so treat them with respect. Critical hits can hurt Goliath so either pick ''Fortified'' or be in OFA. Critical hit + ''Critical System Targeting'' is the way you can actually lose Goliath.


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.
Goliath's most natural build is perhaps Grenadier, since he can tank in OFA while doing lots of damage. Goliath grenades are most damaging when he gets all the perks.


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.
He can also choose to go ''Sentry'' route, greatly improving both his offensive and defensive options. ''Sentry'' shots do not have extra aim or critical, but they deal massive damage, so it is perhaps best paired with ''Reactive Targeting Sensors'' which gives +40 aim. ''Reactive Targeting Sensors'' will interrupt overwatch, which is somewhat anti-synergystic, but Goliath usually does not have enough ammo or can't hit all overwatch  shots anyway. ''Lock 'n Load'' is alternative to rely more on 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''', '''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.
Another option for Goliath is ''Double tap'' -> ''Critical System Targeting'' build, excellent especially in first parts of the game. This Goliath can handle Cyberdisks and Mechtoids quite well when XCOM is limited with options. He does not want to be in OFA and has to reload so this is the least tanky build.


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.
== Sample Builds ==


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.
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.


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.
===Grenadier 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.
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. It does more grenade damage then Shogun MEC, but has limited range.


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


<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.
{{Ability List Display
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level2={{Grit (LWR)|align=center|topbotpad=7}}
|level3={{Blast (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
===Mobile Fortress===


LCPL: '''Steadfast'''
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.


CPL: '''Automated Threat Assessment'''
===Sentry Goliath===


SGT: '''Repair Servos'''
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. The build wants to control space with overwatch and go in somewhat close to aliens to force their attention and utilize ''Reactive Targeting Sensors''. Sentry overwatch shots do not have aim and crit bonuses, ammo being the issue as well, so this Goliath relies on big gun and ''Reactive Targeting Sensors'' accuracy to deal consistent damage. Getting in close also leads to potential flanking opportunities and using weapons like Flamethrower or Grenade Launcher as well.


TSGT: '''Shock-Absorbent Armor'''
Sample Sentry Build:
''Sentry -> Grit -> Reactive Targeting Sensors -> Kinetic Dampening -> Repair Servos -> Extra Conditioning''


GSGT: '''Damage Control'''
{{Ability List Display
|level1={{Sentry (LWR)|align=center|topbotpad=7}}
|level2={{Grit (LWR)|align=center|topbotpad=7}}
|level3={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}


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


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.
Notes:
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.
* 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.


===Anti-Melee Punisher===
===Double Tap Goliath===


LCPL: '''Reactive Targeting Sensors'''
The Double Tap 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. GSGT rank brings interesting choice of ''Repair Servos'' vs ''Holo Rounds'', both having advantages in different situations. Killing faster with ''Holo Rounds'' reduces the need for ''Repair Servos'', but if the Goliath comes under fire, commander will be happy to have picked up the defensive option.


CPL: '''Covering Fire'''
Sample Shooter Build:
''Double Tap -> Grit or Critical System Targeting -> Lock N' Load -> Kinetic Dampening -> Repair Servos or Holo Rounds -> Extra Conditioning''


SGT: '''Repair Servos'''
{{Ability List Display
 
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}
TSGT: '''Shock-Absorbent Armor'''
|level2={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level3={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}


GSGT: '''Damage Control'''
Recommended Equipment: Heavy MEC Suit, Aim-increasers, Damage-increasers, Survivability-increasers


MSGT: '''Close Combat Specialist'''
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, ''Critical System Targeting'' is incredible against most mechanical enemies, but ''Grit'' offers more durability in combat
** At GSGT, ''Repair Servos'' significantly improves your longevity when it comes to tanking hits, but sacrifices potential damage and team utility


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.
</div>


==See also==
==See also==
{{Soldiers (Long War) Navbar}}
{{Soldiers (LWR) Navbar}}
[[Category:Soldiers (Long War)]]
[[Category: Soldiers (LWR)]]
[[Category:MECs (Long War)]]
[[Category: MECs (LWR)]]
[[Category:Long War]]
[[Category: Long War Rebalance]]

Latest revision as of 22:47, 27 December 2025

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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

Specialist
Absorption Fields
Absorption Fields
Absorption Fields
Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.

Lance Corporal
Grenadier
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight.
Sentry
Sentry
Sentry

Reaction shots deal +50% base weapon damage. Grants +10% DR against the first damage taken each turn.

Double Tap
Double Tap
Double Tap
Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used.

Corporal
Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
Critical System Targeting
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons.

Sergeant
Blast
Blast
Blast
Grants +20% radius and +1 damage to explosives. Does not affect Gravity Mines.
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Reactive Targeting Sensors
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is not suppressed and is shot: Attempt to return fire with a +20 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]

Tech Sergeant
Dampening Shield
Dampening Shield
Dampening Shield
Grants proximity-based DR from shots against this unit over 10 tiles away (+3% DR per tile further than 10).

Gunnery Sergeant
Repair Servos
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded.
Holo Rounds
Holo Rounds
Holo Rounds

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].

Tandem Warheads
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).

Master Sergeant
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Fragmentation
Fragmentation
Fragmentation

Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding.


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. At TSGT he gets Dampening Shield which makes goliath more resistant to range shots, something that alien Outsiders are known for in LWR. You may want to keep some distance between him and aliens for maximum tanking benefits. There are couple of ways for aliens to kill Goliath, the main one being Critical System Targeting hits. Certain alien leaders possess this perk so treat them with respect. Critical hits can hurt Goliath so either pick Fortified or be in OFA. Critical hit + Critical System Targeting is the way you can actually lose Goliath.

Goliath's most natural build is perhaps Grenadier, since he can tank in OFA while doing lots of damage. Goliath grenades are most damaging when he gets all the perks.

He can also choose to go Sentry route, greatly improving both his offensive and defensive options. Sentry shots do not have extra aim or critical, but they deal massive damage, so it is perhaps best paired with Reactive Targeting Sensors which gives +40 aim. Reactive Targeting Sensors will interrupt overwatch, which is somewhat anti-synergystic, but Goliath usually does not have enough ammo or can't hit all overwatch shots anyway. Lock 'n Load is alternative to rely more on overwatch.

Another option for Goliath is Double tap -> Critical System Targeting build, excellent especially in first parts of the game. This Goliath can handle Cyberdisks and Mechtoids quite well when XCOM is limited with options. He does not want to be in OFA and has to reload so this is the least tanky build.

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. It does more grenade damage then Shogun MEC, but has limited range.

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

Grenadier
Grenadier
Regen Biofield
Regen Biofield
Blast
Blast
Kinetic Dampening
Kinetic Dampening
Repair Servos
Repair Servos
Tandem Warheads
Tandem Warheads
Fragmentation
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. The build wants to control space with overwatch and go in somewhat close to aliens to force their attention and utilize Reactive Targeting Sensors. Sentry overwatch shots do not have aim and crit bonuses, ammo being the issue as well, so this Goliath relies on big gun and Reactive Targeting Sensors accuracy to deal consistent damage. Getting in close also leads to potential flanking opportunities and using weapons like Flamethrower or Grenade Launcher as well.

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

Sentry
Sentry
Regen Biofield
Regen Biofield
Reactive Targeting Sensors
Reactive Targeting Sensors
Kinetic Dampening
Kinetic Dampening
Repair Servos
Repair Servos
Extra Conditioning
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.

Double Tap Goliath

The Double Tap 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. GSGT rank brings interesting choice of Repair Servos vs Holo Rounds, both having advantages in different situations. Killing faster with Holo Rounds reduces the need for Repair Servos, but if the Goliath comes under fire, commander will be happy to have picked up the defensive option.

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

Double Tap
Double Tap
Regen Biofield
Regen Biofield
Critical System Targeting
Critical System Targeting
Lock n' Load
Lock n' Load
Kinetic Dampening
Kinetic Dampening
Repair Servos
Repair Servos
Holo Rounds
Holo Rounds
Extra Conditioning
Extra Conditioning

Recommended 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, Critical System Targeting is incredible against most mechanical enemies, but Grit offers more durability in combat
    • At GSGT, Repair Servos significantly improves your longevity when it comes to tanking hits, but sacrifices potential damage and team utility

See also