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[[File: Class Goliath (Long War).png|left|frame|64px|  '''''Goliath''''']]
[[File: Class Goliath (Long War).png|left|frame|64px|  '''''Goliath''''']]


MEC variant of the '''Gunner''' and '''Rocketeer''' classes. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.
MEC variant of the '''Gunner''' and '''Rocketeer''' classes. A Goliath is designed to be a human tank. They have an unsurpassed selection of defensive perks. Their selection of offensive perks is a bit lacking.


:'''Primary Weapon:''' MEC Primary Weapons
:'''Primary Weapon:''' MEC Primary Weapons
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
:'''Class-Limited items:''' MEC Equipment items
:'''Class-Limited items:''' MEC Equipment items
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]''' HP x3.
<br/>
<br/>


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|Specialist1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
|Specialist1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Sentry (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Light 'Em Up (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Double Tap (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Grit (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Grit (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Fortified (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Danger Zone (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Blast (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Rapid Reaction (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Dampening Shield (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Penetrator (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Repair Servos (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
}}
}}


== Stat Progression ==
== Tactical Advice ==


{{Stat Progression Table (LWR)
With the highest HP progression and plethora of defensive perks, the Goliath acts as a front-line bullet sponge for the rest of the team. With the ''Absorption Fields'' perk as the first perk to be available, the Goliath is able to heavily reduce any damage that it receives, giving it much more leeway to utilize whatever offense it specialized into. 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.
| rank1-hp=+0-1 (86%) | rank1-aim=+5-15 | rank1-mob=- | rank1-will=-
| rank2-hp=+0-1 (86%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-
| rank3-hp=+0-1 (86%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-
| rank4-hp=+0-1 (86%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-
| rank5-hp=+0-1 (86%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-
| rank6-hp=+0-1 (85%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-
| rank7-hp=+0-1 (85%) | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=- | willtotal=-
}}


'''Predictable Potential:'''
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.


{{Stat Progression Table (LWR)
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.
| rank1-hp=+3 | rank1-aim=+10 | rank1-mob=- | rank1-will=-
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-
| rank4-hp=+1 | rank4-aim=+2 | rank4-mob=- | rank4-will=-
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+6 | aimtotal=+20 | mobtotal=- | willtotal=-
}}


== Tactical Advice ==
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.
'''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.
== Sample Builds ==


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.
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.


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.
===Grenadier Goliath===


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.
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.


It should be noted that even with their high health, damage reducing and self repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign.  The most serious threats come from Sectoid swarms, which will deal many small hits that bypass absorption fields, and Critical System Targeting bosses, which will hit WAY too hard to tank. It is never a good idea to place the Goliath under a full pod's worth of fire without any assistance.
Sample Grenadier Build:
''Grenadier -> Grit -> Danger Zone -> Kinetic Dampening -> Repair Servos or Tandem Warheads -> Fragmentation''


MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods.
{{Ability List Display
 
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
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.
|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


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


This build widens the usability of the Goliath by equipping the MEC with an explosive payload. On small, disadvantageous maps where XCOM finds itself sorely outnumbered and outgunned, the Sturmtiger is one of the best weapons capable of tanking a wall of damage and dishing it all right back. The Grenadier perk allows the Sturmtiger to fire up to two grenades in one turn while 'buttoned up' with One For All. Keep in mind that ''multiple grenade launchers can be equipped,'' each of which have ''two base charges,'' which are subsequently ''doubled'' by Grenadier, with ''no cooldown.'' Although explosives aren't the best way to lay down damage by the late game, Danger Zone + Tandem Warheads bring both decent AOE and cover destruction ability akin to that of siege artillery.
===Sentry Goliath===


Don't forget to clip the moments when Fragmentation hits it big. Treasured memories and all that.
The Sentry Goliath acts as a tank and damage hybrid, leveraging the combination of ''Sentry'' and ''Reactive Targeting Sensors'' to safely enter ''One for All'' while taking shots in the process. 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 Sturmtiger Build:
Sample Sentry Build:
''Grenadier -> Fortified -> Danger Zone -> Extra Conditioning -> Tandem Warheads -> Fragmentation''
''Sentry -> Grit -> Reactive Targeting Sensors -> Kinetic Dampening -> Repair Servos -> Extra Conditioning''


{{Ability List Display
{{Ability List Display
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level1={{Sentry (LWR)|align=center|topbotpad=7}}
|level2={{Fortified (LWR)|align=center|topbotpad=7}}
|level2={{Grit (LWR)|align=center|topbotpad=7}}
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}
|level3={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}
|level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}}
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}
|level6={{Fragmentation (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}
}}


Recommended Equipment: Core Plating, Restorative Mist, Grenade Launcher, HMEC-2
Recommended Equipment: Restorative Mist, Kinetic Strike Module, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers


Note:
Notes:
*Grit can be taken in place of fortified, but an Alien Trophy is recommended.
* Due to actively drawing fire to utilize ''Sentry'' and ''Reactive Targeting Sensors'', a Heavy MEC Suit is highly recommended.
*Repair Servos can be taken in place of Fragmentation for better tanking ability and less RNG.
* Restorative Mist is solid on any tank MEC, and Sentry Goliaths are no exception.
* Kinetic Strike Module gives you a solid method of doing damage when out of ammo or when conserving ammo is important.


===Main Battle Tank===
===Double Tap Goliath===


This build aims to tank damage and counter enemy armor as effectively as possible. Light 'Em Up enables the MBT to fire its primary weapon and fold back into One For All. Combined with the extra damage against mechanical targets from CST and all the penetration maxing, the MBT should always deal more damage than it takes from enemy armor. Just like a real modern tank, this build is inflexible for dealing with soft targets due to a lack of aim buffs, other than to rush into close range and fire. If you are rushing into close range and firing with your Goliath, then you should be using a Marauder, but a flamethrower can make up for this weakness instead.
The 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 MBT Build:
Sample Shooter Build:
''Light 'Em Up -> Fortified -> Critical System Targeting -> Extra Conditioning -> Penetrator -> Repair Servos''
''Double Tap -> Grit or Critical System Targeting -> Lock N' Load -> Kinetic Dampening -> Repair Servos or Holo Rounds -> Extra Conditioning''


{{Ability List Display
{{Ability List Display
|level1={{Light 'Em Up (LWR)|align=center|topbotpad=7}}
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}
|level2={{Fortified (LWR)|align=center|topbotpad=7}}
|level2={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level3={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}
|level5={{Penetrator (LWR)|align=center|topbotpad=7}}
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}
|level6={{Repair Servos (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}
}}


Recommended Equipment: Core Plating, Armor Piercing Ammo, Flamethrower + Jellied Elerium, HMEC-2
Recommended Equipment: Heavy MEC Suit, Aim-increasers, Damage-increasers, Survivability-increasers


Note:
Notes:
*Grit can be taken in place of Fortified, but an Alien Trophy is recommended.
* A Heavy MEC Suit will benefit this build significant, as the Goliath's default bulk from ''Absorption Fields'' and ''Kinetic Dampening'' pair nicely with the high survivability of a Heavy MEC suit.
** A Light MEC Suit can be used if mobility is a concern, however.
* All MEC equipment works fairly well for this build:
** Grenade Launchers, Gravity Mines, Flamethrowers, and Electropulse all give you effective options to use for AoE damage or when hit chances are low, and bring some utility to boot.
** Restorative Mist is nice for any MEC that is going to be drawing fire, and because of the Goliath's aim, they will often have to be close to their enemies.
** Kinetic Strike Module is an effective option to use against any high DR targets or on ''Double Tap's'' cooldown turn.
* This build can choose to specialize more in bulk or damage:
** At CPL, ''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


</div>
</div>

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