Goliath (Long War): Difference between revisions
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|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage'' | |LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage'' | ||
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''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) '' | |LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''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) '' | ||
|LCorporalE1='''' | |LCorporalE1=''Aim: 0 Will: 2 Mob: 0'' | ||
|LCorporalE2='''' | |LCorporalE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|LCorporalE3='''' | |LCorporalE3=''Aim: 0 Will: 0 Mob: 0'' | ||
|Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.'' | |Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.'' | ||
|Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targetting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.'' | |Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targetting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.'' | ||
|Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''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.'' | |Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''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.'' | ||
|CorporalE1='''' | |CorporalE1=''Aim: 0 Will: 1 Mob: 0'' | ||
|CorporalE2='''' | |CorporalE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|CorporalE3='''' | |CorporalE3=''Aim: 2 Will: 2 Mob: 0'' | ||
|Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.'' | |Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.'' | ||
|Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.'' | |Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.'' | ||
|Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''Your primary weapon does extra damage to robotic enemies.'' | |Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''Your primary weapon does extra damage to robotic enemies.'' | ||
|SergeantE1='''' | |SergeantE1=''Aim: 0 Will: 2 Mob: 0'' | ||
|SergeantE2='''' | |SergeantE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|SergeantE3='''' | |SergeantE3=''Aim: 0 Will: 0 Mob: 0'' | ||
|TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience''' <br/> ''Confers immunity to critical hits.'' | |TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience''' <br/> ''Confers immunity to critical hits.'' | ||
|TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.'' | |TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.'' | ||
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' | |TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' | ||
|TechSgtE1='''' | |TechSgtE1=''Aim: 0 Will: 2 Mob: 0'' | ||
|TechSgtE2='''' | |TechSgtE2=''Aim: 2 Will: 0 Mob: 0'' | ||
|TechSgtE3='''' | |TechSgtE3=''Aim: 0 Will: 0 Mob: 0'' | ||
|GunSgt1=[[File:.png|32px|center]]''''''<br/>'''' | |GunSgt1=[[File:.png|32px|center]]''''''<br/>'''' | ||
|GunSgt2=[[File:.png|32px|center]]''''''<br/>'''' | |GunSgt2=[[File:.png|32px|center]]''''''<br/>'''' | ||
Revision as of 15:15, 16 July 2014
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 | |||
|---|---|---|---|---|
Specialist |
Reduces most incoming damage to this unit, scaling up as the damage increases. | |||
| ' | ||||
Lance Corporal |
The nearest visible enemy suffers -20 aim and cannot critically hit this unit |
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage |
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 | ||
Corporal |
Primary weapon does one additional damage. |
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so. |
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 | ||
Sergeant |
Damage received from enemies within 4 tiles is reduced by 33%. |
Any shots taken without moving have +10 Aim and +10% critical chance. |
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 | ||
Tech Sergeant |
Confers immunity to critical hits. |
Shots from Overwatch no longer suffer any Aim penalty. |
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 | ||
Gunnery Sergeant |
' |
' |
' | |
| ' | ' | ' | ||
Master Sergeant |
' |
' |
' | |
| ' | ' | ' | ||
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 |












