Guide to Playing Goyo on ChaletGuides
Prior to its rework, Chalet was uncomfortable to play on – for defenders and attackers alike. There were relatively few positions to hold angles from, without feeling like you were overly exposed or risking getting caught out by someone on flank watch. Kitchen/Trophy and Garage/Wine tended to be the favored sites. Since the rework, it appears that the strongest site is now Master Bedroom and Office. In my personal opinion, Bar and Gaming make for a better second but many teams prefer Garage since it's more familiar. I also believe that Kitchen/Trophy (now Kitchen/Dining) takes the cake for worst site of the map – though this may prove false in time. Roaming, while strong before, is significantly stronger now, leaving effective roam-clear and flank-watch even more essential than before.
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies. GOYO’S GADGET Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle. SYNERGIES & COUNTERS The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles. ****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS*** LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it. The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill. The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time. DEFENDER BOMBSITES
BOMB SITE 1 – Master Bedroom [2F] and Office [2F] The main approach to this site comes through Fireplace Hall. Teams pushing here will mostly clear Library and establish flank watch so they can breach Office and plant in the pocket by Wine Rack. In addition, they may send someone onto East Balcony to pressure Office further and West Balcony to pressure Piano. Holding Piano and Bathroom with a rotate or two in Closet creates more opportunities to control site perimeter. If attackers don't take control of East Balcony, use the window to your advantage as an angle or rotate against attackers in Fireplace. Garden is not a common option for main pushes, but it is a prime candidate for flanking attackers, so keep an eye on it. Lastly, attackers can rappel Master window, but there are so many run-out opportunities that it is a bit of a death wish. This corner pocket in Master is a cozy spot for anchors, and with a rotate into Bathroom from the Closet it leaves you with a bit more mobility.
Add to the corner with a shield placed up against the Cabinet. Protect it with Mag-Net in the rafters or an ADS on ping which cannot be shot by attackers on rappel.
This line of sight, along with the Bathroom rotate creates even more angles to threaten attackers pushing into site. The line of sight could instead be opened into an entire rotate to add even further mobility.
If you need some flank watch or simply expect a push coming through this way, use this Volcan, protected with discs in the rafters or an ADS on ping. Just be sure to position the shield so the canister isn't exposed to Bathroom window.
You can also instead use one of your Volcans over here where it is easily protected with an ADS on ping or Frisbees in the rafters. This is great for denying attackers seeking entry through the Balcony. Whoever plays in the Office pocket can work this Volcan.
Alternatively, use the Volcan to keep an eye on Piano and the hallway leading up to it. You could have Wamai lob some frisbees above the window and into the rivets in the ceiling above.
BOMB SITE 2 – Bar [2F] and Gaming Room [2F] Bar and Gaming was previously the least popular site in many ELOs – so most teams feel uncomfortable defending it. Now, however, it offers a pretty reliable defense. Since Gaming is difficult to penetrate, attackers are mostly forced to focus their assault on Library and Bar. This makes a push from Garden and Office the best bet for attacking teams. This approach is vulnerable to flank paths from Garden and features many destructible floors for roamers playing with C4s in Dining and Kitchen below. Site entrances can be defended by two anchors and one lurking Library Stairs to control perimeter. This player can also support whoever holds above in Library. The last can play C4s below the attackers' approach and possibly flank. If you're on site setup duty, I highly recommend this combination of lines of sight and reinforcements, along with a rotate by the door. The shield on the table protects defenders rotating through Stock from Gaming window. The far wall on my crosshair should be reinforced, along with the single panel in Stock. Lastly, be sure Bar hatch is reinforced, and Gaming hatch is opened, with a defender playing the hatch from above. If you use a Volcan as the shield on the table you can trap attackers who hop in so that they can't push forward into site without taking damage.
This is a good Volcan to use to deny attackers from hopping in Mudroom. It is easily protected with an ADS or two or even some Mag-Nets. Break the furniture behind the shelf so you can tuck into the corner when aggressing towards the window.
In conjunction with the shield in Mudroom, you can stick one here in the hallway. Protect it with discs in the rivets in the ceiling above, or I believe you can melee some books and jam an ADS in the shelf! Though I have not tested this.
BOMB SITE 3 – Kitchen [1F] and Dining Room [1F] This was previously the community favorite in most ELOs. Now though, it is quite difficult to hold onto Trophy since the staircase provides attackers with an easy pinch. This creates a common pressure point to be wary of. There are also a surplus of Soft Walls surrounding Site demanding reinforcements, and not a ton of cover in the site itself. The Kitchen Hallway is going to be a powerful position to hold onto, but can potentially be exposed to many angles and requires finesse to work properly. The main breach seems to come through Fireplace with a Dining Wall breach. And attackers will split pressure either above, or on West main, or Trophy. But the meta is still early and developing. This half wall in Dining provides an excellent position to cover the main breach on Dining wall. You can even contest attackers in the hallway. Protect it with an ADS on ping or behind Dining Table, or discs as shown, or again behind the ceiling rivets.
This setup gives freedom to rotate between Kitchen, Dining Half wall, and Kitchen hallway, while providing multiple angles for anchors to cover attackers approaching from Kitchen Hall or West Main. I'd recommend reinforcing the wall on the right if your team can spare them so your Volcan can't be shot from behind.
You can also slap a Volcan here to use for watching West Main windows, with ADSs protecting it under either window, or potentially behind the mini table in the center.
This Volcan can help delay attackers trying to enter into Trophy window. Using it with the Line of sight shown, you establish a crossfire with the help from a defender in Kitchen.
BOMB SITE 4 – Snowmobile Garage [1F] and Wine Cellar [1F] This site can be easily attacked if they bring multiple hard breachers and just blow all the walls open. If this is allowed, there are very few places left to sit in site safely. The site is best held from Connector (between sites) and 90 Hall (Blue Hallway) with another anchor in either Garage or Wine. Roamers should work on delaying control over Fireplace or delaying the breaches. This is a standard shield which can be used to cover Blue Stairs. Just be sure it is protected with a decent amount of utility so it isn't destroyed and used against you to stop rotates against your will. Conversely, detonating it to deny flanking attackers can prove quite useful if attackers are approaching from all sides.
You can also slap a Volcan here and protect it with an ADS or two or even Mag-Nets above. This is great for plant denial or using as cover to toss a nitro over to kill the planter.
This Volcan will be a huge nuisance for attackers to deal with as well and can also be used as cover for tossing nitros over. Frisbees in the rafters, or an ADS<br />behind the Snowmobile will keep it safe so it isn't used against you.
These walls in Wine should be reinforced, with the one on ping being optional, depending on whether or not you want to hold Boiler.
If you do choose to hold Boiler, set it up as shown with either an ADS on ping or Mag-Nets behind the pipes and electrical boxes to soak up additional utility.
From here you can swing on attackers in Trench through site doorway as well. If a teammate is covering Trench, you could potentially try reinforcing this wall with one from your pocket while your Volcans are burning and preventing attackers from approaching.