GBO2 S Gundam: The superior 600 cost raid!

Описание к видео GBO2 S Gundam: The superior 600 cost raid!

This video contains two matches I had with the recently buffed LV1 S Gundam on Gundam Battle Operation 2. It is a 600-650 cost raid with great stagger ability, two high damaging melee weapons, decent mid-range shooting output, flap booster to allow for quasi flight maneuvers, aerial melee to downswing mid-air and the A.L.I.C.E. ability boost which massively boosts mobility. Its weaknesses would be that it is somewhat large and easy to shoot at, has low ballistic defence, has very slippery hover movement which can be awkward and that it consumes way too much thrust for flap booster to be used offensively before A.L.I.C.E. activates. This suit was recently buffed to have LV3 Forced Injectors, LV3 Maneuver Armor at 650 cost, 200m range on the vulcans, 1000x3 power and 25%x3 stun value on the head INCOM along with faster swap time for the dual beam sabers. I am not that good with this suit because of the awkward hover movement, but I think that it is strong. I hope that you enjoy watching!

Its primary weapon at LV1 is a beam smart gun with 2000 (2900) power, 85% (95%) heat, 4 seconds cooldown, 15 seconds overheat, 0.77 seconds swap time, 350m (475m) range, 5 seconds focus time and 10% (60%) stagger value. This has alright stats across the board and it instantly staggers, making it a good combo starter.
Its primary melee weapon at LV1 is a beam saber with 2500 power, 2.5 seconds cooldown, 0.5 seconds swap time and 70% combo modifier. This has alright power but the fast swap time and long reaching downswing animation makes this easy to knock over enemies with. This weapon can also be used while mid-air.
Its first sub weapon is a vulcan gun with 100 power, 60 ammo, 512 RPM, 10 seconds reload, 0.5 seconds swap time, 200m range, 853 DPS and 6% stagger value. These have good all round stats and can stagger in about 2 seconds, making them effective for breaking through Maneuver Armor.
Its second sub weapon is a pair of back beam cannons with 1400x2 power, 85% heat, 5 seconds cooldown, 20 seconds overheat, 0.77 seconds swap time, 400m range and 20%x2 stagger value. These have high damage and instantly stagger, but the stop to fire can make them awkward as a tool to initiate melee with.
Its third sub weapon is a pair of thigh beam cannons with 550x2 power, 50% heat, 15 seconds overheat, 0.77 seconds swap time, 350m range and 20%x2 stagger value. These aren't too effective for staggering since they stop to fire, but the high damage makes them a good ranged follow-up for DPS.
Its fourth sub weapon is a head INCOM with 1000x3 power, 50%x3 heat, 20 seconds overheat, 0.77 seconds swap time, 250m range and 25%x3 stagger value. This has just alright stats but it is nice to use before firing vulcans, for the extra stagger accumulation.
Its fifth sub weapon is a pair of beam sabers with 2750 power, 2 seconds cooldown time, 0.5 seconds swap time, 90%x2 downswing modifier, 2 seconds focus time and 180%x2 heavy attack modifier. These have a slower and more narrow downswing animation compared with the single beam saber, but the damage output is very high if you start and end combos with them. The heavy attack is potentially powerful but awkward to use.

The LV1 S Gundam has 19500 HP, 18 ballistic resist, 23 beam resist and 28 melee resist. This is alright durability overall, but ballistic resist is a little low. This is a problem in a meta full of ballistic heavy hitters, so improving it is a must with custom parts. It does benefit from having LV2 Maneuver Armor, LV1 Damage Control and LV1 Emergency Evasion.
It also has 140 (155) hover speed, 225 (240) boost speed, 70 thrust (-50% thrust consumed) and 72 (87) turning speed. It has pretty good mobility before ALICE activates but is held back by especially slippery hover movement. Once ALICE activates at 50% HP you get a dramatic boost in mobility, with the exact effects in the brackets. On top of that, you also get LV3 Emergency Evasion. It has LV3 Forced Injectors regardless of if it is activated or not though.

Overall I feel like the S Gundam is going to be a lot more viable in the current 600 cost meta after these buffs. When it first came out it was considered pretty overtuned, yet it became hard to play once really OP generals like MP ZZ Gundam and Atlas Gundam came out. This buff makes it strong enough to compete in a cost where these two run rampant, which is either a good or a bad thing depending on your perspective. It really makes the more awkward parts of the kit flow together much more smoothly, making it easier to draw out the potential of the suit if that makes sense. It is much more reliable to stagger with the head INCOM and vulcans, or to start combos with the dual beam sabers for example. It is a hard suit to use but it is definitely very strong if you can master it, so I highly recommend it. Thanks for watching, and I hope that you enjoyed it!

Music used:

Dynasty Warriors 7, Crush Em All

Dynasty Warriors Gundam 2, Mirage

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