GBO2 GM Sniper II: Leg breaking sniper!

Описание к видео GBO2 GM Sniper II: Leg breaking sniper!

This video contains two recent matches I had with the LV1 and LV3 GM Sniper II on Gundam Battle Operation 2. It is a 400-550 cost support with a fast cooldown primary stun, great leg breaking ability, balancer skill alongside a beam saber, nice walking speed and long range on the rifle. Its weaknesses would be a complete lack of stun accumulation, low damage, slow boosting speed despite its closer up playstyle and an absolutely tiny projectile on the rifle which makes it hard to aim. This suit is given a lot of flack in the community and for good reason, especially considering how much stronger 400 cost supports have gotten. But if you can resist the urge to snipe at max range with this thing and instead follow alongside allies to help break legs and assist with stuns then it can actually perform okay sometimes. My aim with suits like these aren't the greatest but I think I was able to show off how the suit is best played. I hope that you enjoy watching!

The GM Sniper II can choose between a sniper rifle, bullpup machine gun or GM Command beam gun for its primary weapon. The bullpup makes it a worse version of any of the machine gun wielding supports at 400 cost, while the beam gun makes it an inferior version of the GM Sniper Custom ML or Gelgoog Ground Type. The LV1 sniper rifle has 1600 power, 6 ammo, 4 seconds cooldown, 15 seconds reload, 1 second swap time, 800m range, 0% stagger value and 1.5x leg damage modifier. This weapons base damage is what you might expect on a 300 cost support rather than a 400 cost one, but the total leg damage is increased to 2400 thanks to extra leg damage modifier. It is hard to aim because of the small projectile but it has short cooldown time which can be useful to intercept enemies chasing allies or to be used in melee stunlock situations.
Its primary melee weapon is a beam saber with 1850 power, 2.5 seconds cooldown, 0.77 seconds swap time and standard modifiers. Its power is a little below average for a 400 cost suit, but support type advantage means this can hit surprisingly hard against generals. The suit also has the advantage of the balancers skill to melee swing after a boost, so don't feel afraid to use this.
Its first sub weapon is a hand grenade with 1100 power, 3 ammo, 2.5 seconds cooldown, 13 seconds reload, 1 second swap time and 50% stagger value. You won't be able to make use of the stagger value yourself but using these is essential to make your damage output somewhat passable, so you should always try to stay close enough to the frontline to be able to throw them at enemies.
It also has a large shield with 3000 HP. This improves the lackluster durability and also has the benefit of boosting walking/turning speed by 15% once broken. This boosts the default walking speed to 138, which can be quite useful if your shield gets blown up early into a life.

The LV1 GM Sniper II has 13000 HP, 18 ballistic/beam resist and 6 melee resist. The durability is a little below average for 400 cost but it also has the benefit of a shield to make it more in line with the rest of the cost.
It also has 120 walk speed, 155 boosting speed, 55 thrust and 54 turning speed. The walking speed is a little more than what other 400 cost supports get but the boosting speed is slower than what you would want for a support with melee ability. This can make it a hassle at times to keep up with the frontline but it is still workable.

Overall I think that the Sniper II is a really flawed suit in great need of a buff. It gives up so much of the tools that all the other 400 cost supports get basically just for a long range rifle and good leg breaking ability. It would need a pretty big rework to be on par with the better sniper supports at this cost like GM Sniper III or Gelgoog Ground Type. I think that the rifles cooldown should be buffed to 3.5 seconds, buff the rifles damage to 1800 base and +200 per level, lower the end lag after firing the rifle, add piercing to the rifle, increase the size of the rifle projectile, buff the rifles stagger value to 70%, buff boosting speed to 170 and add the same vulcan pod that the Sniper II White Dingo uses as a sub weapon. This would improve its ability to follow alongside the team and support them with staggers while also making it easier to make use of the beam saber after stuns. It would also improve its lacking damage output. In its current state though I think it would be best to avoid taking into rated matches if you want to win. Thanks for watching, and I hope that you enjoyed it!

Music used:

Metal Gear Solid 3, Sidecar - Groznyj Grad

Dynasty Warriors Gundam 2, A Good Thing is Possible

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