GBO2 Zaku III Psycommu Type: More funnels at 550 cost!

Описание к видео GBO2 Zaku III Psycommu Type: More funnels at 550 cost!

This video contains two matches I had with the recently released LV1 Zaku III Psycommu Type. It is a 550 cost general with potentially ridiculous damage output thanks to Active Guard Kai, good damage with both ranged and melee options, pretty good stagger output alongside great durability. It mainly suffers from being massive with no Maneuver Armor, but it also has poor mobility. I hope that you enjoy watching!

Its primary weapon is a beam bazooka with 2100 (2800) power, 80% (95%) heat, 4 seconds cooldown, 20 seconds overheat, 0.77 seconds swap time, 300m (550m) range, 3.5 seconds focus time and 10% (20%) stagger value. Uncharged shots are pretty decent, they don't deal much damage but benefit from having fairly good heat consumption. Charged shots are much more powerful, dealing more damage and benefitting from a borderline fraudulent splash radius, it can easily scam people that are hiding behind cover.
Its primary melee weapon is a beam saber with 2400 power, 3 seconds cooldown, 0.5 seconds swap time and standard modifiers. This shares the same good moveset and reach as the original Zaku III, but without MA, it is hard to threaten enemies with raw melee.
Its first sub weapon is a head vulcan with 90 power, 60 ammo, 600 RPM, 0.5 seconds swap time, 200m range, 900 DPS and 6% stagger value. These are really strong vulcans, they have both high DPS and the ability to stun in 1.7 seconds.
Its second sub weapon is a waist beam launcher with 1400x2 power, 95% heat, 6 seconds cooldown, 18 seconds overheat, 0.77 seconds swap time, 350m range and 5%x2 stagger value. These stop to fire, but they deal a ton of damage. The issue is, it has very noticeable end lag after firing, which makes it difficult to reliably continue your combo.
Its third sub weapon is a beam axe with 2500 power, 3.5 seconds cooldown, 0.5 seconds swap time and 180% downswing modifier. This cannot combo swings together, but regular swings instantly knock enemies over. The cooldown is too long for you to downswing twice in a row, but it can deal great damage if you land it.
Its fourth sub weapon is a set of side lock on funnels with 200x4x4 power, 29%x4 heat, 2.5 seconds cooldown, 25 seconds overheat, 0.77 seconds swap time, 275m range and 3%x4x4 stagger value. On paper, these seem to be pretty solid funnels for 550 cost, being able to deal 3200 damage if every shot lands. The issue is that it takes a long time for them to finish firing, so they often don't deal much damage at all.
Its fifth sub weapon is a set of rear lock on funnels with 400x4 power, 100% heat, 15 seconds overheat, 0.77 seconds swap time, 300m range and 35%x4 stagger value. These don't deal much damage, but they can stagger on their own if most of them hit, which makes them useful to just throw out there.

The LV1 Zaku III Psycommu Type has 20000 HP, 25 ballistic resistance, 26 beam resistance and 19 melee resistance. On paper it has average durability for a general of its size, but it is actually really durable once you consider that it has a 25% damage reduction buffer for the legs and a 40% damage reduction buffer for the funnel binders. Furthermore, when shot in the binders, it takes 20% less stagger accumulation. In terms of defensive skills it has LV1 Emergency Evasion and LV1 Active Guard Kai. It lacks MA, but AGK still makes it possible to win 1v1s close up if you approach things carefully. Since you get +30% damage temporarily after blocking a stun with it, your damage output can go through the roof if you make the right reads.
In terms of mobility it has 140 hover speed, 220 boosting speed, 85 thrust and 63 turning speed. Its mobility seems identical to the original Zaku III at first, but it lacks ground affinity, has less turning speed and only has LV1 Forced Injector. It also lacks Flight Control, which is a real pain on some maps.

In conclusion, I feel that this suit is really quite awful. I have no idea what the developers were thinking here, it is even larger than the original Zaku III, but it lacks Maneuver Armor. This is such a ridiculous disadvantage, in a cost where every meta general is pretty damn good at stunlocking, they drop a general that is the easiest thing on earth to stunlock. This is on top of it lacking in other areas. I feel like it will need massive buffs to be a viable option, obviously starting with it getting Maneuver Armor. I also feel like they could buff the waist beam launcher to be on par with the original Zaku III, for it to get Flight Control LV2, for it to get LV2 Forced Injectors, for it to get more turning speed and maybe even for the funnels to be slightly improved (maybe not though, since it seems like people don't like viable funnel spammers for 600 cost or below). I recommend that you do not roll on this suit at all, save your tokens please. Thanks for watching, and I hope that you enjoyed it!

Music used:

Like a Dragon: Infinite Wealth, Slugfest

Dynasty Warriors Gundam 2, A Good Thing Is Possible

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