GBO2 RX-0 Unicorn Gundam: Were the nerfs enough?!

Описание к видео GBO2 RX-0 Unicorn Gundam: Were the nerfs enough?!

This video contains two recent rated matches I had with the LV1 Unicorn Gundam on Gundam Battle Operation 2.  It is a 700 cost general with ridiculous melee damage in NT-D, a highly durable Awakened state, high stun accumulation and good mobility in NT-D/Awaken.  Its weaknesses would be the high HP drain of NT-D, worse melee output than Sinanju and Phenex while Awakened along with being easy to deal with before NT-D activates.  This suit was nerfed when Phenex came out and now we have had time to take it all in.  It retains the absurd NT-D melee damage but it definitely pays a lot for it now.  I hope that you enjoy watching!

The primary weapon of the Unicorn is a beam magnum with 3600 power, 5 ammo, 350m range, 6 seconds cooldown, 14 seconds reload, 0.8 seconds focus and 10% stagger value.  This retains its outstanding damage from before the nerf; but has reduced leg damage, splash radius and longer cooldown. It it still easy to use to confirm melee or further shooting though.
Its primary melee weapon is a single saber in normal mode or two sabers in NT-D mode.  This has 2900 (2900) power, 2.5 seconds cooldown, 0.77 (0.5) seconds swap time, standard melee modifiers in normal mode with 80%x2% downswing modifier and 70% combo modifier in NT-D.  These have the standard Federation swings in normal mode but gets a unique sweeping downswing in NT-D.  This is easy to connect and does a ton of damage, but be careful not to knock over allies.
Its first sub weapon is a head vulcan with 150 power, 40 ammo, 600 RPM, 11 seconds reload, 0.5 seconds swap, 200m range, 1500 DPS and 6% stagger value.  These have insanely high power and stun potential for vulcans.  Combined with your shrapnel bazooka, you can stun build just about anything if your aim is good.
Its second sub weapon is a shrapnel bazooka with 250x11 power, 5 ammo, 6 seconds cooldown, 15 seconds reload, 1.5 seconds swap time, 200m range and 15%x11 stagger value. This has high stagger value and damage. This doesn't need to focus like the beam magnum, so it is strong in CQC.
In NT-D mode it also gains access to a tonfa melee weapon with 3500 power, 2 seconds cooldown, 0.33 seconds swap and 150% downswing modifier.  This has insanely high power along with a powerful downswing, but the downswing is too slow to confirm from a stun before they can dodge away. 

The Unicorn has 20000 HP, 24 ballistic resist, 25 beam resist and 29 melee resist.  Its defence spread is pretty average but 20000 HP is kind of low for 700 cost.  This can ultimately leave you without much time to spend in NT-D before it is drained away.  Before NT-D activates it has a 10% leg buffer but this is upgraded to 15% once it activates.  It gains LV1 Maneuver Armor in NT-D but lacks it in normal mode, which makes it easy to be stunlocked and take massive damage before NT-D can activate.  Its LV1 Emergency Evasion is upgraded to LV2 once NT-D activates.
You also have 135 (140) walk speed, 225 (235) boost speed, 75 thrust and 72 (87) turning speed.  Your mobility is modest before transformation, but NT-D gives a serious mobility boost.  Before NT-D it has LV2 Forced Injector and Flight Control, but these are upgraded to LV3 once NT-D activates.
Its stand out skill is the NT-D Ability Boost which adds +30 melee modifier, takes away -30 ranged modifier and upgrades the suits stats, skills and weapons.  This slowly drains your HP while active, 75 per second in Unicorn's case.  NT-D also adds LV1 Offence System, which makes it hard to stun it out of melee combos.  You can activate Awaken after 45 seconds in NT-D to restore 4000 HP and reduce all incoming damage by 15%. This stops the HP drain of NT-D and buffs your defences but comes at the cost of -20 ranged modifier and a whopping -45 melee modifier.  This basically cuts your melee damage by a third if you aren't building any extra damage and makes your shooting damage pitiful.

Overall I think that while Unicorn is still strong and retains the spot of the most damaging 700 cost general, the nerfs to melee damage in Awaken along with general durability reductions makes it much less overbearing.  Unicorn is often put into a state where it takes much more damage than the 20% needed to turn on NT-D, meaning it will have little HP to work with there.  In Awaken it is definitely weaker than both Sinanju and Phenex as well, only really having Offence System and great stun accumulation as an advantage over them.  The key to post-nerf Unicorn is to enter NT-D with as much HP as possible and do as much damage as you can before being forced to activate Awaken.  This means it has gone from an easy suit to a difficult berserker unit which needs a good sense of timing to do well with.  I believe that Sinanju and Phenex are both better choices at this point, but Unicorn is far from weak. Thanks for watching, and I hope that you enjoyed it!

Music used:
Armored Core Verdict Day, The Motherwill Comes Again

Dynasty Warriors Gundam 2, A Good Thing Is Possible

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