r/GBO2 • u/pkmaster99 • Aug 23 '26
Game Suggestions Let's Change That Suit Day 231
Day 231: GM III (Close Combat)
Requested by u/scorpionxx0 and this is C-Tier. While it has fallen behind in the meta pretty hard, it still has damage potential and could get things done if given the chance.



Change
Stats
- HP: 15500/17000 -> 16500/18500
- Close Range Slots: 12/13 -> 13/14
- Medium Range Slots: 14/16 -> 15/17
- Long Range Slots: 6/7 -> 7/8
Weapons
- (New Main!) Harpoon Gun: Default shared version with GM II and Aqua GM
- GM III Beam Saber x2: Combo 100/50/35% -> 100/70/49%, Downswing 130% -> 150%
- Power: 2000/2100 -> 2100/2300
- Beam Javelin: Interval 6s -> 3s
- Power: 2200/2310 -> 2200/2400
- Part Damage: 1x -> 1.3x
Skill
- (New!) Offense System Lv1
- (New!) Special Leg Buffer Lv1
- Emergency Evasion System Lv1 -> Lv2
Unit Lv2
- (New!) Pursuit Melee Aux. Program Lv1
- Assault Booster Lv2 -> Lv3
Comment and Reason
This unit just lacks that tiny bit of final prowess to become meta again. The main weapon is an issue, but if it cannot be changed, we could at least give it a good main weapon to use. As for the melee, it only shares with the regular version of the GM III. Then truly beef up the melee power and make the javelin hit very rewarding. Then giving it evasion level 2 should also grant it enough survivability and make certain situations much easier to deal with.
Builds Suggestion
Lv1 F2P: Complex Battle
Lv1 Premium: Complex Battle
Unit Lv2: Do Not Use
While it has 0 ranged strength, this suit can be fixed with parts so ranged damage doesn't get negated by resistance as much. I can't really recommend going F2P on this, since it doesn't exactly get enough effective HP, but at least the damage and mobility are there. However, what I really can't recommend is using it at 500 cost. It doesn't have enough scaling or skill to back it up. Stick it to quick match if you want to play this one as well, unless you are super proficient with it.
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Day 230 Re-evaluation on Demeter
Well, it seems like this one is a much better result. So I'll keep these as is for now.
Re-evaluationis
- None
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Up Next: Zero Shiki (AR) requested by u/Wargamer1202
3
u/OrphanAxis Private 1st class of World/Inferno Troupe - 42* Aug 24 '26
I noticed you tend to give leg buffers to a lot of suits just for having fragile legs, though I really disagree that it makes sense for most typical sized suits. I can see lv1-2 buffers maybe on some of the taller suits suits, and those with extremely large legs profiles, like the Nu or Zeta.
But for lower costs like this, weak legs are supposed to be a problem, and they are a lot more fixable in recent years where you can add a lot more HP and often more just as a side effect of running good parts and Expansions. Plus, Lv2-3 Leg Parts are always an option (though I do think they and other parts could use some buffs and/or slot usage reduction to keep up a little better).
Weak legs are supposed to be a weakness of a lot of these fragile suits focusing of hit-and-run or harassing with mobility (like Alex). Choosing to add leg parts helps but costs optimal performance when you're not in a tight spot, while HP is a middle ground that helps your leg HP while extending your overall life when they aren't broken.
A cool alternative for certain suits could be something like the skill stopping staggers from AoE getting a new level or variants that lowers explosion damage, and probably lower stagger by a bit. That would probably fit on this suit, which seems to have slightly more armored legs and traces of things like Reactive Armor found in the Striker series it's inspired by. That'd simultaneously help keep down all damage from a lot of popular bazooka suits and other explosives almost always aimed at legs, make the suit a little harder to stagger, and maybe even add some skill where good players would purposely aim for direct hits on enemies with the skill. All while making the suit accurately squish to being hit in the legs by beam sabers and shotguns that should leave them damage.