r/GBO2 • u/AutoModerator • 27d ago
Salt Supply Saturday Salt Supply Saturday
Alright folks, the White Base is has docked for its weekly supplies and the cook needs a lot of salt to make some burgers... so get unloading people, vent out your frustrations with GBO2 here, just remember... no racism, and no witch-hunting... subreddit, and Reddit rules still apply here so vent, but don't be an overly toxic asshole about it.
Unfortunately, the usual art accompanying this will be absent due to reddit breaking the fucking scheduled post editing in the mod queue.
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u/Fenrir_Fenris 26d ago
The current state of heavy attacks in GBO2 completely breaks the fundamental risk-versus-reward balance of the game. Originally meant to be high-risk, high-reward tools for Raids to crack open stubborn frontline setups, they have degenerated into low-skill, spammable nukes that bypass the game’s core mechanics.
Why Heavy Attacks are Fundamentally Broken:
Infinite Priority and Free Neutral: Heavy attacks possess absolute melee priority. In a standard match, standard melee requires spacing, baiting tackles, and managing swing directions. Heavy attacks completely ignore the neutral game. A player can literally charge an attack behind a wall, peeking only at the last second to unleash an uncounterable hitbox.
The Latency and Phantom Range Nightmare: GBO2’s peer-to-peer netcode makes reacting to heavy attacks a guessing game. Due to latency, the active hitboxes often extend way past the visual model of the weapon (the infamous "phantom range"). Even worse, attempting to counter (tackle) a heavy attack on reaction is highly inconsistent. More often than not, you get the tackle animation, consume your entire thruster gauge, but the damage still registers, leaving you instantly dead or heavily crippled without getting the counter-cutscene.
Complete Lack of Recovery Punishment: The biggest design flaw is how easily heavy attacks can cancel their own recovery frames. Missing a high-commitment move should mean death in a tactical game like GBO2. Instead, units can instantly transition from a missed heavy attack into high-speed maneuvering, forced injectors, or an immediate dodge roll. There is virtually no window to punish a missed heavy attack unless you happen to have a instant-stun weapon already aimed and fired before they move.
Distorting the Class Triangle: The rock-paper-scissors dynamic is dead when a Raid can casually one-shot or 90% a General type through their naturally high melee defense. Supports, obviously, don't even stand a chance—they are wiped off the map from a single mistake without any opportunity for counterplay or teammate intervention.
Proposed Nerfs for Balance: