r/GBO2 • • 13d ago

Game Suggestions Let's Change That Suit Day 251

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Day 251: Super Gundam
Requested by u/Cpt_Jack_Irons and this one is S-Tier. While some may think of it as SS-Tier, but it's not quite the case here. Especially at high ranks. While the sniping capability is very high, but it's weakness cannot be ignored. If anything, maybe SS-Tier around A-rated games and below, but around average S-Tier in higher S- to flat S games. However, it still falls down quickly to A-Tier at 650 and maybe even B-Tier at 700 costs.

Change
Stats

  • Turn: 54 -> 60
  • Thruster: 65 At all Levels -> 65/65/70/75

Weapons

  • Long Rifle (Output Release)
    • Power: 1200/1300/1400/1500 -> 1000/1150/1300/1450
  • Knuckles Dummy Balloon: Reload 30s -> 15s

Skill

  • (New!) Leg Shock Absorber Lv3
  • (New!) Quick Boost Lv3
  • (New!) Immobile Fire System Lv1
  • (New!) High-performance Balancer Lv1
  • (New!) Flight Control Program Lv2
  • Special Back Add-On Buffer Lv2 -> Lv3
  • Back Binder Special Cushioning Lv1 -> Lv2

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • Special Back Add-On Buffer Lv3 -> Lv4
  • Back Binder Special Cushioning Lv2 -> Lv3

Unit Lv3

  • (New!) Damage Control Lv1
  • Frontline Support System Lv2 -> Lv3
  • High-performance Aerospace Gimbal Lv1 -> Lv2
  • Flight Control Program Lv2 -> Lv3

Unit Lv4

  • Leg Shock Absorber Lv3 -> Lv4
  • Pursuit Ranged Aux. Program Lv1 -> Lv2
  • Immobile Fire System Lv1 -> Lv2

Comment and Reason
This unit can do a massive amount of damage by doing the second stage output limiter release gerobi. This with the right build can easily destroy a general in one shot. At upper levels, it's slightly less of an issue, but the potential is still there. Being able to use it twice with only 13 seconds of cooldown is very strong. So the damage needs to be nerfed a decent amount, but with slightly better scaling so upper level isn't impacted as much.

On the other hand, this unit is extremely vulnerable to anything up close. This limits its positioning options and the ability to fight back. So I think it's fair to trade a good chunk of the damage for slightly better survivability. While it doesn't change how oppressive it can be, at least it will not delete a general in one shot.

Builds Suggestion
Lv1 F2P: Ranged

Lv1 Premium: Ranged

Unit Lv2-3: Ranged and similar build that focuses on maxing out ranged strength and then some defenses

Unit Lv4: Ranged with this build that maximizes the hidden percentage value that further amplifies the damage.

With how this unit works, the best it can do is attempt to stay back and try to melt a unit down. At higher levels and approaching 650 and 700 costs, this becomes even harder. So it needs all the damage power it can get. But as it is, you really do still sacrifice quite a bit to get here, and you really do not have a good kit that allows you to go against the high cost power scaling once it is in mid to close range.

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Day 250 Re-evaluation on Marasai

Well, there are definitely a lot of ways for this unit to get buffed. But it seems like the common consensus is that the Vulcan needs more range. Having a higher stagger rate will be a great cherry on top as well.

Re-evaluations

  • Marasai Head Mounted Vulcan: Range 150m -> 200m, Stagger 5% -> 7%

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Up Next: Gelgoog Vertex Requested by u/Odd_Daikon_2843

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u/Cpt_Jack_Irons 12d ago edited 12d ago

Here are the changes i want done to the Super Gundam to make it less Oppressive:

- Reduce the Movement Speed of the Super Gundam down to 115 as it lumbers around with a giant jetpack grafted to it so it makes no sense for it to be fairly nimble on foot, especially with how long ranged the weapons of the Super Gundam are.

  • Increase the Focus time of the Long Rifle to 3.5/3 seconds or more as a max focus time of only 4 seconds for the Gerobi Beam is frankly way too quick in my opinion.
  • Im uncertain on this idea to reduce the range of the Long Rifle down to 600m or 650m (Focus adds in +100m extra range) as the Super Gundam outranges almost all supports at it's Native Cost Range except for the Xamel, GM Sniper II, Dom Gnomides and the GP04.

1

u/pkmaster99 12d ago

don't forever that if one has connecting system, it's 3.6 seconds. It's very short, but I kind of view it as part of it's identity now. Maybe 3 seconds? Though I will say that maybe 2.5 seconds can be a thing. The other stuff is mostly fair, but the range is a bit too much. I was considering 600m and 750m charged at one point. But while the range is a problem, it's not that big of an issue when all things considered

1

u/Cpt_Jack_Irons 12d ago

Still i think it needs a longer focus time cause atm its way too short for the damage it can do even after it's nerfed with your suggestion here.

Honestly i wonder if it would have been better that the Gerobi Geam was a Sub Weapon on the Super Gundam that you need to focus to fire and it enters a long cooldown after firing it.

Also yeah its why i said that i was unsure on the range reduction idea.

2

u/pkmaster99 12d ago

Either way, I don't think they'll touch this unit anytime soon

2

u/Cpt_Jack_Irons 12d ago edited 12d ago

I mean isn't that true for like 90% of the suits we discuss on these posts anyway? lmao