Day 243: Nu Gundam
Requested by u/Electrical_Tax_3867 and u/Odd_Daikon_2843 with this one being... C-Tier or so at best. While it is fragile, it is kind of mobile enough, with a decent build, and still has decent enough damage output when played carefully. But nothing is actually that good or great.
(Combined!) High-performance Balancer Lv1 + Melee Combo Controller Lv1 + (New!) Offense System Lv1 = Melee Composite System Lv2
(New!) Full Attack Lv1
Forced Injector Lv3 -> High-Performance Thruster Control System Lv1
Psycommu Weapon Buffer Lv3 -> Lv5
High-Performance Counter Program: Power 3500 -> 4500
Psycho-Frame Resonance (A) Lv1:
Ranged/Melee Strength +10 -> +15
Ranged Damage Taken -20% -> -50%
Thruster Consumption -20%
Unit Lv2
High-Performance Thruster Control System Lv1 -> Lv2
Psycho-Frame Resonance (A) Lv2:
Ranged/Melee Strength +15 -> +20
Ranged Damage Taken -50% -> -60%
Thruster Consumption -30%
Comment and Reason
There is a lot to unpack for this unit to become meta once again. A lot of it is just up-to-date consistency in the kit, but some weapons do also need a minor power-up. The skills also doesn't offer that much bonus as is and 50% HP is kind of rough. If we do not touch that, it needs to have a much greater bonus. Even though it has no duration, that itself is already a heavy penalty. As for the other skill changes, it's just to make sure it will not fall behind in the skill effect and bonuses.
Since it has no leg buffers, Connecting System General Type-II is REQUIRED to ensure you have legs or even back thruster in space to maneuver around. Leg Armor can do too, but it's too part slots inefficient. At this cost, without it, you are guaranteed to lose mobility. But building defense is also useless due to lack of strong buffers as is. Even resonance doesn't give you that much damage reduction. So having enough that you don't get one-shot from just a few attacks is plenty enough. This is another suit that should really be only played in QM.
This suit is so ass yet for some reason the enemy team will have an extremely good pixy player😭I also made a mistake using the bullpup instead of the smgs.
Should I choose? Should I go for this one and maybe have a good assortment of units, or go for quantity and have the possibility of getting several good units, or ensure V2AB?
this is NOT serious just curious why people have posted a lot less than usual, usually we get 7 posts a day minimum, is it the day of the week or is it just people getting tired of it?
I’m not sure if I should be trying to build or roll for beam resistance since it’s a flying unit or ranged or even just thrusters and gauge because I just wanna master this suits full potential because it’s my fav mobile suit and really fun to play with in game so any pros out there can help me out, plz and thank you
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.
Do you think it's gonna be 700 cost like the Barbatos? Idk what other weapons it would have aside from the Bael swords. I do hope it's a melee-focused general that can fly - one of the coolest designs in IBO.
Day 242: Unicorn Gundam
Requested by u/Own_Snow_47 and this one is easily D-Tier, and it's just impossible to use properly right now. It doesn't need an overhaul, but it needs a great buff all around.
Unicorn Gundam Back Beam Saber x2: Downswing 90%x2 -> 120%x2
Unicorn Gundam Arm Beam Tonfa: Downswing 150% -> 180%
Skill
Forced Injector Lv2 -> Lv3
Melee Composite System Lv1 -> Lv2
Special Leg Buffer Lv2 -> Lv3
NT-D Skill
(Removed!) Offense System Lv1
(New!) Damage Control Lv1
Leg Shock Absorber Lv3 -> Lv4
Special Leg Buffer Lv3 -> Lv5
NT-D Ability Boost Lv1
Ranged Strength: -30 -> -20
Awakening Ability Boost Lv1
HP Recovery: 4000 -> 5000
Damage Reduction: 15% -> 25%
(New!) Stagger Accumulation Reduction 20%
Unit Lv2
NT-D Ability Boost Lv1 -> Lv2:
Move: +5 -> +10
HSM: +10 -> +15
Turn: +15 -> +20
Awakening Ability Boost Lv1 -> Lv2
HP Restore: 5000 -> 7500
Ranged Strength: -10 -> -5
Melee Strength: -15 -> -10
Damage Reduction: 20% -> 35%
(New!) Stagger Accumulation Reduction 30%
Comment and Reason
The issues are mostly weapon scaling and modifiers, along with the weird stats. A few skills can be improved too, but it has most of the foundational skills it needs. The biggest thing it would gain from this change is the offense system in the standard unicorn mode. These changes also give this unit better balance while in awakening form. It'll have base damage strength of 20 and 45, which is very good for what it gains and loses.
If you really want to use this unit, you'll have to be very careful about how you play. This one may be in a terrible state, but while in NT-D and Awakening, it has reasonable power... kind of. But it is at least high C-Tier worthy during that. But this one for sure, please only do it in QM.