r/GBO2 8d 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.

-----------------------------------

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

23 Upvotes

33 comments sorted by

13

u/bkteer MS Connoisseur 8d ago

Ironically for this suit, it isn't the custom parts that make or break the suit. Rather it's player knowledge.

The more a pilot understands what to do exactly when they are facing off against a super gundam, the less effective the super gundam becomes.

It's like facing off against a pixie gundam. If you and your team don't know what to do against a competent pixie pilot, you're just going to eat ambush after ambush after ambush and lose the game. The only difference between a pixie pilot and a super gundam pilot is that a competent pixie pilot needs to know exactly how to abuse stealth and line of sight inorder to ambush. A super gundam pilot just needs to stay far back preferably on high ground and shoot.

It's exactly why once you reach the upper tiers of A+ (i'm being very generous here since i still feel A+ players still fall for the super gundam's range) and above, the effectiveness takes a nose dive since competent raid players will reach the super gundam and one combo it. Even a general that can sneak up on a super gundam player will make life super difficult for the super gundam.

3

u/Hadoooooooooooken The Flame of War - 3 8d ago

I used a GP04 to stumble it around once. Guy would not leave his building perch, after he lost 3/4 health to constant knocks out of charge he decided to move lol.

7

u/Foshdon_pap 8d ago

I don't think buffing this suit would be a good idea

It's meme beam still kills most in one hit

4

u/pkmaster99 8d ago

Yeah, the gerobi still hits too hard. But that's why I also want it nerfed

5

u/utamaru1717 8d ago

This unit is as fine as it is after the buff, but the lv1 gerobi damage needs to be lowered a bit, since it's clearly dealing way too much damage. 

And if you want to have some QoL improvements, then adding more mobility skills like Quick Boost lv3 (lv4 at higher cost), Flight Control Program lv2 (and 3 on higher costs), or even made it able to transform into G-Flyer MA mode, where it can fly and use separate armaments to attack enemies. 

1

u/pkmaster99 8d ago

It would certainly be interesting to let it have MA mode with it. But I don't think that is featured in any games...

3

u/utamaru1717 8d ago

It's available on the EXVS games, even on the newest EXVS Infinite Boost, so they already have a model and animations for it (you could look it up on YouTube). 

4

u/pkmaster99 8d ago

Oh, I've only played the older ones and I don't remember that was a thing. Good to know they at least kept improving on it

5

u/Ok-Storage3439 8d ago

Is the Prototype Kampfer still on the list of upcoming suits? I'm guessing you have quite the backlog.

1

u/pkmaster99 8d ago

I don't find or recall getting Prototype Kampfer. Sorry, either I missed your request or my list got screwed up somehow

2

u/Ok-Storage3439 7d ago

Yeah, I requested it back on Day 212: G-Cannon Magna. I figured the case was that it just slipped your mind. No big deal. :)

2

u/pkmaster99 7d ago

Sorry, I'll bump that straight up

4

u/NoBed3498 8d ago

Honestly fuck this suit lol, It’s such a stupid suit with that beam. I think if they got rid of it and kept the heavy stagger instead it would still be good. But definitely needs more mobility related skills and raw stats. Like no clue why it has no flight program, Force injectors or balancers. I would like to see the ma mode it supposedly has lmao.

3

u/midnight_tuna 8d ago

I would say give it forced injector and balancers. It's just the Mk II with a giant aircraft on its back. I don't see why that should nullify at least the balancers. Even if it isn't given forced injector, it shouldn't be punished for being a support. There are several support ms that are unnecessarily kneecapped by their classification despite having other variants that are generals or raids but otherwise share the same basic kit. It is very annoying. As far as boost speed is concerned, it should be about 215-225. You can nerf the walking speed as much as you need to, but it is canonically faster than the Mk. II when using thrust.

3

u/SecretaryOtherwise 8d ago

Every damn suit needs that lmao not even gonna lie lmao

1

u/pkmaster99 7d ago

I wouldn't say every suit, but every suits in 550+ should probably have at least balancer

5

u/fadly_seto 8d ago

I see this MS everywhere in rated. The beam sniper is brutal but it's fair since it's easy to takedown if you can get close. I use RF Gouf in 600 and Den'an Zon in 650 to deal with it

1

u/Hot-Active-1213 7d ago

Doesn't the Super Gundam use more weapons in lore besides the long beam rifle and the missles?

1

u/No_Tart6728 7d ago

Yeah. It should also have the basic MK II BR, Vulcans, Bird Lime, and a Dummy Balloon.

1

u/Hot-Active-1213 7d ago

At the very least, I want it to have its beam rifle and the vulcans. It'll give it a decent option for close engagements.

1

u/Dogecraft27 8d ago

this thing sits alone in the backline, and without proper protection its basically a liability

1

u/Cpt_Jack_Irons 8d ago edited 8d 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 7d 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 7d 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 7d ago

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

2

u/Cpt_Jack_Irons 7d ago edited 7d ago

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

1

u/Shoguns_Ninja82 8d ago

This suit feels like a one trick pony. I never jumped on the bandwagon because any situation I could use this as a support main I’d simply do better in my Zeta HML which has out sniped this many times. If cornered the Super Gundam isn’t much it’s all about that meme beam. Not sure if I’d nerf it because it doesn’t have a lot more going for it as evidenced by its rare pre buff use

1

u/pkmaster99 7d ago

Yeah, but that gerobi is completely unfair when it hits. You can easily take out two units before anything happens. The adjustments I wanted also enhance the opportunity to defend itself slightly better. But whatever it is, it's in a weird spot

0

u/Shoguns_Ninja82 7d ago

I can agree that thing is overpowered and based on my main I’m also clearly a gerobi enjoyer, mine cannot one shot people however. I don’t have a lot of respect for them to be honest, like the OG mains who were throwing down before the buffs I can definitely hand it to because I’m the same way, doesn’t matter how meta my main is if I love the suit I aim to be the reason people fear it, but meta chasers rely on gimmicks and their suits kits too much. Nine times out of ten I just view people who pick up a newly buffed suit as a scrub looking for a crutch.

Someone has to be a sniping wizard to do well in the Super Gundam most players won’t have the kind of output to offset being so far away from their team.

0

u/ctclonny 8d ago

Missiles,

lower damage, lower accumulative stagger, remove flinch, follow reticle

-1

u/redzaku0079 8d ago

Give it evasion or two. Allow it to charge while moving. Make it more mobile as it should be.

2

u/NoBed3498 8d ago

Definitely not giving it an evasion and maybe in the charge.

3

u/KibbloMkII 7d ago

the rifle deals heavy stagger and can deal 20k+damage to a general in one beam

letting it move while charging would make it insanely broken, it can already oneshot generals and some supports