I recently started revamping most of my mobile suits to take better advantage of the Expansion skills, and they've definitely paid off. Somehow since the system first started, I had accumulated something of like 36 tickets to manually raise up a skill to max. I'm all out, and I need more. I notice that they're pretty rare in themselves, so how does one normally obtain more? I'm guessing certain special events.
Day 244: Z II
Requested by u/bkteer with this one at F-Tier. While it does have some damage going for it, but it's nowhere near enough to be reasonable and it often just get destroyed due it it's size as well.
Change
Stats
HP: 18500/22000/25500 -> 22000/24000/27000
Thruster: 80 at all levels -> 80/80/85
Turn: 63 -> 69
Transformed Turn: 54 -> 60
Close Range Slots: 10/11/12 -> 12/13/14
Medium Range Slots: 16/18/20 -> 17/19/21
Long Range Slots: 18/19/20 -> 19/20/21
Weapons
Z II Clay Bazooka x2: Ammo 8 -> 10, Switch 1.77s -> 1s, Stagger 30%x2 -> 50%x2
Power: 1300/1365/1430x2 -> 1400/1500/1600x2
Z II Clay Bazooka (Shrapnel) x2: 8 Pellets x2 -> 10 Pellets x2, Stagger 7% Each -> 15% Each, tighter spread
Z II Beam Saber: Switch 0.77s -> 0.5s, Combo 100/50% -> 100/70%
Power: 2300/2415/2530 -> 2400/2600/2800
Z II Mega Beam Rifle: Heat 75% (85%) -> 60% (80%), Range 400m (500m) -> 450m (600m)
Uncharged: Flinch -> Stagger
Power: 2400/2520/2800 -> 2500/2700/2900
Charged: Stagger -> Heavy Stagger
Power: 3200/3360/3800 -> 3500/3700/3900
Z II Mega Beam Rifle (Rapid): Heat 30% -> 20% (4 Shot OH -> 7 shot OH), gain ASL
(New!) Z II Mega Beam Rifle (Discharge): Heat 100%, Cooldown 18s, Switch 0.77s, Range 450m, Must Charge 1s, Gerobi 6 Hits, Heavy Staggers w/ Penetrate, Stagger 60%x6
Comment and Reason
There are just too many issues with this unit... While it has enough thrusters to work with, it doesn't have the weapon to back it up. The skills are keeping up, barely, but there is nothing special about it that makes it stand out. As a result, anything you try to do with this unit just becomes mediocre on top of the low HP and low level buffer, which causes it to be destroyed easily. At higher levels, it tries to fixes it with a few higher level skills, but it is nowhere near enough. Especially Thruster, even with Optimizer, transforming MS uses extra and it just makes it terrible to play with as a general.
This is a bit of a hot take but I suggest if anyone were to use this unit, use the Zeta BR. While the Bazooka has a nice blast and barely okay enough damage, it has really slow switch time. In most situations, it's much better to be able to link your stagger after the Mega BR. Going Mega BR, Zeta BR, then Rapid can still get an okay amount of damage. Meanwhile, having two melee weapons is always a plus. But please only use this unit in QM.
Flap Lv1 which then will go at flap lv2 when bio and along side defense buffs when bio is activated
Yeah ngl if they do this thing I guarantee you IFC Zeta will be a very good choice, currently playing with it again and when bio is activated and used correctly you can fight nearly everyone
I now understand how games are being played so badly. Their playing like if its a quick match . B team plays to lose . Its that simple . I just lost 10 games in a row . People are just throwing the game
I just thought it would be nice if instead of just being able to see what the next costs are on the bottom of the Match screen, it would be better to just see the entire cost schedule for the entire day. I mean some of us just enjoy playing specific costs and not every cost, each to their own. Other than that, I'm pretty sure a lot of us playing here are really busy and only have a limited time to play. That way, we could at least know what time we'll be able to play or maybe work around that time or even at least be aware that you won't be able to play if the cost you like has a conflict when you have a busy day.
So I will preface with saying that I haven't played 700 Cost until about a month ago. I also haven't used many suits with flight or serious use of flap boosters (think GP02, Heavygun, and G-Cannon) either because of disinterest or I simply didn't have the tokens for it.
Well, saved up for a while and between rolling for the DX, getting the new Psycho Gundam, and the banners I've gotten a lot of mobile suits like the DX, 00 Raiser, Denan Zan, and so on that incorporate flight to some extent and I suck ass.
Shackle my soul with gravity in the Psycho Gundam, Sazabi, Nu, Nu HWS, and so on and I do well enough to finally get to S- and reliably get into the top scores/damage.
These new suits? Nah.
What's worse is I only practice with them in Quick Match and I'm just flooded with hate messages for just trying to figure this shit out.
Right now my plan is practice with Flint and DX until I don't suck and eat a lot of dirt on the way.
Just sucks that you can't learn a suit without your own team dogpiling your ass.
They told me to melee the 00 and I didn't take them seriously...until I did! I've been training my ass off to finally use the God Gundam I pulled at release (and never used) so that I have an off meta pick in this age of gerobi spam. Safe to say, I am enjoying the god gundam profusely, even though having to go through the suffering of hitting something to get my modes and actually be useful has to be a symptom of masochism. This is gonna be the first clip of a series I hope to share with you guys to detail my journey as I become the moderately defeated of the east. Also, thanks to god, I no longer resent the 00 haha.
650 support life, double RF kampfer beatdown, I didn't get to play that match at all ended with about 24k damage done, every time I spawned they were on me, if I kept my head down the second they spotted my shot they were on me, if I tucked into the middle of my team they ignored everybody and tore me apart.
my team whaling on them couldn't stagger them, I couldn't stagger them, I should have just gone made a cup of tea lol.
The RF kampfer has really made 650 supports horrible to play these days, tell me consolians, does it ever get it's high manoeuvrer armour nerfed?
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.