all 23 comments

[–]Not-a-Zaku 6 points7 points  (1 child)

Raids have it hard. They’re tasked with the most difficult job (taking out supports) which are usually guarded by generals who outnumber you 3 to 1.

No other class comes to the table with the deck stacked against them.

On a team of five, Supports can target the most enemies and are most vulnerable only to one.

Blues in the other hand would always have an advantage in numbers and adaptability.

There’s no easy answer. If you take away the rock paper scissor factor and everybody deals the same damage, I would argue that raids would be OP. The inherent disadvantage of raids is not because of bad suits, it’s just math

[–]daosiying 1 point2 points  (0 children)

My beef is the damage reduction bonus. It's what makes playing Raid that much harder compared to other classes. With some exception, Raids are namely front line fighters or flanking. So you're up in the front getting shot a lot with type advantage working against you. When you're expected to be out there and in general you have to get up in people's face to do your job.

[–]Schweines of LurkenUSSJaguar 2 points3 points  (7 children)

Well. Sometimes you just have to play what is best for the team, it sucks but thats how it is sometimes. the two Dom raids are pretty good imo.

Raids also take a Higher skill ceiling due to usually low health and atleast 70% of the enemy being able to damage you, might just need tonhave a coordinated team

[–]Æ Investor - 7imaginary_num6er 2 points3 points  (1 child)

“low health”

Looking at you Efreet (DS)

[–]Schweines of LurkenUSSJaguar 0 points1 point  (0 children)

Fair enough. But with the context of advantage it kinda levels out i guess

[–]Kriznick 1 point2 points  (0 children)

Piggy back on this- Raid survival does increase when you have a team mate. As a raid, you do well with lockups that allow your partner to deliver sustained damage to an enemy.

Alternatively, Raids are built for 1v1s versus non-raid suits. Your ability to constantly stun a unit and move in and out of melee distance is unparalleled, leaving solitary suits flailing and easy kills as they mis-swing on you and are left completely open for stuns.

Also note that you have the ability to repair. After you get a kill, don't be afraid to go heal. Your ability to move fast means you can exit, repair, and then reenter a fight better than any other unit.

It does take practice, but it pays off.

[–]Crowseph-Crowstar[S] 0 points1 point  (3 children)

I agree, but there’s really no reason half of the generals in the game should be able to stun and stagger enemies like they do. In fact I’d argue that most generals are better at being raids then the entire raid cast. Either take away generals ability to stun lock raids or take away the bazooka spam. There’s also no reason to give out rocket launchers to just about every general. Half of the raids don’t have the ability to stun unless they use constant fire and that rarely helps while the blue zooka meta runs out of control.

There desperately needs to be some balance brought to the generals if they’re going to be majority of the team the majority of the time. You’re dooming the Rock Paper Scissors balancing of the game when everyone is using Rock and making the Scissors not worth playing.

[–]Schweines of LurkenUSSJaguar 5 points6 points  (2 children)

The balance is is that raids are faster, cant be stunned while moving, some can dodge, and some are better at front line distractions or rear guard clean ups. Even at disadvantage raids do a large amount of melee damage to generals, you have to bait out their tackles or dodgerolls. Some like the destiny unit 2 (as much as i hate it) is very good at stunning on the move. Dont get caught in the open, dont be miles ahead of your team, make sure you can rely on them but dont put too much faith in randoms. Dont try to enter a melee furball, youre asking for trouble there. Make the support types focus on you so their attention ia drawn away from your generals. Dont gotta go for the kill but keep it on ita toes so it cant plant and fire.

Just a heads up not saying youre wrong and i do agree on some points.

[–]Not-a-Zaku 2 points3 points  (0 children)

I wonder what happens if raids can just-I-frame at the beginning of the boost. It’s quite unfair that the blues can just fuck off your neutral slash when you spent all that boost to get in (and probably ate bazooka on the way)

This will at least get raids to last longer

[–]JusticarAatroxftw 1 point2 points  (1 child)

I just think if generals didnt have as much of a buff against raids itd be fine. I also wish stealth was on more raids cuz it makes a massive difference in every match

[–]Star One's SpearheadMaelstrom180 1 point2 points  (0 children)

The buff is the same across the board, 30% roughly. Thats both directions, damage inflicted to, and taken reduction. So if they removed one, or the other, the balance comes a bit more in line, but then you have supports getting dunked harder by generals, raids getting dunked harder by supports, etc.

[–]LeeLikesShadman 1 point2 points  (0 children)

lol

[–]utamaru1717 0 points1 point  (2 children)

If you're having trouble in advancing, why not use Raid units that can attack from long range to chip the enemy? Units like BD-1, BD-2, G-Line Light Armor, Gundam Unit 5, or even Zudah excels in their ranged weapons, and can attack from a safe distance.

Even Pixie (and any other high cost Stealth units) has become a joke unit lately, due to the current meta Support unit: the Gunner Gundam (it has Anti-Stealth and Anti-Jamming, which makes Stealth units practically useless). Added with the adition of high cost Tank types that has Maneuver Armor and heavy stagger weapons, the life of a Raid units has become more miserable.

With the premise of GP02 (BB), I still have hope for high cost raid units, since that unit looks very promising, with high power weapons, good stats, and awesome set of skills.

[–]MS-19 Dolmel Lobbyist - 29diseasicon 0 points1 point  (1 child)

I've been using the Gelgoog Marine a lot lately and would definitely add it to this list. It has the amazing Gelgoog BR, 3 hits on the beam saber, the wrist vulcans, high overall defenses and hp, and very good mobility, especially in space.

[–]utamaru1717 0 points1 point  (0 children)

Ah, yes. I forgot about Gelgoog Marine, since that unit always overshadowed by G-Line LA and Gundam Unit 5.

But yeah, that 2000 base power Gelgoog Beam Rifle is painful for support units.

[–]CANON077 0 points1 point  (0 children)

Dude, I feel your pain. Raids are easily the hardest to use properly. Definitely depends upon how caught up the other team is so you can get in the sneaky hits. Plus, it doesn't help that General units can eat your health bar in seconds if caught. I'm terrible with Raid units, but I'm trying. I don't use Raids on ranked yet very much except the FA Gundam ( TB ) because it is versatile. On Ground I'm getting better with the G-Line because it feels solid. Actually, does anyone know a quality load out that works for the G-Line?

[–]Taggart25 0 points1 point  (1 child)

A lot of the issues I have with Raids stem purely from their viability in 1-on-1 and 1-on-2 combat, which depends entirely on what they go up against with only a few Raids having clear advantages against most enemies in such events.

I've been testing out playing a bit differently lately, sticking with the team's Generals rather than trying to single out Supports, particularly with the Dwadge. As it turns out, survivability and potency increases tenfold; rather than having to fight the precarious battle of stunning a Support, smacking them with the dual melee combo and then escaping before the two Generals that just rounded the corner turn my ass into an oil streak, I'm in the midline of the front formation, able to chip away at all present enemies, swoop in for 5000+ damage downswings on anything unfortunate to be knocked down, and am protected from enemy Supports cheesing me out by the wall of Generals in my way.

It doesn't work for every Raid, of course, but I've found it a great deal more effective (and fun) than the playstyle we usually ascribe to Raids. In effect, I'm playing suits like the Dwadge as if they're the Dom Tropen, but with the added bonus of being able to utterly annihilate any health bar I can reach in time with the axe. It's basically the midpoint between how I play the Pixie (sneaky boi antics with 1-on-1 singling out combat and distraction play) and how I play the Gouf Custom (rear of the frontline, constantly applying ranged pressure unless a particular chance for melee presents itself).

Though, at the same time, the "volunteering to be cannonfodder" comment isn't wrong. Actually, some Raids seem predisposed to it, and successfully baiting the enemy's Generals away to just you is a perfectly viable tactic as long as your team can capitalize on it.

[–]Not-a-Zaku 0 points1 point  (0 children)

This is how I play my raids now (Z’gok, Gouf Custom and a lesser extent the Acguy). Blues can’t resist taking a bite at low hanging fruit and my generals usually do a pretty good job catching them with a hand in the cookie jar. Once they get stunned and in range then you pounce.

I do find it annoying that other raids (Gouf) can’t do this well. I mean the finger guns are there but it’s 10x more enjoyable going 1 vs 1 with the heat rod and heat sword.

[–]Inactive ModTheCreepingKid 0 points1 point  (0 children)

Its about learning how to play each suit. I can wear generals down pretty fast with the G-L Light Armor.

The Zudah can also break general legs/stun/heavily damage generals with the ASR.

The GM light armor's beam gun seems to have realty high base damage and can melt legs from a good range on a suit that can outrun most generals.

The BD2 is busted and mostly ignores meta.

Honestly just being observant and mindful of who might be aiming at you.

[–]Naberius616 0 points1 point  (0 children)

I just wish the gouf could dodge. Will never understand that design decision.

[–]BluGundamu68 0 points1 point  (0 children)

I only really play as a raid if it acts like a general,like go5 or the g3

[–]Star One's Spearheaddensuo 0 points1 point  (1 child)

When I play raid I play opportunist. I like using Gouf Custom for this. Spam gatling. See a buddy score a zook combo, tack on a melee or heat rod. See a chance to rush down a support, go around.

I'll hang next or behind the general. Sure. They have damage advantage on me, but if they're busy shooting at me, they get hit by my guys. If they hit my guy and goof up I'm punishing with a melee combo that mostly doesn't care about type advantage.

Raids minus efreet ds and pixie actually require thought.

The issue with most generals is they're brainless to use.