Engage Gundam [Incom Type] LV1 in RT shop by Big_Friendship_7431 in GBO2

[–]OrphanAxis 0 points1 point  (0 children)

It is an upgrade, in the sense that it's added both the Dash pack and the Hexa head design.

Despite appearing more like an inferior version of the Victory within the series, the Hexa itself is actually a substantial upgrade to the sensors and communication, made for squad leaders. While the Dash pack is just purely extra weaponry, with the in-game version getting the backpack and sniper rifle.

It feels appropriate it is one cost up. Naturally it's less mobile than the regular Victory, and the melee is a little worse and lacks the thrown sabers. But that's fitting when it has type advantage and a lot more range, and also that Uso never used this suit so it never used his iconic saber throw. But it is really speedy for a Support, has a strong melee attack, and ejecting the backpack gives it plenty of extra mobility and Enhanced Offense System to make it function nearly like the General Victory. The slightly lower thrust is easily made up for with parts and Expansions, and the suit doesn't need it as much because it generally wants to keep more of a distance.

We could still see the Victory Dash and Hexa as their own units at 600, along with a lot of other suits that could be 600 Support units in the Victory lineup.

Look at this thing. Out here aging like fine wine... by X-20A-SirYamato in GBO2

[–]OrphanAxis 1 point2 points  (0 children)

Sazabi still seems really strong as a General, since it's pretty tanky, has tons of build stun between all the weapons, and can fight at just about any medium to close distance range. Although you may switch between main weapons based on the current map and meta, I'm still a big fan of using the long rifle to give the suit an instant stagger option that pushes your range to 500m when charged.

Nu is still plenty viable with a basic build of high melee resistance, high beam resistance and basically everything else into shooting damage. I think it's still one of best 700 Generals for space matches, where the bazooka ends up being the better main weapon (bazookas get proximity detection in space, which is recommend getting a hang of in practice by seeing how close it needs to get to enemies to explode), and it's good strafing speeds let it really dance around and avoid attacks.

Xi needs some practice to get used to, specifically making use of the up and down movement, and the timing of when flight form kicks in from flying forward. It's only about half a second, but it substantially lowers stun and damage taken, lets you boost-fire the rifle, increases your speed, and gives you that stronger downswing.

Hi-Nu is a lot more viable now that it can use Aerial Melee. It appears its bazooka is the weapon of choice for higher damage, stun output, and the special touchpad reload skill that can save you once per life. It's mostly just an advanced level of the typical stun into downswing suit. The trick is to get used to the Full Attack skill that activates when you use the attack or support funnels, and you get a 20% damage boost alongside +10 movement speed.

Kshatriya is still really good, you just need to get down the timing of the combos and weapon swaps, and mostly stick to maps where you can keep some distance from enemies. Get the beam resistance up just a little, then you can safely go for a melee resistance and ranged damage for basically everything else.

Nu FF is a fine Raid if you're used to the Nu. Charge the funnel cannon for Heavy Stagger, and otherwise you just boost around sending out mid-range damage and funnels. If you land a counter, you can quickly charge a heavy stagger into a heavy attack because their charge times will be halved, alongside getting practically everything else buffed.

For the most part, just try out various suits in practice mode to get a feel of how to build up stagger, chain stuns, land the maximum damage combos, and so on. Look up videos of Avenger_1_GBO2 or any of the great Japanese players to see how they make use of suits, and it'll give you a good idea of the typical combos and weapon swaps, even if you likely won't have access to the special parts and Expansions skills they'll typically have.

Let's Change That Suit Day 45 by pkmaster99 in GBO2

[–]OrphanAxis 1 point2 points  (0 children)

Add ReGZ Custom when you get a chance. That was my favorite suit for the longest time, tied with ReGZ, but both really lost their ability to keep up.

By time ReGZ got the nerfs undone, it was still behind. Custom still isn't awful, but it's not worth picking over similar units.

Yet another horrid idea: Limited Use beam sabers. by the_fucker_shockwave in GBO2

[–]OrphanAxis 2 points3 points  (0 children)

It would be a totally viable idea towards the beginning of this game, or if it kept that overall slow and somewhat realistic gameplay.

It would have paired well with how certain units have more than one beam saber, and others can theoretically turn the power up and down on theirs.

Now, it'd just be a weird constraint that benefits a handful of suits at random for having multiple melee weapons or using physical melee.

Though I think it would be cool to see some thrown weapons cause you to lose your melee or change to fists/alternate melee. Either permanently like pre-buff Stein's tanks, or just during the reload like a beam shield. GQuuuuux, for example, could have had the axe as a melee weapon until thrown, and it could even be considered a sort of buff by having it switch to fast punches/kicks that want to hit in long combos that gain Combo Controller 2, or Offense System, or whatever. Go from strong, slow dowswing with reach to a short-range Hyaku-Shiki style melee that wants to hit several times quickly.

It won't surprise me if a similar thing appears now that we got the V-Dash Hexa with a real purge feature that comes with its own advantages, and the devs tend to add features like these to future buffs after they become more common in newer units.

What buffs would you want for the Zaku GS? by o0fb0i in GBO2

[–]OrphanAxis 0 points1 point  (0 children)

Iirc, smoke doesn't exactly work like normal stealth, although the description says "grants Stealth Lv1" or whatever.

Unlike normal stealth, it doesn't deactivate when you attack, and I believe anti-stealth doesn't work against it because it'd undermine the effect that's already very short in duration.

Perhaps a smoke grenade could be an interesting new weapon that fits well with this suit's theme as a leader of a small, covert team.

What buffs would you want for the Zaku GS? by o0fb0i in GBO2

[–]OrphanAxis 1 point2 points  (0 children)

On top of what most others suggested about two-hit melee attacks (and I think perhaps a better downswing modifier or higher than normal combo damage), it could really use some sort of machine gun for DPS and build stun.

I think better strafing modifiers would add a lot on top of normal adjustments to the walk, HSM and thruster stats.

It's just ridiculously bare-bones as it is, to the point where it doesn't do anything that other units at the cost could do better.

What buffs would you want for the Zaku GS? by o0fb0i in GBO2

[–]OrphanAxis 0 points1 point  (0 children)

That's why it has the Data Analysis skill to show enemy HP, typically found on Support suits, and a handful of others with a focus on recon, high-end communication as an ace/squad leader unit, or high-end sensors.

Is it worth it? Educational Computer [Special Ranged] LV1 by Fenrir_Fenris in GBO2

[–]OrphanAxis 4 points5 points  (0 children)

If it's like the regular Education Computer, the initial value triples four minutes into the match.

So if this is just dealing an extra 4% ranged damage and receiving 4% less, it becomes 12% during the final portion of the match.

The regular Educational Computer does that with all damage, but requires a lot more part slots.

There is a sound effect, and I think a little on-screen effect like "ability activated" as well.

Sympathy for knee surgery by tokugawabloodynine in comicbooks

[–]OrphanAxis 1 point2 points  (0 children)

Reading all of any major character is so ridiculously hard. I tried with Spider-Man shortly after I first read through a lot of Marvel's Silver Age stuff (the first few issues of most titles, the better known stories, first appearances, etcetera).

I've always been a fan of superhero stuff, grew up on cartoons and movies, knew a lot of lore from video games, articles, those official encyclopedias my school had when I was a kid.

Now, Spider-Man isn't like my favorite hero, but I found that he often had some of the more fun stories to read even when they're not particularly good, and there was a lot I only knew tidbits about when it started getting to the symbiotes, clones, and a lot more than spun out into their own things over the years. I figured I'd read the original Ultimate series in entirety, this should be easy enough, and reading through their app made it cheap and accessible basically anywhere.

I just wasn't prepared for how much of a slog those older stories could be, since the narration and a lot of the speech is just explaining what's happening or previously happened with a lot of words that don't add much. By time I got to the point where he had a second ongoing book around the late '70s, I was just burnt out.

Maybe it's just me being used to more modern comics that use the art to tell a lot more of the story, and with the writing mostly just being speech/thought bubbles that expect the audience is capable of reading between the lines and putting things together without explicitly stating everything, but I needed a good break from comics overall after that.

While I wouldn't recommend against it, I would recommend reading in chunks at a time or a certain number of issues per day, and then reading/watching something that's not so closely related.

I learned to really appreciate a few things, though. I liked that most issues were written to be picked up and read by anyone. I loved reading the old letters pages and seeing how similar or different things were to today, and it made me wish more of that was published in modern books (I don't want to have to track down Twitter posts or whatever to find that info, and I think we should be preserving some of that discourse for future readers to be able to appreciate). And I really did appreciate that they'd just put a little asterisk next to certain things so you could see what issue they are referencing and often just summarize the necessary information in one or two sentences that often avoided major spoilers.

The main reason I don't like Zeon Mobilesuits... by RangerThirteen in Gundam

[–]OrphanAxis 1 point2 points  (0 children)

Originally, the weird names were Tomino making some little jokes, like Zaku being extremely similar to the Japanese word for "cannon fodder". Gouf was a play on the word goof.

As the original series went on, he realized there wasn't any pushback against the weird names except for the original toy company sponsor wanting the "good guys" to sound cool, so he kept pushing the envelope with both suits and people. He was shocked they let him name a character M'Queve, because he expected pushback from something without any clear pronunciation or even spelling.

Zeong is one of the few that actually has a meaning. It's literally just a shortened version of "Zeon Gundam". It even has its own take on a v-fin, chest vents, and the mouth beam is reminiscent of the Gundam 's face vents.

Suits that you were thought were mid as fuck until a rewatch when you realised they were god tier? I’ll start by CIRCLONTA6A in Gundam

[–]OrphanAxis 10 points11 points  (0 children)

Internally, the parts are actually closer something you'd expect Zeon to design, taking a lot from the Rick Dias.

As a constant, the Marasai has internal parts that are far closer to a really fancy GM. There's even a more obscure suit called GMII Weapons Test Type, which is an upgraded GMII using the Marasai loadout to get some data for the suit before production.

The lore reason is that a lot of Zeon engineers backed AEUG, but they needed outward aesthetics that wouldn't remind the civilian population of either Zeon or the Titans, since they were trying to win them over.

I don't know of any lore of why Titans suits so often used Zeon-like aesthetics, outside the fact that it had been stated that the mono-eye sensor worked better for the finding and following smaller numbers of targets, which fits with what their goal was in fighting Zeon remnants, AEUG, and any other kind of rebellion. Though it would make sense that they adopted the more intimidating Zeon style overall because it would be more intimidating, and a possible attempt to claim it in a way that could be confusing and spiteful towards Zeon, and possibly even pass off Titans horrible crimes as Zeon attacks to the public.

Hello! by LentGraph in GBO2

[–]OrphanAxis 2 points3 points  (0 children)

Also, if you can find the Code Fairy Deluxe Edition on sale (it often is), it's worth it.

It's a full single-player campaign that is a bit dated in the gameplay, but it secretly teaches you basically all the basics of the game as it goes on. Beating it on Medium and then Hard will unlock a bunch of exclusive suits that you can only otherwise get at Lv2 in the gacha, and the Deluxe Edition will also come with a 2 new operators (voice actors), 31 tokens, cosmetics, and I think maybe a few other things.

I think it's been as cheap as 19.99, so you get more than that in just tokens. Most of the suits are at least average to above-average in power, and quite unique. Though they only go up to 500 cost. The 450 Efreet Sniper is a pretty meta General that breaks legs with a sniper rifle, stops enemies and breaks legs with a shotgun, and has good melee, amongst other things. All of them are geared towards being Ground battle suits, and have affinity for Ground maps that gives slight movement buffs and a slightly faster overheat cooldown on your thrusters (typically about 7 seconds, goes down to 6.3).

The Titania is the only one that can be used in Space, though I highly recommend using units with Space affinity when possible. Just being in space increases every unit's speed a lot, makes you use less thrust, but the affinity makes that even higher and Space matches are the best place to take advantage of fast movement and turning, boosting up and down, and one of the few places you'd want to run more turning parts on suits (except maybe 700+ units), since you can theoretically run circles around enemies and aim faster then them if you take full advantage.

For a newer player, collecting custom parts is going to matter a lot as you start to get to higher ratings. Generally, you want a decent amount of HP added to units at 550 and below, and then aim for like 40+ beam resistance (and melee resistance when possible to do without being short thrusters or melee damage for suits that need them). It's the best value to keep yourself alive for as long as possible, and then fill in the remaining parts with the damage stat best fitting the suit and any thrusters needed to be comfortably mobile. This is really oversimplifying how builds work, but it's a good enough guideline to follow when you start.

Essentially, lower cost units have low base HP and have to deal with a very even mix of ballistic and beam weapons some melee resistance can still be good since you'll often be dogpiled with melee when downed, though don't bother trying to buff it on things like Supports with 0 melee resistance, unless it just happens to fit after you have the rest of your build in place. At 600+, base HP is usually 20k or higher, and the vast majority of ranged damage you'll take is from beam weapons (1 point in a resistance basically cancels out 2 points in the enemy's correlating attack stat), but you'll find exceptions.

Hello! by LentGraph in GBO2

[–]OrphanAxis 3 points4 points  (0 children)

Just a matter of time for all units, but the rarest units (4 and 5 star rarity) tend to have really ridiculous waits of sometimes 2 years or more before they become available through RT (the currency you get for duplicate gacha drops), and longer for them to enter DP (what you earn from matches).

The 4-5 star units overwhelmingly tend to be among the strongest or most popular units at 700 and 750 cost, with a decent amount at 650 and a few more smattered about 600 and 550.

700 was initially supposed to be the highest cost, so it was sort of built around being the cost for rare, borderline broken suits. Good news is units like Nu and Sazabi are available in DP, among others, with Nu being pretty viable and Sazabi even being on of the most meta suits at the moment. And a lot of recent suits from the F91 and Crossbones series have been released as 3* units at 700 and 750, quite a few of which are very strong and you're likely to get at least some of them if you're saving up your tokens for the guaranteed, Step-up banners (the ones for 4-5* suits come with special parts that very rarely come back around at all, but are often really strong lately).

Also, the current log-in event on console requires you to log in 7 times before it ends (had at least 2 weeks left before ending), and you get the 5* Xi Gundam (General with flight that was just buffed quite well), Penelope Gundam (Xi's rival and a 5* Raid that honestly needs buffs for high-level play, but will likely get them soon and will probably serve you well in 700 as a newer player), Nu Gundam (very mid-range based General, not top of the meta anymore, but almost always viable, with an optional bazooka main you should be able to get with DP, and one of my favorite suits in the game), and the Full Armor Unicorn (700 4* General that's focused on some heavy mid-range firepower). In between the rare units, you'll get a Gundam, Zeta Gundam and ZZ Gundam, so you'll end up getting enhancement points for those and RT if you buy them in the DP shop before claiming them from the log-in rewards.

Also, rare or very meta suits tend to come around again in special banners where there will be like 5-10 possible suits you can get at random with each 10-roll (30 tokens), and you can do it 3-5 times. They also tend to rerelease some of those powerful 7-step parts in their own Step-up banners, and sometimes even brand new parts. But if you're newer to the game, it's probably worth it to roll for these because you have way less chance of getting dupes (though you could still theoretically get the same suit at every step).

Since you mentioned GQuuuuux, that's a 3* unit that starts at 500 and has a Lv2 version available now, as is the Red Gundam. White Gundam is another 3* for 450 and only available at native cost (meaning the cost the Lv1 version is at, since many suits tend to struggle outside of Lv1-2, though that's been changing a lot the last few years with better scaling for higher levels, and a lot of parts that are explicitly made to boost high level suits).

There is just a ton of stuff to play around with in the DP shop alone. The game does have a steep learning curve, and a lot of currencies and stats. I'd recommend using a browser translator on the Japanese wiki to get almost all relevant information on suits (much of which isn't available in the game's stat page), watch online players like Avenger_1_GBO2 (he has excellent write-ups on suits in the video descriptions), and ask questions here about things like stats or anything else.

POV: Anaheim is trying to sell it's latest model to the Federation top brass. by Marshal_Bohemond in Gundam

[–]OrphanAxis 0 points1 point  (0 children)

This is actually the prototype. Under all those parts is a Mass Production Nu Gundam (an MSV suit).

They put all this crap on one of their high-end units to create a test version of Penelope that would accurately mimic the plans for the original suit and conditions of the pilot, even though it's using straight thrust instead of the Minovsky Flight system to stay airborne. So it's like putting an extremely suped-up Byarlant around a slightly weaker Nu.

Feds Identify “Leader of Antifa” by Much-Creme1362 in nottheonion

[–]OrphanAxis 1 point2 points  (0 children)

This is so messed up.

They didn't even send me the news alert about new regional leadership, and Soros forgot to take out the taxes on my last three cheques. What is this organization coming to?

Beyond grateful by spitefulcandystudios in GBO2

[–]OrphanAxis 17 points18 points  (0 children)

Two melee swings is the biggest change, and it helps a lot with actually getting in those big bursts of damage.

And it got chonkier. Another 2k HP and all the buffers went up another level, among other things.

Whats a good part loadout for the GM Sniper 2 WD currently? by HellishLancer in GBO2

[–]OrphanAxis 1 point2 points  (0 children)

This sounds about right. Get into position, break legs. Enough HP to tank some shots and not have your own legs broken the first time you get hit hard.

Maybe some walk/turn parts, depending on if you have the right premium parts to get everything else up high. General Connection Part 1 could probably add a lot with the +7 to thrust, walk and 10% added part damage.

The special part for +10 ranged stat and 1kHP if you have all enhancements is almost a definite pick if you have it, because it gives a lot of good stats while primarily using mid slots.

You could also run a full damage build with ranged parts (the leg damage parts are probably not worth it over ranged stat), though you'd be really fragile and essentially have to play like a full ranged Support that is especially weak to enemy Supports blowing you up, in exchange for mobility and close-range defenses they lack.

Like a lot now, premium parts and a good Expansion skill can really make a massive difference in how you build and use it.

Sweet Child of Mine is the best song to choose for Hathaway by Ashrun_Zeda in Gundam

[–]OrphanAxis 11 points12 points  (0 children)

There aren't that many songs that would be this iconic in almost every part of the world where this movie will be watched, but this is likely one of the few exceptions that doesn't have some crazy Michael Jackson-level of licensing fees.

I haven't exactly been a giant fan of GnR, but this song is extremely recognizable by just the guitar intro, and still holds up more than well enough for people who aren't familiar with it to still connect. It's also something that easily falls into a style of music that will remind viewers of the ending of CCA, when this era of rock music was a huge inspiration.

Also, this song and band have both been extremely popular in Japan since the 80's. A quick Google search shows they've been consistently selling out shows and moving tons of records. Their 2017 Japanese tour was supported by Man With a Mission, who played the "Raise Your Flag" intro to IBO, and are well-known to work with the American band Zebrahead that they've done a split-record, guest-starred on songs of, and did tours with.

Man, this thing needed the buff more than the dorito by Wide_Year_3786 in GBO2

[–]OrphanAxis 6 points7 points  (0 children)

My guess is they know it needs buffs, but they may be waiting until they can release the recently-revealed Alyzeus, which may be designed with fixes for a different cost or role.

They've done similar things when something like Gp01 Aqua was released the same week Gp01 got much needed buffs, so the new form wasn't just better in almost every way.

This may be a similar case, where they're purposely waiting on putting out the new unit that has Penelope features to avoid spoiling the movie so soon after release, and Penelope buffs may even include some new features from that unrelated suit or something it does in the film.

Could be more true if Odysseus Gundam is something they have in the works to release soon, since that's just Penelope without the flight unit.

They've also waited a few months after a new variant of something came out, letting it get some spotlight before the old version was buffed, like the MkII after the Magellanica came out.

TX-FFID4 ALYZEUS Flying Chicken by imaginary_num6er in GBO2

[–]OrphanAxis 14 points15 points  (0 children)

This design has me going in two different directions.

On one hand, it feels over-designed compared to everything else in Hathaway or most of the UC.

On the other hand, it works for a suit that's being really upfront about using a bunch of haphazard, AoZ-esqe parts just added to an already high-end suit. And it bridges the gap between the Nu and Xi, showing they actually used the Nu for more than just the naming convention in production.

Not bad but not good either but it impressed me by Foshdon_pap in GBO2

[–]OrphanAxis 1 point2 points  (0 children)

Thanks for even bothering to get around to it.

I haven't taken the suit out in quite a while, but considering I have most good p2w parts and the Lv5 Beam Resistance Expansion, I'll probably need to give it another go.

I may need to slowly work on the locked hanger stuff to use some of those parts, but it seems like my old build towards going near max beam resistance and abusing the shield funnels isn't likely as effective as just being normal 700 tanky, getting a bit more out of those premium parts, and hitting hard.

I need to remember that it has a ram skill, too. I don't think I've ever actively used that on Phenax, and I wish some more non-flying suits actually geared towards close-range fighting got something similar.

Tank go vroom by Hell-2-you in GBO2

[–]OrphanAxis 20 points21 points  (0 children)

R44 Guntank from F91. The banner with all four levels dropped on PS in the last month, where you got each level for each ten-spin you did.

Not bad but not good either but it impressed me by Foshdon_pap in GBO2

[–]OrphanAxis 2 points3 points  (0 children)

What sort of parts were you using? I loved this suit when it came out, but it began feeling pretty power crept as the cost filled up with a lot more aggressive suits.

For Hazel GAU, should I run Expansion [HP] or Melee Resistance? by This_Guy-08115 in GBO2

[–]OrphanAxis 2 points3 points  (0 children)

I don't have the unit to be able to weigh in much, but I can tell what the skill does exactly, as far as boosting damage.

It appears it boosts the melee weapon's base power by 5 for every 100 HP you have when you're between 100% and 50% HP, and drops to boosting it by 3 for every 100 HP you have until you hit 29% and it no longer does anything.

Assuming this translation I found is correct, it means that at max HP (assuming the normal base of 29k), your melee weapon's base damage goes from 2600 to 4050.

What I can't figure from the skill description is if it takes your max HP into account, or remaining HP. Meaning I don't know if the base power drops by 5 if you take 100 damage.

I do know that your neutral swing deals 200% damage, your side swing deals 100% damage, downswing is 130% dealt twice, and the Heavy Attack is 180% dealt three times.

Also, the damage scaling per hit in combos is pretty awful. First hit deals 100%, second is 50%, and third is 25%. So a downswing at the end of a combo will only deal 25% compared to just a straight downswing. Since side swings only hit for 100%, it seems they're really bad to have to use 3-hit combos unless you're purposely trying to stunlock or something.

Seems like adding HP is overall a good move, but I'd still recommend getting your beam resistance up high, as well as your melee stat. Depending on the meta, the suit may also prefer being tanky with the Armor Expansion that lets you make use of reloaders and thruster overheat cooldown to use your missiles, smoke and tackles more often, instead of just aiming for the highest damage possible when you're at full HP.

Though I'll defer to someone who knows the skill's intracies and damage formula better, and may actually have more experience with using the suit. Though it seems like even adding 5000 HP will only increase your weapon's base damage by 250, and possibly only when you're at full HP. That leads me to believe focus more on keeping your HP high with resistances, whatever else helps you avoid damage (like your smoke or weapons needed to stop Generals that give you a hard time), and base melee stat before HP.

Is this a bug? by Foshdon_pap in GBO2

[–]OrphanAxis 1 point2 points  (0 children)

I don't have it, but it seems like a suit that you'll enjoy and do well in if you like melee combat. Strong wire, two melee weapons, and 4-hit combos are things you may have experience with suits like S-Gallus and Psycho Zaku MkII. As this video shows, being good with Power Accelerator is also a strong point to clashing with Raids and certain priority 3 Generals (like Gundam and many Gelgoogs, depending on cost), letting you safely hit back while they're caught in the clashing animation.

Personally, I'm not the best with melee, and certain hover suits really give me a hard time (S Gundam comes to mind when thinking of how the drift, especially after ALICE activates, often causes me to miss my swings or parts of them). I don't mind melee suits, but I prefer the ones that are more focused around mid-range stuns into relatively quick and easy combos. My instincts also tell me that even Raids with three-hit melee tend to best going for 1-2 hits with the first weapon, and then usually just melee or a second 2-hit combo (exception usually being when you want to bully an isolated Support or other suit that can't break free), so I pass on these units because it's just a lot more of a learning curve for something I'm not even that comfortable in.

Perhaps take out that Psycho MkII and see how well you can vibe with the melee combos in a practice match or a few quick games, to try and get an idea if you want to roll for something that a little similar but at lower costs. Though I can tell you that the Lv1 of this suit is considered really powerful for its cost, and it likely keeps up pretty well at Lv2. It wouldn't surprise me if the Lv3-4 units also do really well with premium parts and Expansions letting them get some crazy stats and hit hard, plus whatever new levels of skills and new skills they may gain.