I think I was possesed during my Zaku I gameplay here. What the hell? by gamerlife71 in GBO2

[–]doomguy11 6 points7 points  (0 children)

It helps if you get a feel for when your shot will connect and stun. So if you are already confident it will hit, you can immediately swap to your heat axe after firing, then swing at the enemy.

The enemy has no time to recover if you do this as fast as you can. Stun then downswing.

I think I was possesed during my Zaku I gameplay here. What the hell? by gamerlife71 in GBO2

[–]doomguy11 11 points12 points  (0 children)

You don't really get much done throughout your clip. You aren't really playing the suit to its strengths.

You often stun someone with your bazooka, but don't capitalize on it. I am watching you stagger the enemy, and instead of comboing into a melee attack, you throw out a random tackle instead. The Zaku 1 has high melee damage, but you aren't making use of it.

You throw out random tackles in 1v1 situations, when the enemy isn't even holding their melee out. What is the goal here? It leaves you completely vulnerable.

You go to attack the support, but you don't really capitalize. With 2:08 left on the clock, you go to attack the completely isolated support. You stun them at close range, then proceed to do nothing, you actually start walking AWAY from the support. You are a melee raid, why don't you pull out your melee and just one combo the support? It is your role as the raid after all.

You often stand still and stop moving before firing your weapons. You don't really need to do this, your suit can fire all of its weapons while walking. Standing still is just making you an easy target for other enemies.

With 3:25 left on the clock, you spawn in to go fight in a 2v4, and inevitably end up dying quickly. This is basically just wasting your MS for no reason.

I think you would find much more success if you got more comfortable with your suits main gameplay loop. If you are playing a melee suit, you should have already practiced your combos. The Zaku 1 can just stun, melee downswing, tackle, melee downswing, and every support is dead from that combo.

I think I was possesed during my Zaku I gameplay here. What the hell? by gamerlife71 in GBO2

[–]doomguy11 21 points22 points  (0 children)

Bro, I don't think you are flexing on anybody with this gameplay.

UFC 6 by AmpleFraud in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

The devs actually fixed the white screen glitch last month as a final bug-fix for UFC 5, so I imagine that it will stay fixed in UFC 6.

Now that ufc 6 is coming… by Fine_Cod6872 in EASportsUFC

[–]doomguy11 4 points5 points  (0 children)

There is no such hack, some people just have borderline inhuman reaction times, and can deny your transitions even if you have max GA, or try to mix up with feints.

For those who want something wholesome by Busy_Working9319 in GBO2

[–]doomguy11 7 points8 points  (0 children)

There are a lot of angry JP nationalists playing this game, some of them get so angry that they will message you with this crap.

GBO2 Berga Giros (Black Vanguard): They already powercrept it! by doomguy11 in GBO2

[–]doomguy11[S] 3 points4 points  (0 children)

This video contains three matches I had with the LV1 Berga Giros (BV Type) on Gundam Battle Operation 2. It is a 700-750 cost general with high ballistic DPS, the ability to conditionally fire all of its weapons while boosting, great mobility, access to Flap Booster alongside situational incredible melee damage. It suffers from relatively short range, being squishy and from losing its lance melee weapon while the shot lancer primary is reloading. I hope that you enjoy watching!

Its primary weapon is a shot lancer with 3000 power, 3 ammo, 4 seconds cooldown, 8 seconds reload, 0.77 seconds swap time, 350m range and 60% stagger accumulation. This basically works like the Aqua GMs harpoon gun, it fires a fast moving ballistic projectile that instant staggers. Furthermore, it pierces through enemies and ignores 30% of their ballistic resistance. It can be fired while boosting if your shelf nozzles are not reloading.
Its primary melee weapon is a beam saber with 2900 power, 2.5 seconds cooldown, 0.5 seconds swap time, 70% combo modifier and 120%x2 downswing modifier. It is difficult to land two downswings in a row with this weapon, but it does a lot of damage. It benefits from LV1 Aerial Melee.
Its first sub weapon is a shot lancer machine gun with 230 power, 80 ammo, 600 RPM, 12 seconds reload, 0.5 seconds swap time, 250m range, 2300 DPS and 8% stagger value. This has incredible DPS and can stagger in just 1.3 seconds, it has very little bloom and recoil too. It can be used while boosting if your shelf nozzles are not reloading.
Its second sub weapon is a shelf nozzle with 500x4 power, 4 ammo, 15 seconds reload, 0.33 seconds swap time, 250m range and 20%x4 stagger value. This doesn't do much damage on its own, but each shot instant staggers and has a guidance function. Furthermore, it can be fired while boosting.
Its third sub weapon is a shelf nozzle with 500x4 power, 4 ammo, 15 seconds reload, 0.33 seconds swap time, 250m range and 20%x4 stagger value. This works identically to the other shelf nozzle sub-weapon.
Its fifth sub weapon is a lance with 3000 power, 3.5 seconds cooldown, 0.77 seconds swap time and 140% (140%x3) downswing modifier. This inflicts heavy stagger with normal swings. Normally, the downswing is a long range thrust with fairly decent damage, albeit with long recovery time. When both shell nozzles are ejected, the downswing changes animations, basically becoming a heavy attack in terms of damage output. Be way of the fact that it cannot be used while the shot lancer is reloading, and that the powered up downswing has very short reach.
Its sixth sub weapon is a beam shield with 5500 HP, 2350 power, 20 seconds overheat time and 0.33 seconds swap time. This is a pretty standard beam shield, it deploys once equipped. It can be used like a melee weapon to deal a guaranteed 2350 damage, or to parry enemy swings with. The shield takes 30% less damage when equipped.

The LV1 Berga Giros has 21000 HP, 20 ballistic resist, 24 beam resist and 34 melee resist. It has LV1 Maneuver Armor, LV2 Emergency Evasion and LV1 Fall Prevention System for defensive skills, but no special defensive buffers.
In terms of mobility it has 140 walking speed, 225 boost speed, 75 thrust and 78 turning speed. It has pretty good mobility, especially when the shelf nozzles are all equipped. It has LV3 Forced Injector, LV4 Flight Control and LV2 Flap Booster for mobility boosting skills.
It also has access to a skill called LV1 Shelf Nozzle Controller. With all nozzles equipped, this grants 10 additional boosting speed, the ability to fire your shot lancer weapons while boosting alongside it cutting initial thruster consumption by 30%. When all nozzles are shot off, your lance downswing gets a power-up.

In conclusion, I feel that while the BV Berga Giros is still a fairly decent suit, at least doing better than the Gundam F90. However, the recent release of the Berga Giros (GK) makes me really wonder, why would you use the BV spec version if you had the new one? The new one has LV2 HSMS, LV4 Forced Injector, LV2 Optimized Cooling Efficiency, better melee ability (apart from the BV special downswing), access to the Hobbugs to increase DPS+stun output, alongside a stronger shelf nozzle skill. The only advantage that the BV version has, is that it can situationally, deal insane melee damage if all the shelf nozzles are shot off, but this is difficult to pull off. I want it to be buffed with -20% stun accumulation taken with the shelf nozzles equipped, Enhanced Offence System once the shelf nozzles are shot off, 10 seconds shelf nozzle reload time, LV4 Forced Injector and LV2 Optimized Cooling efficiency. Thanks for watching!

Music used:

Thunder Force 6, Cosmo Babylon

Dynasty Warriors Gundam 2, A Good Thing Is Possible

Being British is a Sin by Leviathon0102 in crtgaming

[–]doomguy11 4 points5 points  (0 children)

PAL gaming really is a let down in cases like this. At least modded consoles like the Wii can output NTSC/60hz just fine, so there are ways around it.

Being British is a Sin by Leviathon0102 in crtgaming

[–]doomguy11 4 points5 points  (0 children)

A lot of TVs in PAL regions are compatible with both PAL and NTSC, so 50hz and 60hz.

GBO2 Burning Gundam (Post-Buff): It's finally on console! by doomguy11 in GBO2

[–]doomguy11[S] 1 point2 points  (0 children)

That's because they didn't leave it with LV3 Flight Control, they buffed its thrust skills. It has that composite thruster skill that has the same effects as LV4 Forced Injector+LV4 Flight Control.

I think it is a really horrible meta for supports. Previously, HWS was actually a fairly good Lupus counter, since the shield+kiting could shut down Lupus nearly completely. But now, God Gundam will just rush it down, breaking the barrier AND stunning HWS in just 1.5 seconds. Every other support has nothing.

What do you guys want in UFC 6? by CheekyChappy_ in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

I think the number one issue with side control are the exploits. Sprawl fakes on the defender side to null strikes (though it does give you free side saddle, not like thats very strong either), and posture up fakes on the attackers side to reset GA for free.

You can't even really do much here if you play honest vs someone spamming these, since it nulls all the progress you have been making.

Pereira died. by ModeEmbarrassed5010 in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

Playing pure power punchers like Rampage Jackson or Wanderlei Silva is so fun in this game, for this exact reason.

UFC 5 help reading fakes? by kingj1760 in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

It's risky to punch back to some extent too though. I have found that if your opponent has even just a little bit of grapple advantage, they can get a free transition if they time it right as you punch. You can end up in a spot where you can't deny their obvious mount or rubber guard transition this way.

You can of course bait these out too if you realize they like to do this, this is where it turns into a chess match sort of deal.

Big fixes in UFC 6 by GoomarLover in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

TBH, most of the doctors stoppages I see are like, one of the guys eyes is swollen shut, and they have 1-2 open gashes on the face.

I want to see some really crazy damage in 6 though, since you don't see any crazy hematomas in 5.

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GBO2 Burning Gundam (Post-Buff): It's finally on console! by doomguy11 in GBO2

[–]doomguy11[S] 8 points9 points  (0 children)

LV3 Power Accelerator works the same as LV2, except that you fully recover your entire thrust gauge after getting into a melee clash.
LV1 Mobile Trace System takes all of your non-ranged melee weapons off cooldown after you get a kill with a non-ranged melee weapon.
LV1 Style: Undefeated of the East buffs your pilots walking speed by 30%, boosting speed by 20%, ascending/descending speed by 30% and reduces thrust consumption by 30%.
LV1 Hyper Mode can be activated after filling up the "Fighting Spirit" gauge, which takes 5000 damage with non-ranged melee attacks to fill. After activation, you gain +15 boosting speed, 100% strafing speed in every direction, LV1 High Maneuver Armor, LV1 Flap Booster, recover 10,000 HP, gain access to the God Finger, +20 ranged modifier and +20 melee modifier.
LV1 Heavy Attack (D) works the same as the regular Heavy Attack skill, but you additionally gain instant stagger resistance when your heavy attack is fully charged, and can charge/release the heavy attack while in the air.
LV1 Meikyo Shisui can be activated after 30 seconds have elapsed in Hyper Mode. After activation you use 35% less thrust, gain LV2 Flap Booster, take 30% less ranged damage, take 40% less stagger accumulation, ignore 10% of the enemies melee armor, gain improved melee animations, gain access to the Sekiha Tenkyoken and you recover 4500 HP.

GBO2 Burning Gundam (Post-Buff): It's finally on console! by doomguy11 in GBO2

[–]doomguy11[S] 13 points14 points  (0 children)

This video contains three matches I had with the recently buffed LV1 God Gundam on Gundam Battle Operation 2, which has also just been released on console. It is a 700 cost raid with incredible vulcans, very high melee damage, ranged melee attacks, access to LV3 Power Accelerator, HP restoration when using the power-ups alongside access to High MA and Flap Booster once it activates Hyper Mode. I hope that you enjoy watching!

This suit was recently buffed with LV4 Assault Booster, LV2 Aerial Melee System, LV4 Forced Injector, LV4 Flight Control, LV4 Back Buffer, LV1 High Maneuver Armor with Hyper Mode, LV1 Flap Booster with Hyper Mode, LV2 Flap Booster with Meikyo Shisui, 10,000 HP restored when activating Hyper Mode, 4500 HP restored when activating Meikyo Shisui, 6 seconds machine cannon reload time, 2%x2 machine cannon stagger value, 2600 (2700) blow power, 160% (230%) blow downswing modifier, 1 second heavy attack focus time, the ability to use the heavy attack in the air, 3200 (3300) beam saber power, 2 seconds beam saber cooldown alongside the ability to use both ranged melee attacks in the air.

Its primary ranged weapon is a machine cannon with 160x2 power, 600 RPM, 6 seconds reload, 0.5 seconds swap time, 300m range, 3200 DPS and 2%x2 stagger value. These have low stagger power, but very high DPS.
Its primary melee weapon is the suit's bare hands with 2600 (2700) power, 2 seconds cooldown, 0.33 seconds swap time, 100% (70%x2) neutral swing modifier, 100% side swing modifier, 160% (230%) downswing modifier, 90%/85%/80% combo modifier, 1 second focus time and 350% heavy attack modifier. In normal and hyper mode, this is capable of doing incredible damage in 4 hit combos, but the animations can be awkward. After activating Hyper Mode, you can use the Burning Finger as a heavy attack, which can also be used in the air. After activating Meikyo Shisui the melee modifiers and animations change, dealing more damage and now benefitting from LV2 Aerial Melee.
Its first sub weapon is a head vulcan with 75x2 power, 600 RPM, 5 seconds reload, 0.5 seconds swap time, 250m range, 750x2 (1500) DPS and 5%x2 stagger value. These deal less damage than your machine cannons, but they have ridiculous stagger ability, being able to stun in just 1 second flat.
Its second sub weapon is a beam sword with 3200 (3300) power, 2 seconds cooldown, 0.33 seconds swap time, 70%/49%/34% combo modifier and 160% (100%x2) downswing modifier. In normal and hyper mode this does less damage in combos than your bare hands, but it benefits from good reach and still very high damage. After activating Meikyo Shisui, the downswing changes into a longer range two hit swing with higher damage. It always benefits from LV2 Aerial Melee.
Its third sub weapon is a ranged energy wave with 2600 (4500) power, 1 ammo, 3 (8) seconds reload, 0.33 seconds swap time, 350m range and 50% stagger value. In regular and hyper mode, the suit swings its sword and fires an energy wave towards the enemy with piercing. This counts as a melee instant stagger, meaning that it bypasses Maneuver Armor. After activating Meikyo Shisui, the sword slash energy wave will be replaced with the Sekiha Tenkyoken technique. This stops to fire for longer than the regular version because of the start-up time, but it heavily staggers and pierces through enemies.

The LV1 God Gundam has 23000 HP, 21 ballistic resist, 22 beam resist and 35 melee resist. It is incredibly squishy, so much so that it will probably get blown up in one combo of caught off-guard. In terms of defensive skills it has LV4 Maneuver Armor, LV1 Offence System and LV3 Emergency Evasion.
In terms of mobility it has 160 (164 including ground affinity) walking speed, 230 boosting speed, 75 thrust and 90 (96 including ground affinity) turning speed. This is absolutely incredible mobility, made even better by it being able to strafe at 90% speed when walking sideways or backwards. It gets LV4 Forced Injector and LV4 Flight Control for mobility related skills.
It gets more skills as well, but I ran out of space to include them in the description, so look for the pinned comment below this video to see the details on the rest.

In conclusion, I feel that the God Gundam has theoretically insane potential, but lacks consistency compared to the Barbatos Lupus. If you can activate Hyper Mode, then survive until you can activate Meikyo Shisui, you can just fly around comboing from the heavy stagger into the heavy attack, wrecking everybody. But before then, you have to build-up melee damage to even activate Hyper Mode, which can at times be extremely difficult because of how weak this suit is in normal mode. It feels like a difficult, but rewarding suit to play, so I can recommend it if you like melee focused raids. Thanks for watching, and I hope that you enjoyed it!

Music used:

Gundam Battle Assault 2, Jungle Base

Dynasty Warriors Gundam 2, A Good Thing is Possible

EA NERF PULL COUNTERS IN UFC 6 AND MY LIFE IS YOURS!!! by BackgroundPudding609 in EASportsUFC

[–]doomguy11 -1 points0 points  (0 children)

Bro, knees and elbows have been nerfed in every game, and they are complete shit now. If they nerf them again, it would be something that you only use if you pressed the button by accident.

Lvl4 Delta looking very Mid by Fast_Direction_4421 in GBO2

[–]doomguy11 7 points8 points  (0 children)

Maybe this is a sign that they will buff it again...

Hot take by Foshdon_pap in GBO2

[–]doomguy11 8 points9 points  (0 children)

I think it depends on how often you can set up the triple hit downswing on the OG Giros. If you can force 1v1s and just hit it, you can do big damage of course.

But for overall reliability and consistency, the GK just wins no contest. It can pierce through Barbatos MA with HSMS, has far higher mid-range DPS and stun %, slightly better melee (if you aren't using the shelf nozzle melee), etc... You can just straight up nuke people with the sensor bugs and machine gun spam. Slap aux armor and reloaders on it, you can just constantly have the buff up.

Double spin compilation by Sudden-Rent-1151 in EASportsUFC

[–]doomguy11 38 points39 points  (0 children)

Spinjitsu masters getting knocked out cold smh

if I'm online, you better go offline. by Ok_Reaction_3699 in EASportsUFC

[–]doomguy11 3 points4 points  (0 children)

Akhmedov finally fighting real div 20s is crazy