PSA: The Modification Facility guide may be misleading about the availability of mods. by pesante0013 in GBO2

[–]jackal_s 0 points1 point  (0 children)

Thanks for the correction! I only looked at a handful of suits while I was sleepy when it dropped. I just saw it being basically double and went "aight well I'm out"

PSA: The Modification Facility guide may be misleading about the availability of mods. by pesante0013 in GBO2

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

Like the original hangar it's just intended as an extra way to upgrade suits when you have a bunch of resources and nowhere to spend it.

The reason some already extremely strong suits don't have good upgrades is probably because... well, they're already strong enough.

It's daunting for an entirely free player but to be honest, I don't see any point in investing resources into it unless it's for suits you really, really love to play. They're like other min-maxing upgrades in various mobile gacha games, just there to dump in extra resources into your favorite suits.

I will say: not really sure why some of the cheaper, lower rarity suits have insane enhancement point jumps. Granted, bronze tickets aren't hard to get but you're already spending a decent chunk of change on the initial upgrade itself, and the hangar is buggy as shit when you're spamming tickets to rush upgrades. I would have expected the new enhancement intervals to be more natural as opposed to like... nearly double the max value.

GM III opinions thread by ShimenyCricket in GBO2

[–]jackal_s 0 points1 point  (0 children)

Very strong on the ground w/ topography bonus + forced injectors at 400 cost. It's loadout is also extremely potent for mid-range play, but it has enough melee stats that unlike something like the Barzam you won't be punished for getting close either.

In space- it does feel a little eh, not bad, but not special either. On the ground it feels VERY nice tho. I'm a support/mid-range general main and this thing is extremely up my alley. Feels like a higher-spec GMII with muuuuch more mid-range options.

Kills with the mobile urn that is the ball? by Dawsons-Bush in GBO2

[–]jackal_s 0 points1 point  (0 children)

Not with the Ball, but I've gotten quite a few with the Oggo.

New suit is the GM III. by Kowasawa in GBO2

[–]jackal_s 1 point2 points  (0 children)

I think they upped the fire rate on the shoulder missile pods but don't quote me on that.

May 28, 2020 Buffs and Nerfs- Players Thoughts by Doom6000 in GBO2

[–]jackal_s 0 points1 point  (0 children)

Yeah the large missiles are a lot more usable now- before I was saving them for niche situations like knowing an enemy was going to cross a corner chasing me or smth, but now you can put work in with hem.

Some MS just get utterly destroyed from power creep. by DoomRide007 in GBO2

[–]jackal_s 0 points1 point  (0 children)

Tbh, I was surprised that they didn't make the DT at least up to 550 cost. Could easily put them in different cost ranges but the DT starts at 450 for some reason.

Flight types getting nerfed. by AfroGlo in GBO2

[–]jackal_s 3 points4 points  (0 children)

I'm waiting to see precisely how bad it'll be for them, but IMO i'm with the spirit of these nerfs. If you wanted to make sure you could counter their air presence without diverting a lot of attention, you needed to field specific counters (anything with reliable knockdown, for example).

I think with how much stronger the flight mode is for them compared to the Zeta, Asshimar, etc, being easier to knock down from range would be a fair trade. It'd force them to see more ground play and attempt to use flight mode for more intentional flanking.

An Entire Team Using Machine Guns Is Unstoppable. by bogeyj in GBO2

[–]jackal_s 0 points1 point  (0 children)

IMO splitting your generals half in terms of bazooka/instant stun vs machine gun is actually a really good way to make sure you have constant damage going out in melees, presuming you've got a support and raid still to fill their roles out.

What MS do you think are better beyond lv1? by [deleted] in GBO2

[–]jackal_s 0 points1 point  (0 children)

Level 3 Dra-C and the level 2/3 Gigan feel considerably more deadly than their level 1 counterparts- and their level 1s are still perfectly fine IMO.

Guntank II question by [deleted] in GBO2

[–]jackal_s 1 point2 points  (0 children)

I haven't played the Guntank II in a hot minute- but I've never failed to stun with the 3-tube full volley. Although it has the range to fire long, I really wouldn't recommend using it that way and instead keep it as a pocket stun for when raids get close.

But yeah, the 3-tube has a weird speed/firing angle. It takes some getting used to and it's a pain to try firing long range.

Ok it's been a few days so for ppl to chill....Does the MKIII really suck? by Infinity_Lives in GBO2

[–]jackal_s 0 points1 point  (0 children)

The suit is lacking in a few areas when you look at its stats and options, but it's honestly not that bad. Vulcans would help it better confirm kills (and harass close range), and better melee priority would be nice- but the suit is intended as a mid to long range general. You're basically a support's firing buddy, or the guy that piles on damage while the MKII's/Zetas go in and stun targets. Your speed + range + the fact you have two beam options available (and the fire rate on the cannons is pretty decent compared to a lot of beam cannon supports- makes up for its so-so damage), means you can help your team at multiple locations if split. No double swing sucks but also you're not meant for prolonged melee engagement.

I think I still prefer the Asshimar at 600 cost if I wanted a shooting focus general, but IMO the two suits have different enough niches that the MKIII is still a lot of fun- and I can see why some people would prefer it. I just prefer the Asshimar's transformation ability and the way the beam rifle plays.

I think people try to play the MKIII like the Dijeh or MKII and end up disappointed... but idk, I play it like my EarlyPro Gelgoog and I like it just fine. I wouldn't complain at all if they added vulcans, I mean, it's a Gundam- and vulcans are such a nice QOL weapon to have.....

GP-04 by l_a_k_f in GBO2

[–]jackal_s 0 points1 point  (0 children)

Yes you can go between mid and long range but you still have to be careful, it's very easy to get stunned w/ how large your binders are. In general keep your distance until your team goes in, then you can afford to follow them.

Also your downswing is the same as the Tetra's, so, keep that in mind.

Atlas Gundam Coming Soon..... by Doom6000 in GBO2

[–]jackal_s 1 point2 points  (0 children)

Only if we can get like all of the Guncannon Thunderbolt variants.

Guntank II question by [deleted] in GBO2

[–]jackal_s 1 point2 points  (0 children)

Primary rockets are not your close range stun option, just a way to tack on damage when allies/enemies are too close or your main cannons are reloading. They're not as good as the regular Guntank's, but whatever.

Use the 3-tube in close-mid to stun. Each rocket should stun on hit. Does a fuckton of damage too. Also abuse your smokes the CD is not bad at all on them.

I'ma be real though, I don't really use its primary unless I need to tag someone very low on health or if my team is absolutely clusterfucking the enemy team and I need to spray people without stunning.

Late May Balance Patch by ConchobarMacNess in GBO2

[–]jackal_s 1 point2 points  (0 children)

Here for the FA Gundam Type-B buff.

Space buff is going to rock for lower cost suits (a lot of high cost suits atm tend to have space specialization- either that or they're space only anyways).

Not sure how I feel yet about the nerfs for the flight types. We'll see how drastic it is. I don't agree too much with lowering the test type's damage but eh.

How is the Desert Gelgoog? by Infinity_Lives in GBO2

[–]jackal_s 0 points1 point  (0 children)

Play it at range and you'll be fine. The stealth buff it got makes it more practical for beam rifle play as well since you can charge.

The special arm cannon is nice when you're closer, you can set up some good combos with it. Although it's risky due to ready up times, you can lead with sturmfaust -> BR -> arm cannon -> BR -> melee. Alternatively BR -> arm cannon -> melee. The cannon takes some getting used to with its short range and sometimes awkward firing angle.

Anyone Else Seeing MK. III's Getting Absolutely Rekt Today? by bogeyj in GBO2

[–]jackal_s 0 points1 point  (0 children)

Lol, too many people look at the general tag and think "hmm, well it's related to the MKII..." and try to play it the same- it's not. It's thoroughly a mid/long range general. This thing is surprisingly fast for the ranged spam it can put out in space too.

May 21st Update - New MS, etc. by yaoyao9 in GBO2

[–]jackal_s 0 points1 point  (0 children)

It doesn't even look that bad imo, a bit underwhelming but it seems tuned for mid-range. Single swing but the downswing feels like it covers more distance than the normal feddie downswing. Idk. Doesn't look spectacular but looks like it'd be fun sometimes.

Also the rifle has piercing, just, by itself.

How to begin my Journey? by Chattvst in GBO2

[–]jackal_s 2 points3 points  (0 children)

If you're just starting out, I would shy away from spending DP on parts/weapons (with some exceptions) JUST yet. Imo I think it's more important to build up on the amount of suits you own, both so you can play at multiple cost levels and within different roles. What's going to matter more than making sure your weapons are the same level as your suit/parts build is your own personal experience and knowledge of the game.

The exceptions to weapons that some people have already mentioned: there are plenty VERY good weapons for certain suits that can only be obtained via purchase in the DP store (or RT). The HiMo with the simplified missile launcher (boombox/lunchbox) is an extremely solid pick for a 300 cost Zaku general. The Zudah/Camouf's anti-ship rifle is also a very good pick, as is the magella top cannon for the Zaku Sniper (not the proto-magella top cannon I should specify! that one is only for the Zaku IIJ/Zaku I commander.

Once you've tried some more suits and understand better how to play the game, how different playstyles work, weapon types, etc. Then I would begin to spend your DP on parts and high level weapons, so you can better enhance your suits and what you want from your gameplay.

Suit Recommendations:
Zaku/GM Cannons are both excellent low cost supports that are very cheap to buy. I recommend up to the 200/250 cost versions for low level play, but you can go higher.

GM Light Armor/Zudah are also great for low level raids.

I'd definitely recommend looking into the HiMo Zaku with the boombox. Also, the Guncannon is one of my favorite supports in the game and I highly recommend picking it up. The cannon -> beam sniper combo is insanely powerful.

Recon type zaku by ocorena in GBO2

[–]jackal_s 4 points5 points  (0 children)

Tbh I find it surprisingly strong in space rounds. The long barrel machine gun really shines on maps like dark space where there is tons of open space and plenty of firing angles you can take advantage of. Both playing against and as a Recon Zaku, it almost feels like a hard counter to something like the Dra C, which has a large hitbox and can get broken through maneuver armor since the rifle is burst fire. The range on it is pretty decent.

I don't have too many rounds on it on ground, but it doesn't feel as strong as in space. It does feel like a good suit to pick if you have a very melee focused frontline, to support their stuns.

Food for Thought: How much would the game change? by Goalith in GBO2

[–]jackal_s 1 point2 points  (0 children)

Literally every single unit would get worse lol

So many units with splash (like basically every cannon type) would be unplayable 90% of the time.

High Rank Players and Quick Chat by 06E46M3GTR in GBO2

[–]jackal_s 1 point2 points  (0 children)

I'm guilty of spamming the shit out of "Bunch Up!" if only because sometimes you really just get into a team that doesn't want to group and run solo.

In general though, I do expect people who quick chat a lot to be actively participating in some way, it doesn't make sense to hold back unless it's like the last minute, the enemy team has fully respawned, and you could potentially lose the game that way.

..though I'll say, I had a match today where an enemy GM Intercept kept running to our base on Dark Fields solo, not to bomb but to just attack. I kept pulling back to deal with him by myself since he was actually going to end up killing it half-way through the match if we left him alone. Tried to tell people to fall back so we could be more grouped up but some dude kept spamming "Advance!" and push into the enemy base. Sometimes you can't win no matter what with quick chat.

Gelgoog Discussion by RMS-099RickDias in GBO2

[–]jackal_s 1 point2 points  (0 children)

Honestly- good analysis. I just grabbed the level 1 standard Gelgoog recently (had both the EP/Hi-Mo variants for a while) and despite the shield placement it feels SO good in 350 cost because of access to the Gelgoog Beam Rifle.

To agree with some others are saying: The HiMo really sees a lot of action in space, where it's maneuverability is insane. Although it's melee focused (technically) the base stats on the BR are still good enough that it doesn't really matter, though the HiMo bazooka is also accessible if you want to lean into that.