u/pkmaster99

Let's Change That Suit Day 276
▲ 6 r/GBO2

Let's Change That Suit Day 276

Day 276: Gundam Mk-III
Requested by u/Painmuffin, and this one is D-Tier once again. But I would say it's very close to F-Tier now. While it can have decent damage output, it's just nowhere near enough. This is an early revisit of the suit, but it really needs a lot more than before to even be viable now.

https://preview.redd.it/zu8m5jnhequh1.png?width=728&format=png&auto=webp&s=2ce752b735b80351a1b2d9787948c9fdc8e19cde

https://preview.redd.it/mrk1e4riequh1.png?width=995&format=png&auto=webp&s=43ba0ce481349b1ab2a6c5ad8f847db7195824a8

https://preview.redd.it/tap8bfqkequh1.png?width=956&format=png&auto=webp&s=b53e35314b909b4fc4290e53ddd9d0a3ff3e0deb

Change
Stats

  • HP: 16000/17500/18500/22000 -> 19000/21000/23000/26000
  • Thruster: 70/70/75/75 -> 75/75/80/80

Weapons

  • MK-III Beam Rifle
    • Power: 2100/2300/2500/2700 -> 2300/2500/2700/2900
    • (New!) Charged: Focus time 3.5s, Stop to Fire, gain heavy stagger, gain small splash, consumes all ammo
      • Power: 3100/3400/3700/4000
  • MK-III Beam Saber: Downswing 130% -> 150%
  • Beam Cannon x2: Heat 55% -> 70%, Cooldown 23s -> 15s, Flinch -> Stagger
    • Power: 800/840/1000/1160x2 -> 1200/1300/1400/1500x2
  • (New!) Beam Cannon x2 (Rapid): Heat 30%, Fire Rate 220/min, Cooldown 13s, Switch 0.8s, Range 400m, Double Shot w/ Flinch & ASL, Stagger 30%x2
    • Power: 450/550/650/650x2
  • MK-III Beam Rifle (Rapid): Ammo 12 -> 16, Stagger 20%x4 -> 25%x4, Gain ASL
    • Power: 400/500/600/700 -> 600/650/700/750
  • MK-III Shield: HP 5000/5500/6000/6500 -> 5500/6500/7500/8500

Skill

  • (New!) Pursuit Prevention ATK Program Lv1
  • (New!) Immobile Fire System Lv1
  • (New!) Maneuver Armor Lv1
  • (New!) Shield Break Stance Mastery Lv1
  • (New!) Leg Shock Absorber Lv3
  • Flight Control Program Lv2 -> Lv3
  • Back Binder Special Cushioning Lv2 -> Lv3

Unit Lv2

  • (New!) Composite H Mobility Combat System Lv1
  • (New!) Pursuit Ranged Aux. Program Lv1
  • Quick Boost Lv3 -> Lv4

Unit Lv3

  • (New!) Damage Control Lv1
  • Flight Control Program Lv3 -> Lv4
  • Immobile Fire System Lv1 -> Lv2
  • Back Binder Special Cushioning Lv3 -> Lv4

Unit Lv4

  • Composite H Mobility Combat System Lv1 -> Lv2
  • Forced Injector Lv3 -> Lv4
  • Pursuit Ranged Aux. Program Lv1 -> Lv2
  • Back Binder Special Cushioning Lv3 -> Lv5

Comment and Reason
This one needs an overhaul and, well, almost everything needs to be touched. It does, however, have decent enough mobility. But with how low the HP is, even the higher part slots availability isn't going to save it. 3K additional HP is the minimum it needs, then a little more thruster to help maneuver around the battlefield to help position itself better for the mid-range gameplay.

As for the weapon and skills, it's there to enhance the already... kind of decent mid-range gameplay style. While this is unlikely to overshadow broken generals like the Doga Sleeves Type, this one should have a strong position to become at least S-Tier with these changes. While I am aware these changes will overshadow the Lv2 Gaz-R at 550 cost, but this is its native cost.

Builds Suggestion
Lv1 F2P: Do not use

Lv1 Freemium: Ranged

Lv1 Premium: Ranged (Alternative) or Attack

Lv2-4: Do not use...

Honestly, it's so bad that playing in rated is just throwing. While it is possible to do decent, due to mid-range firepower, that's about it. It can't do anything and because it is on the taller end, it's hard to use well and have good coverage at times. The part slots are a little limited, but it can still have a few decent builds. But this suit definitely needs premium parts to make it even remotely playable.

-----------------------------------

Day 275 Re-evaluation on Zaku I (GS)

It really just needs to be more up to date, period. I think I covered mostly what it needs and could get for now.

Re-evaluations

  • None for now

-----------------------------------

Up Next: Zaku Diver Requested by u/Wargamer1202

u/pkmaster99 — 5 days ago
▲ 27 r/GBO2

Let's Change That Suit Day 266

Day 266: Berga Giros [BV Type]
Requested by u/GunzStalker and it is definitely around low S-Tier at the very least. It's very strong and has consistent damage no matter what position it is in.

https://preview.redd.it/qoc5n9gi1ssh1.png?width=728&format=png&auto=webp&s=f31aa49d53a9ec318e19a3905a8b1bc950ea2eb6

https://preview.redd.it/359pl6012ssh1.png?width=994&format=png&auto=webp&s=bbea4c85268314ae385618960d3a08447df07e0d

https://preview.redd.it/6xkbhxl32ssh1.png?width=954&format=png&auto=webp&s=a54900a4748eb9170a5c70e6667c981e3c9c03d6

Change
Stats

  • None

Weapons

  • None

Skill

  • None

Unit Lv2

  • Emergency Evasion System Lv2 -> Lv3
  • Glide Structure Lv3 -> Lv4
  • Optimized Cooling Efficiency Lv1 -> Lv2

Comment and Reason
The gap between 700 and 750 is quite big, so I think it could get a bit more. Not damage, but mobility and the ability to resist stagger better. While 750 isn't THAT bad to play with, it definitely struggles to maintain flap boost and doesn't have the ability to fire some weapons. My only complaint is the short nozzle reload time, but mainly because I am more of a mid to close-range player, for the most part. It sucks not being able to have time to take advantage of the 140%x3 downswing. However, the rest of the kits are strong, so playing it more ranged is still a very solid option. So it really comes down to how you build this suit...

Builds Suggestion
Lv1 F2P: Complex Battle

Lv1 Freemium: Complex Battle

Lv1 Premium: Complex Battle (Alternative) or Thruster or Ranged or Melee

Lv2 Build: Similar builds

The freemium build and F2P isn't that different. But it does give you the ability to play more in CQC instead of being more of a mixed-range unit. When it enters premium build... there are just a lot of options. As long as you have a minimum of 90 thrusters or close to 100 without efficiency, along with over 40k effective HP, you can dump the rest into damage in however way you want. As long as it fits your playstyle with the suit.

-----------------------------------

Day 265 Re-evaluation on Enhanced ZZ Gundam

I think I covered everything, and if it get anything similar, it should become very strong and annoying to deal with.

Re-evaluations

  • None

-----------------------------------

Up Next: Prototype ZZ Requested by u/GunzStalker

u/pkmaster99 — 14 days ago
▲ 27 r/GBO2

Let's Change That Suit Day 263

Day 263: F91 (BC Equipped)
Requested by u/SkyLoneWolf98 and this one is C-Tier. This unit has some... nice damage and mobility overall, kind of. But it's really lacking a bit in terms of HP and buffers to survive.

https://preview.redd.it/p5b4waq1msrh1.png?width=729&format=png&auto=webp&s=5dc658de1d3b905950f848503c082f4d0c33a8fa

https://preview.redd.it/8q5780nmssrh1.png?width=993&format=png&auto=webp&s=99e306065af6a15716949b52ebbb51c06323b6d4

https://preview.redd.it/a941tj36msrh1.png?width=954&format=png&auto=webp&s=659e55e101621084853ce1d885c951f69c9daba8

Change
Stats

  • HP: 23000 -> 28000
  • HSM: 220 -> 225
  • Thruster: 75 -> 80
  • Close Range Slots: 14 -> 15
  • Medium Range Slots: 20 -> 21
  • Long Range Slots: 21 -> 22

Weapons

  • (BC Equipped) 4-Tube BG x2 (Limiter Release): Cooldown 20s -> 15s
  • (BC Equipped) Large M x4: Reload 18s -> 15s, Projectile Speed Increase
  • (BC Equipped) Large M x4 (Incendiary): Power 800x2 -> 1000x2, Reload 18s -> 15s, Burn 400x5 -> 600x5, Projectile Speed Increase
  • (BC Equipped) B Shield: Power 2000 -> 2500

Skill

  • Resist Move Lv2 -> Lv3
  • (New Custom!) Fall Prevention System Lv1 -> Lv2: While falling, also gain 30% damage reduction

Comment and Reason
There aren't too many things that could be changed here, besides a lot of quality-of-life adjustments. Stats, weapons, and skills could just get that tiny bit more push. Well, the incendiary burn does need a huge buff. It's weird glass cannon at the moment.

Builds Suggestion
Lv1 F2P: Thruster? or Ranged

Lv1 Freemium: Armor or Ranged or Thruster

Lv1 Premium: Ranged or Attack or Thruster or HP or Armor

For F2P, there really aren't that many good options, and it definitely lacks some stats in certain areas. Freemium requires the unit to be fully enhanced to really do that much better. As for premium build, it's easier to become more impactful, but it's almost just as bad. The unit just needs so many things to even have a chance to survive a single combo. While it does have some weapons and damage going for it, it's just not enough overall.

-----------------------------------

Day 262 Re-evaluation on Zock

It really just needs more weapons and things to do better. I'm going to keep it as is, but there are many good points and possibilities for this suit.

Re-evaluations

  • Too many...

-----------------------------------

Up Next: Jeda Requested by u/fadly_seto or September Unit Adjustment

u/pkmaster99 — 19 days ago
▲ 17 r/GBO2

Let's Change That Suit Day 257

Day 257: Rezel Type-C (Defenser B-Unit)
Requested by u/SkyLoneWolf98 and this is around low C-Tier. It's really lacking, but it still has some... a few worthy damage going for it. However, it's not really doing that hot at all. We can effectively treat this at D-Tier as well since it does need an overhaul.

https://preview.redd.it/kk767hof7eqh1.png?width=727&format=png&auto=webp&s=14649a0412df3f54e7e6fab818a4859b1c59ab55

https://preview.redd.it/qx6b24icaeqh1.png?width=993&format=png&auto=webp&s=5c0ba096420c8ce64b6ae5c1fe76a30797a86c9a

https://preview.redd.it/p6auulntdeqh1.png?width=954&format=png&auto=webp&s=0742c8b6d4589ffcc5f53d8aaa451599a5d39672

Change
Stats

  • HP: 24000/26000/28000 -> 25000/27000/30000
  • HSM: 200 -> 210
  • Turn/Transform Turn: 63/57 -> 69/63
  • Close Range Slots: 12/13/14 -> 13/14/15
  • Medium Range Slots: 20/21/22 -> 21/23/25
  • Long Range Slots: 16/18/20 -> 18/20/22

Weapons

  • ReZEL Beam Rifle -> ReZEL Defenser BR: Interval 5s -> 4s, Charge 3.5s -> 2.5s
    • Uncharged: Power 1900/2100/2300 -> 2500/2700/2900, Range 300m -> 400m, Stagger 10% -> 30%
    • Charged: Power 3000/3300/3600 -> 3400/3700/4000, Ammo use 2 -> 3, gain heavy stagger
  • ReZEL Long Beam Saber -> ReZEL Defenser BR: Cooldown 4s -> 2.5s, Switch 0.77s -> 0.5s
    • Power: 2200/2310/2420 -> 2600/2800/3000
  • ReZEL Beam Saber -> ReZEL Defenser BS: Cooldown 2.5s -> 2s, Switch 0.77s -> 0.5s
    • Power: 2300/2415/2600 -> 2400/2600/2800
  • Arm Grenade Launcher: Flinch -> Stagger, projectile speed increase
    • Power: 1200//1400/1600 -> 1400/1600/1800
  • Shield Beam Cannon: Cooldown 18s -> 13s, Gain ASL
  • Mega Beam Launcher x2: (New!) Interval 3.5s, Charge 2s -> 1.5s
    • (New!) Uncharged: Heat 70%, Move & Shoot w/ Stagger & ASL, Stagger 30%x2
      • Power: 1350/1500/1650x2
    • Charged:
      • Power: 500/550/600 -> 700/850/1000
  • ReZEL Type-C Shield Beam Cannon:
    • HP: 5000/5500/6000 -> 6500/7500/8500

Skill

  • Forced Injector Lv2 + Flight Control Program Lv2 = High-Performance Thruster Control System Lv1
  • (New!) Special Leg Buffer Lv2 (Both Modes)
  • (New!) Anti-Air Ranged Aux. Program Lv1 (Both Modes)
  • Emergency Evasion System Lv1 -> Lv2 (Flight Only)
  • Ram Attack: Damage 1500 -> 2500 (Flight Only)
  • (New!) High Boost Ram Attack Lv1 (Flight Only)
  • Anti-Stealth Lv1 -> Lv2 (Both Modes)
  • Scouting Parallel Processing Device Lv1 -> Lv2

Unit Lv2

  • Wings Special Cushioning Lv3 -> Lv5
  • Special Leg Buffer Lv2 -> Lv4

Unit Lv3

  • Damage Control Lv2 -> Lv3
  • Anti-Stealth Lv2 -> Lv3

Comment and Reason
The Shield Beam Cannon and the Gerobi are the main sources of damage. Besides that, all it can do is try to snipe with the BR. Currently, the Grenade Launcher is only a good backup weapon if it needs a quick stagger buildup when the Shield Beam Cannon overheats. If there is a target charging, there is technically the Vulcan that can stagger it quickly, but this unit has low HSM. Most of the weapon needs a major overhaul, except a few.

Then for the skills, they really give it some useless ones like Shield Tackle and maybe even Fall Prevention System. It doesn't really make sense to have them on this unit, but it is what it is. To make this unit become more interesting and reasonable to use, it needs a few more skills and ability to do damage at any moment.

Builds Suggestion
Lv1 F2P: Do not use

Lv1 Premium: Ranged (Alternative)

Unit Lv2-Lv3: Do not use

The first ranged premium build is likely the best way to play this suit currently. It has high damage along with other stats. The Alternative gives a bit more survivability, but not by too much. This unit also doesn't have that many buffers, so it's not going to be that useful. Even in quick match, it could struggle a lot unless it's a good mid- to long-range map like Supply Depot.

-----------------------------------

Day 256 Re-evaluation on NT-X

With the new addition of Kapool... yeah, maybe it needs more to make sure it doesn't fall off the meta. These buffs, with what I had before, may be too much together, but that may change soon in half a year.

Re-evaluations

  • NT-X Machine Gun: Fire Rate 514/min -> 600/min
  • (New!) Arm Mounted Beam Launcher (Limiter Release): 2 Shot burst -> 4 Shot burst (Both Arms), Stagger 17%x2 -> 20%x4
  • Wired Psycommu Bit x2 (Discharge): Flight and Firing speed increase
  • (New!) Large Pycommu Bit (Pincer): Heat 40%, Cooldown 15s, Switch 0.7s, Range 300m, Stagger 25%x2x3, Move/HSM Lock-On & Shoot: 0.7s w/ Flinch
    • Power: 400/450x2
  • (New!) Resist Move Lv1
  • (New!) Forced Injector Lv2
  • (New!) Linked Shot Lv1

-----------------------------------

Up Next: G-Doors Requested by u/yunakitty-

u/pkmaster99 — 26 days ago
▲ 12 r/GBO2

Let's Change That Suit Day 251

Day 251: Super Gundam
Requested by u/Cpt_Jack_Irons and this one is S-Tier. While some may think of it as SS-Tier, but it's not quite the case here. Especially at high ranks. While the sniping capability is very high, but it's weakness cannot be ignored. If anything, maybe SS-Tier around A-rated games and below, but around average S-Tier in higher S- to flat S games. However, it still falls down quickly to A-Tier at 650 and maybe even B-Tier at 700 costs.

https://preview.redd.it/8mquew2wueph1.png?width=728&format=png&auto=webp&s=b59b63e68902d8b1d3ee547c2f7bd6ebc4cff077

https://preview.redd.it/f0zoyo5oveph1.png?width=995&format=png&auto=webp&s=70ede8f2597c93c8533a444421b365ee8a448cdc

https://preview.redd.it/9b849qtpveph1.png?width=954&format=png&auto=webp&s=11a52cc936bd648301da7dc93601675e94f1fdc2

Change
Stats

  • Turn: 54 -> 60
  • Thruster: 65 At all Levels -> 65/65/70/75

Weapons

  • Long Rifle (Limiter Release)
    • Power: 1200/1300/1400/1500 -> 1000/1150/1300/1450
  • Knuckles Dummy Balloon: Reload 30s -> 15s

Skill

  • (New!) Leg Shock Absorber Lv3
  • (New!) Quick Boost Lv3
  • (New!) Immobile Fire System Lv1
  • Special Back Add-On Buffer Lv2 -> Lv3
  • Back Binder Special Cushioning Lv1 -> Lv2

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • Special Back Add-On Buffer Lv3 -> Lv4
  • Back Binder Special Cushioning Lv2 -> Lv3

Unit Lv3

  • (New!) Damage Control Lv1
  • Frontline Support System Lv2 -> Lv3
  • High-performance Aerospace Gimbal Lv1 -> Lv2

Unit Lv4

  • Leg Shock Absorber Lv3 -> Lv4
  • Pursuit Ranged Aux. Program Lv1 -> Lv2
  • Immobile Fire System Lv1 -> Lv2

Comment and Reason
This unit can do a massive amount of damage by doing the second stage output limiter release gerobi. This with the right build can easily destroy a general in one shot. At upper levels, it's slightly less of an issue, but the potential is still there. Being able to use it twice with only 13 seconds of cooldown is very strong. So the damage needs to be nerfed a decent amount, but with slightly better scaling so upper level isn't impacted as much.

On the other hand, this unit is extremely vulnerable to anything up close. This limits its positioning options and the ability to fight back. So I think it's fair to trade a good chunk of the damage for slightly better survivability. While it doesn't change how oppressive it can be, at least it will not delete a general in one shot.

Builds Suggestion
Lv1 F2P: Ranged

Lv1 Premium: Ranged

Unit Lv2-3: Ranged and similar build that focuses on maxing out ranged strength and then some defenses

Unit Lv4: Ranged with this build that maximizes the hidden percentage value that further amplifies the damage.

With how this unit works, the best it can do is attempt to stay back and try to melt a unit down. At higher levels and approaching 650 and 700 costs, this becomes even harder. So it needs all the damage power it can get. But as it is, you really do still sacrifice quite a bit to get here, and you really do not have a good kit that allows you to go against the high cost power scaling once it is in mid to close range.

-----------------------------------

Day 250 Re-evaluation on Marasai

Well, there are definitely a lot of ways for this unit to get buffed. But it seems like the common consensus is that the Vulcan needs more range. Having a higher stagger rate will be a great cherry on top as well.

Re-evaluations

  • Marasai Head Mounted Vulcan: Range 150m -> 200m, Stagger 5% -> 7%

-----------------------------------

Up Next: Gelgoog Vertex Requested by u/Odd_Daikon_2843

u/pkmaster99 — 1 month ago
▲ 8 r/GBO2

Let's Change That Suit Day 248

Day 248: Titania
Requested by u/ChaosYeshua7758 with this one at maybe around B-Tier. However, it is 100% a low B-Tier and maybe it should be treated as C-Tier. It's unlikely they would move the BMG as a sub-weapon now, but even so, there are still many reasonable things to buff it and make it more up to date with the current meta.

https://preview.redd.it/4qtqey4kbtoh1.png?width=729&format=png&auto=webp&s=69b7cbea2516d680173d54684006bab1645777b2

https://preview.redd.it/s9lu4daobtoh1.png?width=993&format=png&auto=webp&s=a855f0ff9fe403981ad79999ac1c3748e6848310

https://preview.redd.it/6x44nabrbtoh1.png?width=955&format=png&auto=webp&s=fb2725bd6fee70d405062444676d761667edb04f

Change
Stats

  • HP: 18000/19500 -> 19000/21000
  • Close Range Slots: 19/21 -> 20/22
  • Medium Range Slots: 12/13 -> 13/14
  • Long Range Slots: 5/6 -> 7/9

Weapons

  • Titania Beam Saber x2: Interval 2.5s -> 2s
    • Power: 2300/2415 -> 2400/2600
  • Head-Mounted Vulcan -> Titania 60mm Vulcan: Fire Rate 446/min -> 514/min, Stagger 2% -> 6%
    • Power: 50/52 -> 70/80
  • Arm Gatling Cannon: Range 175m -> 250m
    • Power: 125/131 -> 140/150
  • Sturm Faust x2: Reload 25s -> 15s

Skill

  • High-performance Balancer Lv1 + Melee Combo Controller Lv2 + Offense System Lv1 = Melee Composite System Lv3
  • (New!) Anti-Blast Stabilizer Lv1
  • (New!) Special Leg Buffer Lv2
  • (New!) Counter Boost Lv1
  • EX Boost Lv1 -> Lv2

Unit Lv2

  • (New!) Pursuit Melee Aux. Program Lv1
  • Emergency Evasion System Lv2 -> Lv3

Comment and Reason
They already made this unit have reasonable stats overall, but it is just lacking in being able to properly stay in and have the legs to move around. Even though the unit got extra armor along with other parts, but it doesn't have any buffer. For some reason, it doesn't Anti-Blast either, so it is really lacking in the current day. So a buff to have more defensive options and a minor touch-up in weapons and skills will make it a much stronger machine. Having counter boost would also give people another reason to use the BMG instead of the bazooka, with the cooldown and the 50% charge time bonus. Since 2 seconds of BMG charge time would make it reasonably strong. I would like the main weapons actual buff to be a little stronger as well, but unfortunately, it is shared with too many suits.

Builds Suggestion
Lv1 F2P: Complex Battle

Lv1 Premium: Attack or Complex Battle or Ranged or Melee or Meme Armor

Unit Lv2: Do not use

F2P Doesn't have that many options, besides complex battle and maybe armor build. But premium build is where things get... funky. For normal builds, you can focus on playing ranged and treat it as a ranged raid for the most part, and only melee when you need it. Or you can be a raid that is just be very strong on the frontline with maximum 3 hit combo damage. For 3 hit melee, this unit has the highest combo modifier in the game. However, unfortunately, the weapon power is just okay and melee doesn't really work that well with ranged stagger.

As for the meme armor build, with enhancement, you can get 48% thruster overheat cooldown reduction. This is actually half meme, half serious build. This unit has very long emergency evasion animation, so you are effectively left with only a little over 3 seconds before thruster is ready to be used again, even if you evaded twice non-stop. No other unit has the part slot with expansion to gain very high resistance and have this thruster cooldown build. It's... effective in the right hand, but it is an extremely high skill floor playstyle. Thanks to the modifiers and built-in melee strength bonus, you can still do an okay amount of damage. But you do have to be hyper aware of your surroundings.

-----------------------------------

Day 247 Re-evaluation on Gelgoog Vertex Xanthos

Doesn't look like there was too much discussion

Re-evaluations

  • None

-----------------------------------

Up Next: Neo Gundam Requested by u/Strykorn

u/pkmaster99 — 1 month ago
▲ 10 r/GBO2

Let's Change That Suit Day 246

Day 246: RF Gelgoog
Requested by u/Rooskimus with this one at bottom A-Tier or maybe even fallen down to B-Tier at this point. The pacing in 650 cost has changed a lot, and it's closer to what 700 used to be like. The current kit just doesn't function well enough or allow enough damage to be done when there is a good opportunity. Not to mention, the stopping power is too low right now.

https://preview.redd.it/zekaf2xy0eoh1.png?width=728&format=png&auto=webp&s=9d29367ceb47a2aa399b461fa457cad5e4da393f

https://preview.redd.it/owg4xsrm2eoh1.png?width=995&format=png&auto=webp&s=31ec84f1e49ac6a844fa9d90dc9e795b351d31b7

https://preview.redd.it/5k0gp1to2eoh1.png?width=956&format=png&auto=webp&s=a61533c0e52e80ad1a7d872caf7b72cc7b6698ff

Change
Stats

  • HSM: 210 -> 215
  • Thruster: 70 -> 75
  • Close Range Slots: 13 -> 14
  • Medium Range Slots: 18 -> 19
  • Long Range Slots: 17 -> 18

Weapons

  • RF Gelgoog Beam Rifle:
    • Uncharged:
      • Power: 2200 -> 2400
    • Charged: Stagger 35%x3 -> 50%x3
      • Power: 1300 -> 2000
  • RF Gelgoog Beam Saber: Downswing 75%x2 -> 90%x2
  • RF Gelgoog Arm Missile: Stagger 50% -> 70%, Gain flinch
    • Power: 1100 -> 1400
  • RF Gelgoog Beam Launcher: Cooldown 20s -> 13s, Charge 4.5s -> 3s
  • (New!) RF Gelgoog Beam Launcher (Limiter Release): Interval 3s -> 6s, Cooldown 13s -> 18s, Range 400m -> 450m, Gain splash, Splash hit normal stagger instead
  • RF Gelgoog B S (Double-Bladed): Downswing 130% -> 150%

Skill

  • Resist Move Lv2 -> Lv3
  • Forced Injector Lv2 -> Lv3
  • Melee Composite System Lv1 -> Lv2

Comment and Reason
They already made this unit effectively a General in Support's clothing. This unit can still do its job, but just harder and really needs a good build to do so. Instead of being melee capable, it has become mostly ranged due to no maneuver armor and offense system, which is critical for frontline melee at the current 650 cost. Even when playing ranged, the cooldown and stuff ain't that great as well. The charged BR also has abysmal damage as well. There were good things for this suit, but that has not aged well.

Builds Suggestion
Lv1 F2P: Alpha

Lv1 Premium: Alpha or Complex Battle or Armor

Honestly, you need to have some mobility and durability for this suit. But you cannot neglect damage strength for sure. While there are suits that can do so, not this one. It has just too many things needed to not only survive a bit more, but to make sure it can have a chance to do something. While having expansion armor gives you a little more charge time reduction and brings it down to 3.6s on the beam launcher.

-----------------------------------

Day 245 Re-evaluation on FF Nu Gundam

This is definitely another suit that needs a lot of buff. imaginary_num6er's suggestion is nice to fuse them. It does feel like it's going to be a bit too much, but without a stronger damage boost powerup skill, these could be seen as fair trade.

Re-evaluations

  • (New Unique!) Full Link Attack Lv1 = Link Shot Lv1 + Full Attack Lv1
  • (New) High-Performance Thruster Control System Lv2
  • (Remove!) Forced Injector Lv3
  • (Remove!) Flight Control Program Lv3

-----------------------------------

Up Next: Gelgoog vertex xanthos Requested by u/Wargamer1202

u/pkmaster99 — 1 month ago
▲ 11 r/GBO2

Tier List 500 Cost 2026-09

Seems like it got less attention with this format, but doesn't allow me to change it if using the other. Regardless, I think this is still better and allows us to further discuss if anything is in dire need of repositioning in the tier.

Also, once again for clarification, this is viewed mostly among the people at flat S and S- that I work/play with. We consider the following for tiers.

  • SS: Overpowered, extremely meta
  • S: The meta that is just very strong and definitely reliable with little to no flaws
  • A: The semi-meta place that may have a few niche flaws, but is still very reliable
  • B: Has a few notable flaws, but is still somewhat reliable and strong in the right hand
  • C: Less than ideal; avoid unless it's in an ideal situation in a one trick pony's hand
  • D: The flaw makes it essentially unplayable, even if it does have 1 or 2 redeeming features
  • F: Nothing is good with this suit, and it's just too weak to contest in anything

2026-09 500 Cost List

https://preview.redd.it/s1wv5pv6d8oh1.png?width=1565&format=png&auto=webp&s=64c553be6de759bb956b6ad6901ebbf9eb88bfe1

Once again, please note that these can be subjective, and you are welcome to discuss any bad or questionable placement. But there are always exceptions, and the meta between Steam and PlayStation versions does differ a bit. This Tier list is primarily based on the PS version. These units also consider the types of meta builds they could have as well. I will only put native cost here unless there are exceptions where higher-level works well enough to be in at least a strong B-Tier. FYI, they are not arranged in a specific order, and I will update this if there are a lot of common discrepancies or views about something.

reddit.com
u/pkmaster99 — 1 month ago
▲ 15 r/GBO2

Let's Change That Suit Day 245

Day 245: FF Nu Gundam
Requested by u/GunzStalker with this one at B-Tier at best. It still has some good damage options, but there are gaps and weak moments for sure.

https://preview.redd.it/77mwny6fh7oh1.png?width=726&format=png&auto=webp&s=d91b12b2597092a339c12b4639e606a35cdc4807

https://preview.redd.it/7lsa4qu1m7oh1.png?width=993&format=png&auto=webp&s=87a3433dfab9ab0bc36a58ce3acf64f31ec06190

https://preview.redd.it/rf78mbd6t7oh1.png?width=954&format=png&auto=webp&s=f988432df2d55a4329f96a5ad4b592c1541028e6

Change
Stats

  • HP: 23000/25000 -> 25000/28000
  • Close Range Slots: 16/18 -> 17/19
  • Medium Range Slots: 19/20 -> 20/21
  • Long Range Slots: 17/18 -> 18/19

Weapons

  • 93ff Beam Rifle: Cooldown 15s -> 12s
  • 93ff NH Bazooka:
    • Power: 3100/3400
  • 93ff NH Bazooka (Special): Same bazooka effect as Hi-Nu
  • 93ff Beam Saber: Downswing 130% -> 160%, Heavy Attack 160%x2 -> 200%x2
  • Head-Mounted Vulcan (Mk-II) -> FF Nu Gundam Vulcan: Fire Rate 450/min -> 514/min, Reload 13s -> 10s,
    • Power: 120/126 -> 125/140
  • Shield-Mounted Beam Cannon: Cooldown 18s -> 15s, Range 350m -> 400m
    • Power: 2200/2400 -> 2600/2900
  • L Fin Funnels (Launch): Cooldown 18s -> 15s, Stagger 25%x4 -> 50%x4
  • L Fin Funnels (Rapid): Charge 5s -> 3s, Gain ASL
    • Uncharged:
      • Power2000/2100 -> 2000/2200
    • Charged: Heat 100% -> 90%
      • Power: 4200/4400 -> 5000/5500
  • Shield-Mounted Missile x4: Range 300m -> 350m
  • 93ff Shield:
    • HP: 6000/6600 -> 7000/8000

Skill

  • NG High-Performance Counter Program Lv1
    • HP Threshold: 50% -> 80%
  • Heavy Attack Lv1 -> Lv3

Unit Lv2

  • Emergency Evasion System Lv3 -> Lv4

Comment and Reason
For the most part, this unit can still have decent damage output if you use your weapons correctly. Combining with a good weapon cycle and engagement, it can still get some work done. But once it reaches higher rated games, the problem becomes apparent. The unit just can't engage properly unless it is at the ideal range.

Builds Suggestion
Lv1 F2P: Do not use

Lv1 Premium: Complex Battle (Alternative)

Lv2-3: Do not use

This one is hard to justify using at the moment, and without good buffers, especially legs, it's hard to use. I would rather have them take out the blast stabilizer for leg buffer. But then again, it does not have very large legs. Either way, the Alternative build may be better overall with a higher chance of getting things done. Since the large Fin Funnel Rapid can hit really hard, maximizing range potential while still having good melee potential will allow it to have great options when needed.

-----------------------------------

Day 244 Re-evaluation on Z II

Well, there are other changes and stuff it can get too. But the major thing I saw was Transformed Reinforcement that it really needs.

Re-evaluationis

  • (New!) Transformed Reinforcement Lv1

-----------------------------------

Up Next: RF Gelgoog Requested by u/Rooskimus

u/pkmaster99 — 1 month ago
▲ 21 r/GBO2

Let's Change That Suit Day 244

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.

https://preview.redd.it/y1p2kgg6e1oh1.png?width=728&format=png&auto=webp&s=45ed7059b1905212911a81233acb8cbea0d370d3

https://preview.redd.it/ow06oe8he1oh1.png?width=993&format=png&auto=webp&s=fb8c4a6e1729c2f8135c6658624b56fb608b54a5

https://preview.redd.it/w0jfrk8ri1oh1.png?width=955&format=png&auto=webp&s=e7ae2779fa648c64405ff0a2c8a75120e3f458e4

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
    • Power: 1500/1750/2000
  • Z II Mega Beam Rifle (Rapid) (Transformed):
    • Power: 1000/1200/1400 -> 1500/1750/2000

Skill

  • (New!) De-Transformation Optimizer Lv1
  • (New!) Damage Control Lv1 (Transformed)
  • (New!) Firing Boost Lv1
    • HSM Shooting Enabled on Mega Beam Rifle & Rapid
  • Emergency Evasion System Lv1 -> Lv2
  • Forced Injector Lv2 -> Lv3
  • Special Leg Buffer Lv1 -> Lv3
  • Special Back Add-On Buffer Lv2 -> Lv3

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • Special Leg Buffer Lv3 -> Lv4
  • Special Back Add-On Buffer Lv3 -> Lv4

Unit Lv3

  • (Remove!) Reaction Booster Program Lv2
  • (New!) Composite H Mobility Combat System Lv2
  • Forced Injector Lv3 -> Lv4
  • Emergency Evasion System Lv2 -> Lv3
  • Special Back Add-On Buffer Lv4 -> Lv5

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.

Builds Suggestion
Lv1 F2P: Do not use

Lv1 Premium: Alpha

Lv2-3: Do not use

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.

-----------------------------------

Day 243 Re-evaluation on Nu Gundam

Well, maybe it could get a tiny bit more thruster to work with things. The BR could also get a slight stagger buff.

Re-evaluationis

  • Thruster: 75 -> 80
  • Nu Gundam Beam Rifle: Stagger 25% -> 30%

-----------------------------------

Up Next: FF Nu Gundam Requested by u/GunzStalker

u/pkmaster99 — 1 month ago
▲ 21 r/GBO2

Let's Change That Suit Day 241

Day 241: Qubeley
Requested by u/Darkedge319 and this one has fallen into C-Tier. While it does have some nice stuff with Full Attack and DC2, it doesn't have enough firepower for something with such low HP and somewhat limited weapon options. At this point, it may as well be treated as D-Tier.

https://preview.redd.it/8fcxsuplkcnh1.png?width=728&format=png&auto=webp&s=54e0a313899c1f6c0be6537a76a748b569e2b752

https://preview.redd.it/e8nb61xtednh1.png?width=992&format=png&auto=webp&s=0a27b900855e086f9d72e9eb51549a3176a3fe77

https://preview.redd.it/pw95nrwrkcnh1.png?width=954&format=png&auto=webp&s=cb68de00e18a1746e7eb90693b255c7c822117e6

Change
Stats

  • HP: 20000/22000/24000 -> 24000/27000/30000
  • HSM: 210 -> 215
  • Thruster: 70 -> 75
  • Close Range Slots: 12/13/14 -> 13/14/15
  • Medium Range Slots: 18/20/21 -> 19/21/23
  • Long Range Slots: 18/19/21 -> 20/22/24

Weapons

  • Qubeley Beam Gun:
    • Power: 2100/2400/2600 -> 2500/2800/3100
  • Qubeley Beam Saber x2: Downswing 130% -> 160%
  • Funnels x6 (Pincer): Cooldown 22s -> 18s, Stagger 6%x6x3 -> 12%x6x3, Firing speed increase
    • Power: 250/325/400x6 -> 300/375/450x6
  • Funnels x6 (Surround): Stagger 20%x6 -> 30%x6
  • Funnels x6 (Pursue): Cooldown 22s -> 18s
    • Power: 200/250/300x6 -> 230/290/350x6
  • (New!) Qubeley Beam Gun x2: Heat 14%, Interval 0.8s, Cooldown 15s, Switch 0.5s, Range 400m, 4 Shot Burst, Move & Shoot w/ ASL, Stagger 30%x4
    • Power: 700/850/1000
  • (New!) Funnels x4 (Link): Heat 100%, Interval 0.8s, Cooldown 20s, Switch 0.5s, Range 350m, 4 Shot Burst, Lasts for 15 seconds, fires up to 40 shots total, Move/HSM & Shoot, Has Penetrate, Stagger: 3%x4
    • Power: 250/300/350
    • Note: Separated usage from the other Funnels

Skill

  • (New!) Thrust-Based Fire Cooling System Lv1
  • (New!) Special Back Add-On Buffer Lv4
  • (New!) Anti-Blast Stabilizer Lv1
  • Special Shoulder Buffer Lv3 -> Lv4
  • Psycommu System Resonance (H) Lv1
    • HP Threshold: 30% -> 50%

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • (New!) Composite H Mobility Combat System Lv1
  • Special Leg Buffer Lv3 -> Lv4
  • Psycommu System Resonance (H) Lv1 -> Lv2
    • HP Threshold: 50% -> 80%

Unit Lv3

  • (Remove!) Thruster Output Increase Lv2
  • Pursuit Ranged Aux. Program Lv1 -> Lv2
  • Composite H Mobility Combat System Lv1 -> Lv2
  • Special Back Add-On Buffer Lv4 -> Lv5
  • Special Shoulder Buffer Lv4 -> Lv5

Comment and Reason
They buffed this unit; they really didn't do it enough. It was just good enough at that time, nothing stellar. While I appreciate them giving the downswing the appropriate modifier, from 100% to 130%, to standard, it's nowhere near enough for 650 Cost. Even if it comes out very fast. The HP is also low, with a very bad HP threshold requirement for Resonance. The overall ranged weapon is also not that great, even when given Full Attack. Since only the main gun and melee can get the damage bonus, it's not that helpful. Not to mention, the funnels can only be used one at a time, and that needs to be corrected, along with other helpful skills that will help this unit.

Builds Suggestion
Lv1 F2P: Do not use

Lv1 Premium: Ranged

Lv2: Do not use

Lv3: Ranged

The level 2 with Resonance triggering at abysmal 30% is unusable... but since the Lv3 can activate at 50%, it's kind of doable when built well. However, it is for sure still lacking, and it's low C-Tier at best. Please only play this unit in QM

-----------------------------------

Day 240 Re-evaluation on GM Sniper Custom

Some good points from Cpt Jack Irons, and I have to say I wouldn't mind this suit having some of them. While chances are even slimmer, I would love to see at least these further adjustments from what I had.

Re-evaluationis

  • Turn: 54 -> 57
  • Hand Beam Gun: Range 175m -> 200m
  • R-4 Type Beam Rifle: Allows Move & Charge
  • (New!) Melee Combo Controller Lv1

-----------------------------------

Up Next: Unicorn Requested by u/Own_Snow_47

u/pkmaster99 — 1 month ago
▲ 7 r/GBO2

Let's Change That Suit Day 240

Day 240: GM Sniper Custom
Requested by u/Moonless-Ultimate and this recent buff makes it... high B-Tier? It has good skills overall, but lacks the weapon to utilize them properly. But if you do, it can have a surprising amount of damage output.

https://preview.redd.it/dbnhb10926nh1.png?width=728&format=png&auto=webp&s=1023994765d133406f3978062f9bda178c36609c

https://preview.redd.it/xdywo0db26nh1.png?width=993&format=png&auto=webp&s=b2b2e58af94352595a47f174a88528f04c33fe61

https://preview.redd.it/avxm3pge26nh1.png?width=955&format=png&auto=webp&s=d065f51f471df6c5912f2c30b14ae7eef7d167d2

Change
Stats

  • HSM: 160 -> 170

Weapons

  • R-4 Type Beam Rifle: Cooldown 20s -> 16s, Charge 4s -> 3.5s
    • Uncharged: Heat 65% -> 60%, Stagger 10% -> 50%
    • Charged: Heat 95% -> 80%, Stagger 30% -> 80%
  • (New!) R-4 Type Beam Rifle (Rapid): Heat 40%, Interval 2s, Cooldown 13s, Switch 0.73s, Range 600m, Stop to Fire w/ Flinch, Stagger 35%, Parts Damage 1.2x
    • Power: 800/900/1000/1100
  • 2-Barrel Beam Gun: Heat 35% -> 28%, Range 200m -> 250m, Stagger 15% -> 30%
  • Hand Beam Gun: Heat 28% -> 22%, Range 100m -> 175m, Stagger 22% -> 25%
    • Power: 500/525/550/575 -> 550/600/650/700
  • Head Vulcan -> GM SC Vulcan: DPS 375 -> 525, Stagger 2% -> 4%
    • Power: 50/52/55/57 -> 70/75/80/85

Skill

  • High-performance AMBAC Lv1 -> Lv2

Unit Lv2

  • High Performance Scope Lv2 -> Lv3
  • Frontline Support System Lv1 -> Lv2

Unit Lv3

  • (New!) Damage Control Lv1
  • High-performance Aerospace Gimbal Lv1 -> Lv2

Unit Lv4

  • High Performance Scope Lv3 -> Lv4

Comment and Reason
They buffed this unit quite a bit in terms of stats and skills. But higher-level skills aren't quite enough, and especially the weapons. They could have at least buffed the subweapons even if they don't want to touch the main weapon. However, with that said, the R-4 BR and the 2-Barrel BG only have 2 and 3 units sharing them. But as it is, it's in a weird spot that 2-Barrel BG is still technically the superior option. While the Hyper Bazooka can trigger Pursuit Prevention easier, it's quite unwieldy. The R-4 BR isn't even an option as is right now. It can hit hard, but it has a long wait time, and missing a single shot really makes you useless for a long time.

Builds Suggestion
Lv1 F2P: Do not use

Lv1 Premium: Ranged

Lv2-3: Do not use

Lv4: Ranged

There really isn't much to say about this one except try to stack as much ranged strength as you can and just get a bit tankier/mobile if possible. You want to lock in between 100m to 200m range as much as possible. Luckily, the newly buffed movement speed helps, but this is definitely a weird suit that is kind of high risk, medium reward.

-----------------------------------

Day 239 Re-evaluation on Wing Gundam Zero [EW]

After looking through everything, it could have combined more for the winged unit and give it something to ensure the STB Gerobi doesn't get interrupted as easily.

Re-evaluationis

  • Wing Unit Lv2: Incorporates Aerial Boost Lv1
    • When the unit's back is taking damage, reduce damage to unit HP and Back HP by 40% + Glide Structure Lv4 effect -> Glide Structure active after Aerial Boost.
  • (New!) Immobile Fire System Lv2

-----------------------------------

Up Next: Qubeley Requested by u/Darkedge319

u/pkmaster99 — 1 month ago
▲ 10 r/GBO2

Let's Change That Suit Day 238

Day 238: F89
Requested by u/Legacy_Fighter001 and this one is S-Tier at the moment, but could fall off into very high A-Tier. Since it still has a few restrictive things going on with it. But that is compensated for with very high damage strength and anti-air potential. So it could go either way.

https://preview.redd.it/05nuvpi2itmh1.png?width=727&format=png&auto=webp&s=ecc016ceb4d23da40cb2f7ad15a592b4fe9ceadd

https://preview.redd.it/n0iiw4oaftmh1.png?width=994&format=png&auto=webp&s=dc9221e0a9adc0b0a66cffce7930abf93520e826

https://preview.redd.it/rskgtmzrftmh1.png?width=954&format=png&auto=webp&s=3be15afeaf2af3ebfebd6b7052c60a742bf626ed

Change
Stats

  • None

Weapons

  • None

Skill

  • None

Comment and Reason
Well, this unit has great anti-air with only 3.5 seconds of interval to wait, even if you miss. You can easily have the opportunity to shoot at another target, or even the same in 700 cost. Then, with the AR Optimizer damage bonus, it can easily deal a massive amount of melee damage up close. Especially if you have the chance to go for a heavy attack. It can punish fragile units and builds easily and get away with a lot at the moment.

Builds Suggestion
Lv1 F2P: Complex Battle

Lv1 Premium: Complex Battle (Alternative) or Alpha

There really isn't much to say as I previously explained on this unit. Simple, but very effective. All you need for build is to survive and have good damage value while maintaining a "good" mobility. That's all it needs to do well at the moment.

-----------------------------------

Day 237 Re-evaluation on Gunner Gundam

Maybe it can get move charge on the Rifle, but not sure if it even needs it.

Re-evaluationis

  • None

-----------------------------------

Up Next: Wing Gundam Zero [EW] Requested by u/Darkedge319

u/pkmaster99 — 1 month ago
▲ 7 r/GBO2

Let's Change That Suit: August Unit Adjustment Review

Well, this time it covers some interesting suits again. But at the very least, both Crossbone X1 and X2 got buffed. With that said, the same and as always, any tier is split to below: SS (Overpowered), S (Meta), A (Semi-Meta, a suit that can easily do well), B (Good, can be very good for one trick or skilled player), C (Bad, but can work. Needs super meta build and be very skilled), D (Throw pick, maybe quick match or custom room for fun), and F (100% Pure Trash). I will have a unique term in use here, TTS (Time to Stagger)

August Unit Adjustment Reviews

https://preview.redd.it/3ozic27akfmh1.png?width=1141&format=png&auto=webp&s=a403b651373c7ee64c732182856988aeee01c226

This buff definitely brings it back to life, and it is now threatening once again. It goes from barely C-Tier worthy to easily high A-Tier with this. This change may even bring it right into S-Tier as well. There is nothing too new about this unit; same game plan and just much stronger output. On top of having much better TTS and DPS on rapid-firing weapons, it's easily much more reliable.

------------------------

https://preview.redd.it/ke93vdfymfmh1.png?width=1141&format=png&auto=webp&s=b6b1ca6f07ba2b159e2bdcf69b321228f207957a

This one is quite an impressive buff with great overall damage increase, much more reasonable weapon uptime, and survivability. On top of that, the new bazooka is also something worth mentioning that has become so much stronger that it's just extremely dangerous now. Potentially S-Tier right now, since it can even awaken faster at the same time.

Day 46 Review: Honestly, this one was definitely a bit old and the 700 power scale in the recent power creep doesn't help. I definitely agree for the most part in this buff.
------------------------

https://preview.redd.it/lw6uwbt8qfmh1.png?width=1142&format=png&auto=webp&s=9ad6441d1145b35d0588dfdffe353fca150eac77

While the big shoulder is a problem, this buff makes it a kind of negligible problem. It has a much better and more reliable damage output and a very reasonable damage buffer. It easily go from D-Tier into possibly S-Tier. In 500 and maybe 550 cost, expect to see this much more often. It's also possible to play in 650 cost, but it quickly starts to fall off.

Day 211 Review: Their buff is much more aggressive in HP, but the rest of the kit is somewhat similar. They give it more other weapon power since I guess they still refuse to buff the main ranged weapon as is. It's unfortunate, but acceptable.
------------------------

https://preview.redd.it/w3obcym0rfmh1.png?width=1141&format=png&auto=webp&s=22fe985ed9ee872211e9d7ceffe14f53c8731ae9

Now, this is one scary buff. This would easily go from low C-Tier into possibly one of the most prominent S-Tier of this adjustment patch. The extra HP helps a lot at this cost and it offsets well for the HADES. While it still needs to be built carefully, the damage gain is huge and being able to fire 180mm 3 times before it enters long reload is massive. Not to mention the 180% downswing, everything about it just becomes very hard-hitting, along with the Leg Missiles too.
------------------------

https://preview.redd.it/s2rag0p0sfmh1.png?width=1141&format=png&auto=webp&s=ac1c3a8eff8594500696597eb7d1fda9f3a5a20e

This shooty raid just became slightly strong in melee, but doubles in firepower at range. It likely went from F-Tier right into low S-Tier. A much more impactful buff compared to the X1. While there are some great generals right now that can go against this while keeping themselves at a good range, it is now very oppressive at Max Output.
------------------------

https://preview.redd.it/k4mzatatsfmh1.png?width=1141&format=png&auto=webp&s=ec1994c66204af843d042773bfe142924c5791bf

This is another suit in 700 cost that got a very scary buff. This unit now has insanely high damage strength, and a great number of improvements that guarantee to stop any unit that it doesn't like to see in the air. Together with how strong all the new melee damage output can be, it's a huge buff. Easily goes from maybe F-Tier trash up to very high A-Tier.
------------------------

https://preview.redd.it/npc9spwntfmh1.png?width=1139&format=png&auto=webp&s=030aa0374c77d4ab7187092ee9b000112d48fa69

This list of buffs is huge, and it makes it reasonably powered at native cost. It can easily compete in terms of output. However, to properly have the burst power, one does need to transform. While beam saber could also get the job done, the overall power still falls slightly short. However, at the very least, it's now reliable and fits the nearly even damage strength.

Day 25 Review: Well, this is another really old one I did, and it shows. Some of the stuff I have and other things in comments are included here. While it is super unlikely for it to have a new weapon, I guess it would be better to stick to it as a more ranged raid.
------------------------

https://preview.redd.it/oysmb8xfvfmh1.png?width=1141&format=png&auto=webp&s=523a426214d5f7d674105c8f19e27d95221359c9

This one definitely came as a surprise. It's a suit that still could make things work, and many could consider it B-Tier. I think a lot of people are treating it the same or playing similarly to the Woundwort-Rah II, which would be a big mistake. Now, this Kehaar is starting to step into the same category and may easily be high S-Tier. It's concerning, but it also depends on how people will play this unit.
------------------------

https://preview.redd.it/tdgc86o2wfmh1.png?width=1140&format=png&auto=webp&s=d62857951a8ec6fb4d55434661155a02521e72d1

I personally find this buff extremely interesting. Mid-range still has good power, but it surprisingly can hold up in close range as well now. Due to much faster HSM and melee resist, it can get some work done and survive. This has become a support that can function well enough in all ranges. But since it's like this, it is not super strong in any particular role, just very versatile. You likely won't see any big damage or crazy numbers, but it's a very strong A-Tier at the moment.
------------------------

https://preview.redd.it/p21t12q4yfmh1.png?width=1142&format=png&auto=webp&s=4d18ec1b1c9abbb4236fe23ba1fedf5ea3961eec

Now... this buff is weird. It goes from C-Tier unit, to maybe high B-Tier or low A-tier with this buff. It didn't get anything too amazing, but it adds up. However, the sub weapon problem is still there. They could have given more range on the beam gun. As it is, it's just too pitiful and hard to use.

Day 69 Review: Honestly, the subweapon has more problems than skills. But at the very least, this unit now has stronger firepower potential. From this buff, it's clear that they don't want it to be too frontline-capable, and I think balancer is kind of a stopgap just so people don't complain as much.
------------------------

July Unit Adjustment Result

Now... My previous assessment with the numbers and the Results that were collected.

  • Amakusa: This didn't come to me as a surprise, and it's an A-Tier right now. The unit didn't change too much, and you need to take advantage of Pursuit Melee Lv3 to get the job done. Which is not impossible to stop.
    • Win Rate: 46.1% -> 50.7% Rival Win Rate: 45.9% -> 50.6% Damage Dealt: 105,142 -> 107,869 MS Loss: 3.7 -> 3.4
  • Rebawoo: This lacks one kind of crucial skill, but other aspects are much stronger. However, the current meta isn't as forgiving. Unfortunately, I was off and it just didn't do as well. It ended up as B-Tier for this one.
    • Win Rate: 39.3% -> 49.2% Rival Win Rate: 30.8% -> 49.2% Damage Dealt: 71,243 -> 90,162 MS Loss: 3.8 -> 3.5
  • Gundam Mk-IV: Even though it is a very large unit, it was still able to get a lot done with this buff. Interestingly, everything it got ends up allowing this unit to work well enough in almost any situation. So having a high rival win rate as a result didn't come as a surprise. This one reaches A-Tier, but a very high A-Tier, which was a little unexpected.
    • Win Rate: 45.9% -> 50.6% Rival Win Rate: 35.8% -> 52.3% Damage Dealt: 68,618 -> 99,614 MS Loss: 3.5 -> 3.4
  • Dreissen: The broken buff of the patch... Even at 650 and 700 cost, it reaches a respectable result. While damage is low at those costs, it is holding up. Mainly due to the overpowered Triblades, it was able to become one of the most annoying suits in any situation. Hence reaching high rival winrate, by simply being very disruptive. Easily S-Tier numbers.
    • Win Rate: 47.5% -> 51.7% Rival Win Rate: 41.8% -> 54.1% Damage Dealt: 67,812 -> 85,687 MS Loss: 3.8 -> 3.4
  • Zssa [Sleeve Type]: This unit is now a mid to close range monster. It has very high damage potential, but is harder to play up close. Possibly the contribution to why it has somewhat average win rates. However, it is definitely A-Tier right now
    • Win Rate: 41% -> 50.1% Rival Win Rate: 30% -> 50.5% Damage Dealt: 64,670 -> 87,271 MS Loss: 3.7 -> 3.3
  • GM Dominance [Underwater Equipment]: I'm a bit surprised by the result for this one. It has way above average rival winrate and a 0.2 less in average MS loss. Meanwhile, damage is slightly below average when it can easily one-shot a target. I think the issue is that many are still using the Bazooka, when the BR is the superior option. By the numbers, it's maybe high A-Tier, but it still has S-Tier potential.
    • Win Rate: 41.6% -> 50.6% Rival Win Rate: 36.6% -> 52.2% Damage Dealt: 57,981 -> 69,018 MS Loss: 3.8 -> 3.1
  • Geara Zulu (EH): This one is high S-Tier for sure, no question about it. It's not exactly SS-Tier since it still has range limitations and a very basic pattern for engagements. The only saving grace from becoming another absolute OP unit.
    • Win Rate: 45.4% -> 50.7% Rival Win Rate: 40.1% -> 53% Damage Dealt: 73,957 -> 110,201 MS Loss: 4.2 -> 3.9
  • Hazel Custom [High Mobility Form]: This is in a sad state, but in a good way. It doesn't get enough exposure for people to know how strong it is. Since most people only care about damage dealt and their KD, this unit excels in other areas that are unusual for a raid. It is now an A-Tier unit that can hold its ground well.
    • Win Rate: 43.1% -> 51.6% Rival Win Rate: 42% -> 50.5% Damage Dealt: 65,379 -> 81,931 MS Loss: 3.4 -> 2.8
  • Schuzrum Galluss: This gimmick suit is really unpredictable. 500 native cost has pretty okay result, getting very good Rival win rate and damage, but terrible MS loss. However, this rival win rate drops terrible in 550, as expected but maintain good damage. At 600 cost, it can get weird build to get around places and be an anti-air unit with the shotgun. Which results in very average win rates but still having high damage. Even 650 sees similar results and scaling. It's... a weird A-Tier unit right now that fluctuates a lot.
    • Win Rate: 43.6% -> 50.9% Rival Win Rate: 45.9% -> 53.8% Damage Dealt: 80,955 -> 91,669 MS Loss: 4.3 -> 4.2
  • Rozen Zulu: Well, this one is definitely doing better. At times, as long as the support can survive long enough. This is probably one of the case. While damage is very average, it got enough to get the job done and help the team win games. It's reasonable to see this as low A-Tier for now.
    • Win Rate: 45% -> 51.9% Rival Win Rate: 39.4% -> 50.3% Damage Dealt: 89,843 -> 105,261 MS Loss: 3.7 -> 3.3
  • Full Armor Over.on: This is possibly an S-Tier support at the moment. For some reason, the win rate is a bit low, even though everything else is very good. Usual, but I can see what happens here. It's easily one of the supports that people could end up passing up on. I misjudged this one completely.
    • Win Rate: 46.8% -> 50.7% Rival Win Rate: 44.2% -> 52.1% Damage Dealt: 88,985 -> 105,349 MS Loss: 3.6 -> 3.0
  • Hamma-Hamma: This one is definitely in a much stronger position this time around. It's in a high A-Tier situation overall. However, it has very consistent results among all costs besides 650, so it is usable almost at any time.
    • Win Rate: 46.9% -> 50.8% Rival Win Rate: 42.8% -> 53.7% Damage Dealt: 80,104 -> 96,679 MS Loss: 3.5 -> 3.2

------------------------

Up Next: Gunner Gundam Requested by u/Moonless-Ultimate

reddit.com
u/pkmaster99 — 2 months ago
▲ 11 r/GBO2

Let's Change That Suit Day 235

Day 235: Bawoo
Requested by u/fadly_seto and Bawoo is maybe C-Tier at best, but it likely belong to D-Tier at this point. While it does still have high nuke potential, it's hard to do so and get it off. Also, it got a somewhat large profile, so it's a slightly easier target to aim at.

https://preview.redd.it/o20y3ef791mh1.png?width=727&format=png&auto=webp&s=f149a9647edbdde71eded68ee5717879473bd8d1

https://preview.redd.it/vs5bqzb891mh1.png?width=993&format=png&auto=webp&s=dc62272d594068ee5e36e7425eaf2f22694eb1d5

https://preview.redd.it/crw0ygca91mh1.png?width=952&format=png&auto=webp&s=165d6ad7d0227a791be796917c1ae4777d27bd50

Change
Stats

  • HP: 17000/18500/20000/21500 -> 19000/21000/24000/27000
  • Close Range Slots: 15/17/18/19 -> 16/18/19/20
  • Medium Range Slots: 15/17/18/19 -> 16/18/19/20
  • Long Range Slots: 10/10/12/14 -> 11/13/15/17

Weapons

  • (New Main Option!) GD Commander Beam Machine Gun
  • Bawoo Beam Saber: Downswing 130% -> 150%
  • Wing 3-Tube Missile Pod x2: Projectile Speed Increase
  • Arm Grenade Launcher: Stagger 35% -> 50%
    • Power: 500/525/550/575 -> 550/600/650/700
  • Shield w/ Internal Mega Particle Cannon: Range 300m -> 350m, Stagger 3%x3 -> 30%x3
    • Power: 750/800/900/1000x3 -> 800/900/1000/1100x3
  • Mega Particle Cannon-Equipped Shield:
    • HP: 4000/4400/4800/5200 -> 5000/6000/7000/8000

Skill

  • (New!) Immobile Fire System Lv1
  • (New!) Bullet Feeder Lv1
  • (New!) Pursuit Ranged Aux. Program Lv1
  • (New!) Special Shoulder Buffer Lv2
  • Assault Booster Lv2 -> Lv3
  • Emergency Evasion System Lv1 -> Lv2

Unit Lv2

  • (New!) Damage Control Lv1
  • Immobile Fire System Lv1 -> Lv2
  • Maneuver Armor Lv2 -> Lv3

Unit Lv3

  • Pursuit Ranged Aux. Program Lv1 -> Lv2
  • Special Shoulder Buffer Lv2 -> Lv3
  • Wings Special Cushioning Lv2 -> Lv3

Unit Lv4

  • Pursuit Ranged Aux. Program Lv2 -> Lv3
  • Emergency Evasion System Lv2 -> Lv3
  • Maneuver Armor Lv3 -> Lv4

Comment and Reason
Like most of the older suits, it needs better skills and at least better scaling HP and weapons. This one, unfortunately, shares a rifle with Dreissen, and Saber shares with Psycho Bawoo. These two suits already got their own buff, so it's unlikely for these two weapons to get any changes in the raw stats. The only thing it would likely get is the downswing modifier and maybe the usage of the Doga BMG that the Sleeves uses. While it is kind of weak by today's standards, it still offers good stagger buildup.

Then all it needs is a good set of skills to go along with the slightly improved weapons to ensure it can do mass destruction while keeping up with mid to close-range combat well.

I would like to see this thing transform, but at this point... it's just too unlikely to happen.

Builds Suggestion
Lv1 F2P: Do not use

Lv1 Premium: Complex Battle or Ranged or HP

Upper Levels: Do not use

This one is in a difficult situation to make it work. F2P basically just cannot work as is. If build for durability a bit more, it doesn't get enough damage strength to justify how easy it is to still be destroyed. If it went for mobility and ranged strength, then it is way too fragile and doesn't even reach a reasonable amount of strength. It is possible to make a build decent enough, but it's way too much of a glass cannon.

A premium build is the only way to go for this suit. I would suggest going for Complex Battle and ranged to maximize the need and balance it should have. HP can work too, but you do let go a decent bit of ranged damage potential for more melee. You are a bit tankier, but only by an okay amount. The only reason it can work is it has a shield, and it got Shield Break Stance Mastery.

-----------------------------------

Day 234 Re-evaluation on Geara Zulu (EH)

This is definitely a suit that is just very good and solid right now. No reason to touch anything.

Re-evaluationis

  • None

-----------------------------------

Up Next: Rick Dom II (GH) by u/powerpuffpepper Or August Unit Adjustment Review

u/pkmaster99 — 2 months ago
▲ 11 r/GBO2

Let's Change That Suit Day 234

Day 234: Geara Zulu (EH)
Requested by u/Big_Friendship_7431 and this is a low S-Tier right now. It has a somewhat simple kit, but with great numbers and output all around. The only thing slightly weak is the range of engagement, but that's negligible when frontline power is so strong.

https://preview.redd.it/kt6kfgylrtlh1.png?width=728&format=png&auto=webp&s=79f43e537d6d75d1103be7c6a883c566309985a7

https://preview.redd.it/30qyr82gstlh1.png?width=992&format=png&auto=webp&s=e2d1beabb04626d367f7a045cd0ecb2f71b1243c

https://preview.redd.it/5m1w6nhxrtlh1.png?width=954&format=png&auto=webp&s=5690ebff1809714cac188925b4aecc424a5aefaa

Change
Stats

  • None

Weapons

  • None

Skill

  • None

Unit Lv2

  • None

Comment and Reason
With close combat program and 1 second of charge time, it is hard to stop. You'll have to contest it with fast stagger if it is walking around with it. On the other hand, the BMG it has has great switch and stagger time. Not to mention the generous ASL size that makes it easy to lock on to a target with fast projectile speed. It is, however, not without a flaw. The Heavy attack, even though it is 490% total, is quite telegraphed with a very obvious windup. In a more coordinated way, it is on ranged shooting duty until it can close in with the heavy attack. Luckily, this thing does have the ranged power after the buff to do so.

Builds Suggestion
Lv1 F2P: Complex Battle (With Free Given Parts) or Complex Battle (True F2P)

Lv1 Premium: Complex Battle or Alpha or Armor or Attack

Unit Lv2: Similar Build

Since more parts were given out for free, I'll start to incorporate them as F2P builds. But there really is no reason not to have a good build for this suit. It is flexible enough to become a true nuke with easily over 700% total melee attack or simply be that person that zips around and just shares the love. It's too flexible in the current meta as a raid. In 650 though, the unit can still hold up well, since it still has good engagement options, especially with the BMG, and the high heavy attack damage

-----------------------------------

Day 233 Re-evaluation on Jurkick

Well, let monkey be the monkey. The changes I would like for it and the needs should enable it to still do monkey things.

Re-evaluationis

  • None

-----------------------------------

Up Next: Bawoo by u/fadly_seto

u/pkmaster99 — 2 months ago
▲ 22 r/GBO2

Let's Change That Suit Day 232

Day 232: Zero-Shiki Type 2 (AR)
Requested by u/Wargamer1202 and this is D-Tier. This one just has too much that is lacking, and it cannot fly well at all. However, as a support, it still has okay damage potential, but it's just way too hard to get it off consistently. That's the only thing keeping it from being F-Tier.

https://preview.redd.it/qilaju499dlh1.png?width=728&format=png&auto=webp&s=65c8245816448f0b767c99639203f7ddf8500d86

https://preview.redd.it/vhjrv9rb9dlh1.png?width=993&format=png&auto=webp&s=7e5a4ead870b16b64a82c216980cd5d5b0ab4ccc

https://preview.redd.it/rfid0pmg9dlh1.png?width=953&format=png&auto=webp&s=93b9377212b74219dafa01b56f89ee89e72285dc

Change
Stats

  • HP: 18000/19500 -> 20000/22000
  • Ballistic Resist: 12/14 -> 16/18
  • Move: 120 -> 125
  • Thruster: 70 -> 75
  • Melee Priority: Low -> Medium
  • Close Range Slots: 9/11 -> 10/12
  • Medium Range Slots: 16/19 -> 17/20
  • Long Range Slots: 11/13 -> 13/15

Weapons

  • Zero-Shiki Type 2 (AR) Beam Saber:
    • Power: 2000/2100 -> 2100/2300
  • Head-Mounted Vulcan (Modified) -> Zero Shiki Vulcan: Fire Rate 450/min -> 514/min, Range 150m -> 200m, Stagger 2% -> 5%
    • Power: 70/73 -> 75/85
  • Zero Shiki Type 2 Beam Rifle: Cooldown 17s -> 12s, Stagger 25% -> 35%
  • (New!) Zero Shiki Type 2 Beam Rifle (Limiter Release): Cooldown 17s, Range 350m, lasts 10s
    • Power: 850/1000
  • Knuckles Sealant Launcher -> Zero Shiki Sealant: Reload 25s -> 15s, Slow 5s -> 8s
  • Beam Cannon: Heat 85% -> 75%, Cooldown 23s -> 15s, Stagger 25%x2 -> 35%x2

Skill

  • (New!) Damage Control Lv1
  • (New!) MS Destroying ATK Program Lv1
  • (New!) Precision Shelling Lv1
  • Forced Injector Lv1 -> Lv2
  • Flight System Lv2 -> Lv3
    • Note: Loses damage output reduction and no more increased stagger accumulation taken

Unit Lv2

  • (New!) Pursuit Range Aux. Program Lv1
  • Precision Shelling Lv1 -> Lv2
  • Forced Injector Lv2 -> Lv3

Comment and Reason
This one overall still has pretty good damage output, but it is having a hard time maintaining flight and weapon uptime. All of these need to be addressed with slightly better movement capability. I'm not sure how impactful MS Destroying ATK Program could be here on a support, but I think it's a worthy skill and support combination to explore. Then all it needs is a slightly stronger output and the same higher power scale scaling. But as it is, the intended playstyle is to incorporate a melee downswing in the combo for ultra-high burst damage.

Builds Suggestion
Lv1 F2P: Do Not Use

Lv1 Premium: Complex Battle (Alternative)

Unit Lv2: Do Not Use

This unit needs more movement speed and thruster to perform better. While flight does give +5, it's not really enough to make it usable. So unfortunately, while optimizing survivability and damage, it has to use the Connecting System General Type I. The alternative build is much more ranged heavy and you will have to really micro-manage weapon heat a lot and land almost every single shot to do well with it.

-----------------------------------

Day 231 Re-evaluation on GM III (Close Combat)

Well, there are other ways to buff this unit for sure. But it's definitely less likely.

Re-evaluationis

  • None

-----------------------------------

Up Next: Jurkick requested by u/Designer-Ad-6169

u/pkmaster99 — 2 months ago
▲ 14 r/GBO2

Let's Change That Suit Day 231

Day 231: GM III (Close Combat)
Requested by u/scorpionxx0 and this is C-Tier. While it has fallen behind in the meta pretty hard, it still has damage potential and could get things done if given the chance.

https://preview.redd.it/ahkfjrltb7lh1.png?width=728&format=png&auto=webp&s=4dda26fa38a0d2c648ad6cf204f624c947e8187d

https://preview.redd.it/cylhb2bwb7lh1.png?width=994&format=png&auto=webp&s=331f33ad271e1a32126678d7266a085323cd3b58

https://preview.redd.it/thzd2pvyb7lh1.png?width=952&format=png&auto=webp&s=e5fbd1c5abb1426e3608434d143890c3f17d3a5f

Change
Stats

  • HP: 15500/17000 -> 16500/18500
  • Close Range Slots: 12/13 -> 13/14
  • Medium Range Slots: 14/16 -> 15/17
  • Long Range Slots: 6/7 -> 7/8

Weapons

  • (New Main!) Harpoon Gun: Default shared version with GM II and Aqua GM
  • GM III Beam Saber x2: Combo 100/50/35% -> 100/70/49%, Downswing 130% -> 150%
    • Power: 2000/2100 -> 2100/2300
  • Beam Javelin: Interval 6s -> 3s
    • Power: 2200/2310 -> 2200/2400
    • Part Damage: 1x -> 1.3x

Skill

  • (New!) Offense System Lv1
  • (New!) Special Leg Buffer Lv1
  • Emergency Evasion System Lv1 -> Lv2

Unit Lv2

  • (New!) Pursuit Melee Aux. Program Lv1
  • Assault Booster Lv2 -> Lv3

Comment and Reason
This unit just lacks that tiny bit of final prowess to become meta again. The main weapon is an issue, but if it cannot be changed, we could at least give it a good main weapon to use. As for the melee, it only shares with the regular version of the GM III. Then truly beef up the melee power and make the javelin hit very rewarding. Then giving it evasion level 2 should also grant it enough survivability and make certain situations much easier to deal with.

Builds Suggestion
Lv1 F2P: Complex Battle

Lv1 Premium: Complex Battle

Unit Lv2: Do Not Use

While it has 0 ranged strength, this suit can be fixed with parts so ranged damage doesn't get negated by resistance as much. I can't really recommend going F2P on this, since it doesn't exactly get enough effective HP, but at least the damage and mobility are there. However, what I really can't recommend is using it at 500 cost. It doesn't have enough scaling or skill to back it up. Stick it to quick match if you want to play this one as well, unless you are super proficient with it.

-----------------------------------

Day 230 Re-evaluation on Demeter

Well, it seems like this one is a much better result. So I'll keep these as is for now.

Re-evaluationis

  • None

-----------------------------------

Up Next: Zero Shiki (AR) requested by u/Wargamer1202

u/pkmaster99 — 2 months ago
▲ 14 r/GBO2

Let's Change That Suit Day 230

Day 230: Demeter
Requested by u/Consistent_Lack7586 and this one is still about D-Tier now, maybe low C-Tier, but hard to give it that. After it receives the nerfed power back, it's nowhere near enough due to the long-term power creep that happened. It needs so much more, especially survivability.

https://preview.redd.it/5fpp8acop1lh1.png?width=728&format=png&auto=webp&s=9789034d5df42bfa44ab51545c3a8d8a17df1291

https://preview.redd.it/u3komozwp1lh1.png?width=993&format=png&auto=webp&s=7ff12bd459cb9f22034188e990dec56653926fe9

https://preview.redd.it/cyj2h0vzp1lh1.png?width=954&format=png&auto=webp&s=3db5e2198ab03ed1197b0eb069db7015685ac67f

Change
Stats

  • HP: 19000/21000 -> 22000/25000
  • Ballistic Resist: 18/20 -> 21/24
  • Beam Resist: 18/20 -> 21/24
  • Close Range Slots: 18/20 -> 19/21
  • Medium Range Slots: 17/18 -> 18/19
  • Long Range Slots: 13/14 -> 14/15

Weapons

  • Demeter Beam Saber x2: Downswing 130% -> 140%, Gain Aerial Melee Compatibility
  • Demeter Beam Gun x3: Heat 11% -> 10%, Interval 1s -> 0.6s
  • Demeter Beam Saber x3: Interval 3s -> 2.5s, Downswing 140% -> 160%
    • Heavy Attack: Charge 2s -> 1.5s, Power 330% -> 390%
  • Funnel x5 (Pincer): Stagger 7%x5x2 -> 15%x7x2
    • Power: 400/450 -> 450/500
  • Funnel x5 (Focused Fire): Cooldown 20s -> 15s
    • Power: 300/350 -> 400/450

Skill

  • Assault Booster Lv3 -> Lv4
    • Note: This has a new effect of reducing accumulation while jumping or falling by 40%
  • Heavy Attack Lv2 -> Heavy Attack Kai Lv1
  • Forced Injector Lv4 -> High-Performance Thruster Control System Lv1
  • Grimoire (Red) Lv1:
    • Duration 60s -> 75s
    • Gain Thruster Usage -30%

Unit Lv2

  • High-Performance Counter Program Lv1 -> Lv2
  • High-Performance Thruster Control System Lv1 -> Lv2
  • Special Leg Buffer Lv3 -> Lv4
  • Grimoire (Red) Lv2:
    • Duration 60s -> 75s
    • Gain Thruster Usage -35%

Comment and Reason
What I'm giving here may be too much, but it really needs a lot to be good enough. It unfortunately doesn't have a way to gain Maneuver Armor, since all of the skill Slots are taken. However, giving it a chance to be harder to stagger while falling as it combos would be nice and make it a high skill floor MS to play with.

Builds Suggestion
Lv1 F2P: Do Not Use

Lv1 Premium: Alpha or Complex Battle

Unit Lv2: Do Not Use

I would suggest Alpha if you want to go slightly more melee focused. Then go Complex Battle if you want a better mix with slightly more ranged attacks. This suit is really that bad and should be played on a complex map and only in quick match. It's really hard to do even that well in most cases. Use with extreme caution.

-----------------------------------

Day 229 Re-evaluation on Hardygun

Looks like I skrewed up a little bit, and this unit could have gotten Resist Move and maybe more. But I'll at least give it Resist Move here. Though with that, the number of skill slots would be maxed out.

Re-evaluation

  • (New!) Resist Move Lv2

-----------------------------------

Up Next: GM III (Close Combat) requested by u/scorpionxx0

u/pkmaster99 — 2 months ago
▲ 27 r/GBO2

Let's Change That Suit Day 229

Day 229: Hardygun
Requested by u/Wonderful_Trust_5868 and this is around C-Tier at best, but likely lower. The weapons kind of came out half-baked, and it really could've had more. Even though the skills are okay, the weapons and some stats are really lacking.

https://preview.redd.it/xhdo4vx58ukh1.png?width=728&format=png&auto=webp&s=aa0e1b8c4b1269f1041211cae8193849a90cd79e

https://preview.redd.it/5z8awfb78ukh1.png?width=988&format=png&auto=webp&s=50ef9a9614db26bf8b72e979a73e1350c1d4775f

https://preview.redd.it/b0r3go1a8ukh1.png?width=965&format=png&auto=webp&s=32609a63952fbd24d3640aa4a589bcbc7d43ff6c

Change
Stats

  • HP: 22000 -> 25000
  • HSM: 210 -> 220
  • Thruster: 70 -> 75

Weapons

  • Hardygun Beam Rifle: Interval 5s -> 4.5s, Switch 0.77s -> 0.5s
    • Uncharged: Power 2200 -> 2400
    • Charged: Power 1800 -> 2200, Stagger 50%x2 -> 70%x2
  • Hardygun Vulcan Gun x2: Range 150m -> 180m
  • Double Beam Gun: Cooldown 18s -> 13s, Heat 22% -> 20%, Range 200m -> 250m
  • Mega Machine Cannon x2: Power 100x2 -> 150x2, Reload 18s -> 15s, Gain ASL, Stagger 1%x2 -> 2%x2
  • 3-Grenade Rack x2: Power 600x2 -> 650x2, Range 300m -> 350m, Stagger 17%x2x3 -> 35%x2x3
  • Beam Cannon: Cooldown 20s -> 15s, Stagger 20%x10 -> 40%x10
    • Uncharged: Heat 95% -> 75%
  • Hardygun Shield: HP 5500 -> 6500, Power 2200 -> 2500

Skill

  • (New!) Damage Control Lv1
  • (New!) Special Back Add-On Buffer Lv3

Comment and Reason
The skills could be a little better, but these are kind of just a few quality of life changes that could help. But this unit definitely needs more HP and a little more mobility. But the weapon needs a total overhaul to function in 700 cost.

Builds Suggestion
Lv1 F2P: Do Not Use

Lv1 Premium:  Alpha or Thruster

This unit is just a bit too slow and not mobile enough for its own good. While this alpha build can be seen as a little much, but it can utilize it as it moves around to reposition itself. Another way to build is to give up some damage and make it as mobile and tanky as possible. However, there is just no good answer, and it should only ever be used in quick match.

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Day 228 Re-evaluation on Haze'n-thley

Well, this one kind of covers everything I think. Overall, it got a decent kit, but just not good enough in a usable state.

Re-evaluation

  • None

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Up Next: Demeter requested by u/Consistent_Lack7586

u/pkmaster99 — 2 months ago