This video contains two recent matches I had with the LV1 Engage Gundam Booster on Gundam Battle Operation 2. It is a 550 cost raid with access to three instant staggers, two melee weapons with good animations, good damage in both short and mid range alongside a unique skill called Raid Booster which dramatically increases mobility and melee damage output. Its weaknesses would be that the raid booster mode only lasts 20 seconds, which can be really bad since you are very vulnerable once it ends. This raid isn't personally my cup of tea but I think it is pretty strong, it wants to melee if it can but the shooting ability is good enough if you can't get close enough to the support. A massive thank you to Dark Sun/go_already for lending me his account so I could make this video, he also suggested the music track for this video! I hope that you enjoy watching!
Stats for the Engage Gundam Booster Type:
Primary weapon: Beam rifle with 2100 power, 5 ammo, 5.5 seconds cooldown, 18 seconds reload, 0.77 seconds swap time, 350m range and 20% stagger value. This has short cooldown and instant staggers. This is good as a tool to continue staggering with.
Primary melee weapon: Beam saber with 2100 power, 2.5 seconds cooldown, 0.77 seconds swap time and standard modifiers. This doesn't deal much damage on its own, but it is easy to initiate with thanks to the lunging downswing.
Sub weapon 1: Vulcan gun with 100 power, 40 ammo, 600 RPM, 8 seconds reload, 0.5 seconds swap time, 175m range, 1000 DPS and 5% stagger value. This has good DPS and can stagger in about 2 seconds.
Sub weapon 2: Dual large beam sabers with 2500 power, 2 seconds cooldown, 0.77 seconds swap time and 130% downswing modifier (70%x4 in Raid Booster mode). This deals much better damage than the single saber can, making it my preferred combo starter. Once your touchpad skill is active the animation changes into a 4 swing combo with incredible power, but the animation is long.
Sub weapon 3: Bazooka with 1600 power, 3 ammo, 7 seconds cooldown, 15 seconds reload, 2 seconds swap time, 300m range and 60% stagger value. This instant staggers, but suffers from long swap and cooldown time. Best used as the first stun in a combo.
Sub weapon 4: Dual beam cannons with 900x2 power, 90% heat, 6 seconds cooldown, 16 seconds reload, 0.5 seconds swap time, 350m range and 10%x2 stagger value. This weapon has high heat and doesn't deal much damage, but it instant staggers. It can be hard to combo into melee after because it stops to fire.
Sub weapon 5: Rapid fire dual beam cannons with 500x2x2 power, 45%x2 heat, 1 second cooldown, 14 seconds overheat, 0.5 seconds swap time, 350m range and 25%x2x2 stagger value. This can theoretically stagger on its own, but it is impractical. I recommend using this weapon for more damage after a stun, but be careful that you don't get interrupted when stopping to fire.
It has 18500 HP, 18 ballistic resist, 22 beam resist and 20 melee resist. It gets LV1 Emergency Evasion, LV2 Maneuver Armor and a 30% damage reduction back thruster buffer for its defensive skills. It has no particular weak point in its defences, but it doesn't exactly have a lot of HP either.
In terms of mobility it has 130 walking speed, 220 boosting speed, 75 thrust and 72 turning speed. It gets LV2 Flight Control and LV2 Forced Injector for its mobility skills. This is perfectly fine in terms of speed, but I just feel like it should have more boosting speed or a higher level of Forced Injector to account for that massive backpack.
It has access to a unique skill called Raid Booster. This is activated via the touchpad and grants LV1 Flap Booster, LV1 Offence System, unlimited thrust, +20% melee damage, a more powerful downswing animation for the dual beam sabers, +5 boosting speed and +12 turning speed. It lasts for 20 seconds, tackling or dodge rolling reduces the timer by 5 seconds. After it ends, it cannot be activated for another 40 seconds, your thrusters will also be overheated for triple the normal amount of time.
In conclusion, I think that this is a strong raid, but it isn't broken either. It has a toolkit that works on just about any map, and it can effectively take out the support with either mid range shooting or close range melee. The issue with this is that it isn't dealing as much damage as a dedicated ranged raid or a dedicated melee raid, so a different choice might be better for maps that will heavily encourage either shooting or melee. The raid booster skill is pretty cool but I would recommend avoiding it, the timer is too short to take out the support then safely run away in most situations. It doesn't rise particularly fast when using the Flap Booster skill either. Thanks for watching, and I hope that you enjoyed it!
Music used:
Super Robot Wars OG 2nd, Flickrei Geist
Dynasty Warriors Gundam 2, Mirage
28 сен 2024