This video contains two matches I had with the recently released Heavy Gundam (I0) on Gundam Battle Operation 2. It is a 600 cost raid with good DPS at medium-close range, two instant staggers, a very powerful Biosensor ability boost, incendiary missiles that are in contention for being the best in the game alongside a lock on funnel attack that has very high damage on paper. Its weaknesses would be that it has somewhat poor durability, that it has below average melee damage and mobility before the Biosensor activates, that its melee is awkward to use and that it has short range on its best tools. This suit feels fun. I don't think it will be meta but it feels like it has some potential nonetheless. I have been getting some pretty gnarly stick drift recently for my right analog stick, so I missed some shots in these matches that should have been easy. I hope that you enjoy watching!
Its primary weapon is a gatling gun with 150 power, 100 ammo, 512 RPM, 15 seconds reload, 0.5 seconds swap time, 275m range, 1280 DPS and 4% stagger value. This has good DPS and tons of ammo, but it has somewhat short range and isn't that good at staggering enemies.
Its primary melee weapon is a beam saber with 2400 power, 2.5 seconds cooldown, 0.77 seconds swap time and 90%x2 downswing modifier. This can do good damage considering the downswing modifier, but it has somewhat short range and a slow animation.
Its first sub weapon is a vulcan gun with 110 power, 30 ammo, 512 RPM, 10 seconds reload, 0.5 seconds swap time, 150m range, 939 DPS and 6% stagger value. This has short range, but benefits from decent DPS and the ability to stagger in about 2 seconds.
Its second sub weapon is an incendiary missile launcher with 200 power, 8 ammo, 240 RPM, 15 seconds reload, 0.77 seconds swap time, 300m range, 500x5 incendiary damage and 15% stagger value. The fire damage on this weapon ticks every 0.5 seconds, making it highly damaging, especially if you can spread it around multiple enemies.
Its third sub weapon is a shoulder beam cannon with 1250x2 (3000) power, 35%x2 (95%) heat, 3 seconds cooldown, 15 seconds overheat, 0.5 seconds swap time, 400m (450m) range, 4 seconds focus time and 50%x2 (80%) stagger value. This stops to fire but can be charged while moving. Uncharged shots have good potential but it can be tricky to hit both shots.
Its fourth sub weapon is a beam rifle with 1800 power, 85% heat, 3.5 seconds cooldown, 15 seconds overheat, 0.77 seconds swap time, 300m range and 15% stagger value. This instant staggers but doesn't deal much damage, it is useful for self defence or to continue combos with.
Its fifth sub weapon is a set of 3 funnels with 500x3x7 power, 100% heat, 30 seconds overheat, 0.77 seconds swap time, 200m range and 25%x3x7 stagger value. This has high stagger value and damage, but the short range and awkward spacing between the funnels makes it hard to realize the full potential of this weapon.
The LV1 Heavy Gundam I0 has 19000 HP and 22 in every resistance stat. Short range combined with this bulk means that you must be cautious. It has LV1 Emergency Evasion and LV2 Maneuver Armor for defensive skills.
In terms of mobility it has 130 walk speed, 215 boost speed, 70 thrust and 78 turning speed. This mobility is nothing exceptional, it is basically on par with or slower than the generals at this cost until the Biosensor activates. It has LV2 Forced Injectors and LV2 Flight Control for mobility related skills.
The Biosensor (I0) skill activates at 30% HP, after which it adds +20 range modifier, +50 melee modifier, +10 boosting speed, -50% thrust usage and LV2 Emergency Evasion. It also reduces melee damage taken by 50%, increases the time needed for enemies to lock onto you as well as reducing stagger accumulation taken by 30%.
The Full Power Tackle skill also activates at 30% HP, after which all your tackles will heavy stagger enemies rather than normal stagger them.
In my opinion, the Heavy Gundam I0 is a fun but not exactly meta raid. It has drawbacks that can make it a pain to use properly, especially in a cost like 600 where generals are pretty overtuned. There is some real potential here with the fire missiles, but that alone is not enough. I feel like they could tune up some of the more awkward aspects and it would become a strong choice. I think that they should increase the gatling guns range to 350m, beam rifle range to 350m, funnel lock on range to 250m, reduce the beam cannon focus time to 2 seconds, reduce the beam saber cooldown to 2 seconds, reduce the beam saber swap time to 0.5 seconds alongside increasing the HP threshold for the Biosensor I0 skill to 40%. I don't think it is a completely irredeemable suit though, so it might be worth rolling on if you think it looks fun. I myself might play it again in the future once I fix my stick drift. Thanks for watching, and I hope that you enjoyed it!
Music used:
Armored Core 2, Frighteners
Soul Calibur VI, Defeat
4 окт 2024