This video contains two rated matches I had with the recently released LV1 GM Raid on Gundam Battle Operation 2. It is a 350 cost general with two melee weapons, quick dagger melee animations, a fast cooldown instant stagger, a high HP pool and a smoke launcher for temporary stealth. Its weaknesses would be that despite its mobility being decent for a 350 cost general, it isn't enough for the aggressive playstyle which the loadout demands. It also has a really awkward downswing animation for the daggers. This first match went really well overall, apart from be fumbling the first life pretty bad. The second match went alright but I unfortunately ate a load of downswings from an ally. I hope that you enjoy watching!
Its primary weapon is a shotgun with 160x15 power, 8 ammo, 4.5 seconds cooldown, 20 seconds reload, 1 second swap time, 100m range and 5%x16 stagger value. Unlike other shotguns this does not stagger through accumulation, but each pellet inflicts instant stagger. This means that you can't stop boosting raids with it but it is still a very consistent close range stun tool with high damage and fast cooldown time.
Its primary melee weapon is a pair of heat daggers with 2000 power, 2.5 seconds cooldown, 0.5 seconds swap time and 75%x2 downswing modifier. This has short range and can't swing twice but it does a lot of damage. The melee downswing is near instant but you need to be point blank to take advantage of that, which isn't really practical. The downswing also is quite awkward to use if you want to connect both parts, so keep in mind that you can use the neutral swing for a consistent combo ender.
Its first sub weapon is a beam saber with 1700 power, 3.5 seconds cooldown, 0.77 seconds swap time and standard modifiers. This can swing twice and has ok power for a sub weapon, but the cooldown time limits its use as a combo starter. This is great to use in the middle of combos though.
Its second sub weapon is a missile pod on both legs with 220x2 power, 12 ammo, 250 RPM, 10 seconds reload, 0.5 seconds swap time, 350m range, 1834 DPS and 20%x2 stagger value. This has good stagger value and good damage but stops to fire. It isn't really practical to use but it is your only maneuver armor break option.
Its third sub weapon is a smoke launcher with 35 seconds reload time, 1.5 seconds swap time and 12 seconds of LV1 Stealth. This has really long reload time but it is useful for setting up flanking opportunities.
The LV1 GM Raid has 15000 HP, 14 ballistic resist, 6 beam resist and 16 melee resist. It is fairly bulky for 350 cost and can take a decent amount of hits, but it isn't as bulky as something like the Zaku II Stutzer. It lacks Emergency Evasion and instead gets LV1 Maneuver Armor. Stun accumulation is everywhere at this cost so you can't go blindly charging in, but this can still be pretty useful.
It also has 120 walk speed, 185 boosting speed, 60 thrust and 57 turning speed. For a more conventional general this would be pretty good mobility, but for a general which demands of you to constantly close in to close range on hit and run assaults it doesn't really cut it. It has LV1 Forced Injectors but you won't be able to make any big plays with this since you only have 70 thrust.
Overall I feel like the GM Raid is a fun but flawed suit. When it can get in and rampage on the enemies backlines with melee then it feels amazing, but you lack the mobility to really do this well. It feels like a raid that was reclassed to a general, while still having the typical weaknesses of a low cost raid. It isn't that much of a threat in a head on fight against the other 350 cost generals with great accumulation such as Marine Gundam since it lacks a dodge roll, and it lacks the high mobility required to outflank them and hit them with a surprise attack. I feel like it deserves a buff. I would buff walking speed by 5, boosting speed by 10, thrust by 10, turning by 6, upgrade Forced Injectors to LV2 and reduce the cooldown time on the beam saber to 3 seconds. This would hopefully give it the mobility needed to consistently get in and out while flanking. In its current state I can't really recommend buying its special token pack, but if you do then keep in mind that it is most likely going to get buffed into more of a playable state later down the line. But as it stands right now it is another example of a token pack suit seemingly released in an intentionally underpowered state. Thanks for watching, and I hope that you enjoyed it!
Music used:
Ace Combat 7, Pipeline Destruction
Dynasty Warriors Gundam 2, A Good Thing is Possible
29 июл 2023