This video contains two matches I had with the recently buffed LV1 Gustav Karl on Gundam Battle Operation 2. It is a 650-700 cost general with absolutely ludicrous durability, three instant staggers, high melee damage, GM III Powered style tackle shenanigans and LV3 Active Guard. It suffers from a lack of a dodge roll, slow walking speed and a large hitbox. This suit was recently buffed with +2000 HP, +7 ranged modifier, +12 melee modifier, +3 turning speed, LV1 Instant Thruster Precision, LV1 Interrupt Tackle, LV1 Explosive Reactive Armor, 12 second beam rifle reload time, 12 second club reload time, 8 second grenade launcher reload time and a whole host of other buffs for the LV2 version. These buffs blew me away after I tried them, it feels so much better to play. I hope that you enjoy watching!
Its primary weapon is a bazooka with 2300 power, 5 ammo, 6.5 seconds cooldown, 18 seconds reload, 1.75 seconds swap time, 300m range and 80% stagger value. This doesn't deal a ton of damage or anything, but it is a pretty reliable instant stun tool. It can combo into vulcans or arm grenades in order to break MA.
Its primary melee weapon is a beam saber with 2800 power, 2.5 seconds cooldown, 0.77 seconds swap time, 60% combo modifier and 150% downswing modifier. This can inflict great damage with two hit combos or even just regular downswings, it is easy to use thanks to your multiple stun options.
Its first sub weapon is a head vulcan with 120 power, 60 ammo, 520 RPM, 10 seconds reload, 0.5 seconds swap time, 150m range, 1040 DPS and 4% stagger value. This takes nearly 3 seconds to stagger with on its own and has short range, but it makes up for it with good DPS.
Its second sub weapon is a beam rifle with 2000 power, 5 ammo, 5 seconds cooldown, 12 seconds reload, 0.77 seconds swap time, 300m range and 20% stagger value. This has short cooldown and reload time, so you will almost always have this available to stun with.
Its third sub weapon is an arm grenade launcher with 1100 power, 2 ammo, 8 seconds reload, 0.5 seconds swap time, 300m range and 50% stagger value. This stuns if both grenades connect but it also has fairly high power and range. Be wary though since it fires from the left arm unlike other arm grenades.
Its fourth sub weapon is a club with 2400 power, 1 ammo, 12 seconds reload, 1 seconds swap time, 200m range and 50% stagger value. This instant staggers and deals good damage, but like other sturmfausts, it has a discard animation after firing which makes swapping to melee afterwards effectively slower.
The Gustav Karl has 28000 HP, 32 ballistic resist, 39 beam resist and 15 melee resist. This is beyond bulky, you have a solid 7-8k HP advantage over other 650 costers, and that is before taking buffers into account. Your melee resistance seems low at first but it is trivial to raise it up to 50 or at least past 40 thanks to its custom slots layout. This bulk is further enhanced by a 30% damage reduction left shoulder buffer and 25% reduction legs buffer. For defensive skills it has LV1 Maneuver Armor, LV2 Damage Control and LV3 Active Guard. This level of Active Guard is special because it can be activated while exiting the boost animation, making it easier to use on reaction and opens up offensive uses of it as an animation cancel tool.
In terms of mobility it has 120 (123 including ground affinity) walk speed, 220 boost speed, 75 thrust and 69 (75 including affinity) turning speed. It has slow walking speed, but it is not slow in other areas. You have LV2 Forced Injector as normal, but be aware that Gustav Karl doesn't have Flight Control for mid-air movements.
It also benefits from the combo of LV5 Enhanced Tackle, LV1 Instant Thruster Precision and LV1 Interrupt Tackle. Enhanced Tackle boosts your base tackle damage to 1800, Instant Thruster Precision makes tackles consume 80% rather than 100% of your thrust and Interrupt Tackle lets you cancel your melee swings with tackles. If used properly, you can play like GM III Powered in the right situations.
In conclusion, I think that these buffs are absolutely amazing. I can totally see the Gustav Karl going from just okay to being a legitimate meta threat. It doesn't have the ranged DPS of some other all rounder generals like Psycho Doga, but it is still plenty flexible when it comes to shooting thanks to the reload/damage buffs. Where it really shines is on the frontline, I don't think any other general has a winning matchup against this thing, it has every tool you could ever want for this role. High melee damage, insane durability, double tackle+interrupt tackle, three instant stuns, active guard and good enough stagger accumulation to stop raids. I don't think it will be easy to play, but if you learn to use it properly then you will be unbeatable when it comes to frontlining. Thanks for watching and I hope that you enjoyed it!
Music used:
Ace Combat 3, Rotation
Dynasty Warriors Gundam 2, A Good Thing is Possible
28 сен 2024