This video contains two matches I had with the recently released LV1 Psycho Bawoo on Gundam Battle Operation 2. It is a 650 cost general with great mid-range burst damage, Phenex style lock-on plates, access to a defensive barrier which can block both melee and ranged stuns, good stagger accumulation alongside access to LV1 Full Attack. It suffers from mediocre boosting speed, very awkward to use melee, relatively short range and that the lock-on plates are hard to fully land. This suit feels really fun, it gets a defensive plate barrier like Moon and a lock on plate attack like Phenex, which is groundbreaking for 650 cost. If you can land your combos correctly it is capable of outputting huge damage. My thanks go out to go_already/Dark Sun for letting me use his account to record these matches, he chose the music for this video as well! I hope that you enjoy watching!
Its primary weapon is a beam rifle with 2000 (2200x3) power, 6 ammo, 5 seconds cooldown, 15 seconds reload time, 0.77 seconds swap time, 350m (500m) range, 3 seconds focus time and 10% (35x3%) stagger value. Both firing modes instant stagger. The charged shot consumes all remaining ammo but deals incredible damage and stagger accumulation, making it very powerful when used correctly.
Its primary melee weapon is a beam saber with 2300 power, 2.5 seconds cooldown, 0.77 seconds swap time, 60% combo modifier and 160% downswing modifier. This has similar animations to the Gerbera Tetra, but with longer swap time. The downswings can deal pretty good damage but the awkward swap time and animation makes it impractical to use sometimes.
Its first sub weapon is an arm grenade launcher with 500x2 power, 4 ammo, 0.3 seconds cooldown, 10 seconds reload, 0.5 seconds swap time, 250m range and 35%x2 stagger value. These have short range, but they deal pretty good damage and can break through a raids Maneuver Armor with good aim.
Its second sub weapon is a shield mega particle cannon with 800x3 (850x3) power, 20%x3 (95%) heat, 2 seconds cooldown, 15 seconds overheat, 0.5 seconds swap time, 300m (350m) range and 35%x3 (10%x3) stagger value. Uncharged shots fires three beams in sequence that can stagger enemies if all shots connect, charged shots instant stagger at the cost of higher heat and less stagger accumulation.
Its third sub weapon is a lock-on plate attack with 350x8x3 damage, 1 ammo, 15 seconds reload time, 0.5 seconds swap time, 300m range and 5%x8x3 stagger value. These can lock on while boosting and can deal a ludicrous 8400 base ballistic damage if every plate hits, but like Phenex, they will return on their own if they hit a wall before hitting an enemy. They have shorter reload time than the stats suggest since they begin reloading as soon as they fire, rather than when they return, unlike other suits with funnels.
Its fourth sub weapon is a defensive plate barrier with 100% heat, 22 seconds overheat, 0.5 seconds swap time, 2000 HP and 10 seconds duration. This weapon nullifies all damage and stuns received while active, but they return once the timer expires or they take enough damage.
The Psycho Bawoo has 20000 HP, 24 ballistic resist, 26 beam resist and 22 melee resist. It isn't the most durable but it isn't overly squishy either. It has LV2 Emergency Evasion and LV1 Maneuver Armor for defensive skills, alongside a 40% damage reduction psycho plate buffer, 30% reduction shield buffer and 10% reduction leg buffer.
In terms of mobility it has 130 walk speed, 210 boosting speed, 80 thrust and 75 turning speed. It has slow boost speed for this cost but makes up for it in other areas to some extent. It has both LV3 Flight Control and Forced Injector for mobility skills.
It also has LV1 Full Attack, which boosts non-lock on damage dealt by 20% and walk speed by +10 while your lock-on plates are deployed.
In conclusion, I feel like the Psycho Bawoo will be a pretty powerful option in the right hands. How well you evaluate it really depends on how much usage you can get from the psycho plates, 8400 ballistic damage is quite hefty but on some maps you could be hard pressed to actually hit them considering they won't work if cover is in the way. Though, the defensive barrier should be universally useful regardless of the map. On maps where hitting the psycho plates won't be a concern I think that it will be competing well against other midline generals like Todesritter or Dijeh Traversia, though it remains to be seen if it is ultimately stronger or weaker than those two. Thanks for watching, and I hope that you enjoyed it!
Music used:
Super Robot Wars OG: The Moon Dwellers, Limit Over
Dynasty Warriors Gundam 2, A Good Thing is Possible
28 сен 2024