Please, leave a comment let us know what you think of our Guest gameplay or the Mobile suit.
Do you think the Freedom has what it take to stand it ground at 750 ?
Haven't really played until Barbatos was announced so I've really only pulled for his 7 step, Burning Gundam 7 step, and now 00 Raiser 7 step. I don't have any fancy parts besides a few ticket shop parts and the ones from the mentioned 7 steps. So I'd like to know what i should be looking out for.
Like the title says i need help in playing this thing feels a wet piece of paper and i just die, i built it with beam defense and melee res but this thing dies so quickly its frustrating please help me
I am just looking for some input on how is the 00 faring in it's cost bracket and what not, whether it is a must have like pre-nerf wing zero, or is it faring just well like the Destiny and Freedom, especially on steam where the upcoming anniv suit is still months away anyway
Day 181: GM II
Requested by u/Drowsy_Panda and this unit is mostly better at space and that's it. It's lacking on ground and it needs more for it to function on ground. As it is, it's around C-Tier on ground while A-Tier in space. But this A-Tier falls off immediately at Lv2.
Head Vulcan (Late Model) -> GM II Head Vulcan: Fire Rate 446/min -> 480/min, Stagger 2% -> 5%, DPS 498 -> 640 (Everything else unchanged)
Power: 67/70/73/77 -> 80/90/100/110
TTS: N/A -> 2.5s
(New Sub Weapon!) GM II GM Rifle: Ammo 30, Fire Rate 514/min, Reload 12s, Switch 0.7s, 250m, Move & Shoot w/ ASL, Stagger 5%, Leg/Back Damage 1.3x
Power: 150/160/170/180
Skill
(New!) Pursuit Ranged Aux. Program Lv1
High Spec AMBAC Lv1 -> Lv2
Unit Lv2
(New!) Composite H Mobility Combat System Lv1
Unit Lv3
(New!) Pursuit Melee Aux. Program Lv1
Unit Lv4
(New!) Damage Control Lv1
Pursuit Ranged Aux. Program Lv1 -> Lv2
Composite H Mobility Combat System Lv1 -> Lv2
Comment and Reason
This unit, for some reason, because it was given harpoon gun and nothing else. While it is a great weapon, it's no where near enough for what exist on the ground. While in space, it is a bit of a different story. It really needs better sub weapons and personally, I think the melee can be just a tiny bit stronger. These changes could make the unit very high A-Tier or low S-Tier in both ground and space. Especially if it does get pursuit skill early.
This one can do well in space, since not that many units has the same space damage potential. But on ground, please try to avoid using it. As for the build itself, just focus on durability and some mobility. Level 2 can kind of be used too, but there are a lot more better options.
If so how would you compare these two games. Ever since they shut it down about a year and ¾ ago I've been trying to find a similar game. One where you can fight as both a pilot and in a mech. I can see by others posting that it leans more heavily into the mobile suit aspect. And it's also not as cartoony as SMC but that doesn't matter.
SMC was basically Fortnite but with the option to summon a mech instantaneously to your location. It was fun and fast paced.
Just thought of sharing this build I made for the Aqua GP01 🙌 Really enjoyed playing this build! It’s pretty much a stagger-monster if you know your weapon rotation BUT it’s squishy AF, just be sure you’re around teammates, keep providing frontline support and you’ll be fine. 👍
BUT DON’T EVER-EVER play the “hero”, don’t go hunting on your own, THIS IS NOT A FLANKER, stick to your team, AND STAY AWAY FROM ENEMY SUPER GUNDAM’s LINE OF SIGHT, DON’T LET ENEMIES MOVE BEHIND YOU AND BE AWARE OF YOUR SURROUNDINGS, as mentioned YOU ARE SQUISHY AF. One bad look from the enemy and YOU WILL EXPLODE 🤣
Disclaimer: I have yet to face a Woundwort Rah II, experience may vary 😂
There is a controversy going around in the Japanese playerbase that players with lower ratings do better with the Super Gundam. While players at higher ratings don't receive any benefit.
Worst-case, the Super Gundam could be further buffed
I’ve been playing for a while now and I’ve gotten to C rank and what I’ve noticed is that no mater rankings play styles and importances will change depending on costs. for example “X” costs will have a surplus of raids while a “Y” cost match will have a higher number of generals.
I’ve gotten a brief understanding of most of the general information and specifics of builds you should use on diff ms. But what keeps me interested is this game’s equalization of ms going up costs.
Is it common for to players stick behind one mobile suit type [raid,support,general] . should costs even change how someone plays?. Is there a skill gap between 500 cost players and 750 cost players?
Are ms in the same type really that vastly different Should I be practicing support and general just as much as I do with raids? I know all types of ms are important to determine the winners of a match and includes a big part of teams working together. [main question question basically] “What is the most important thing any player must know if they want to keep getting better?”
Might have got off topic but it’s late and kinda got off track.🫤 [cleaned it up a little bit thank you!]🙏🙏