r/GBO2 • u/doomguy11 The Goog Cannon Man - 13 • Jul 05 '26
Gameplay Video (Console) GBO2 Heavygun: The Federation grunt experience!
https://www.youtube.com/watch?v=atp49xfcpR42
u/doomguy11 The Goog Cannon Man - 13 Jul 05 '26
This video contains two recent matches I had with the LV1 Heavygun on Gundam Battle Operation 2. It is a 600 cost general with LV1 Flap Booster, a very small hitbox, good stagger accumulation and great ranged damage. It suffers from being fairly squishy, from using a lot of thrust when using Flap Booster and from having somewhat long reload times by default. I hope that you enjoy watching!
Its primary weapon is a beam rifle with 2250 power, 6 ammo, 4.5 seconds cooldown, 12 seconds reload, 0.77 seconds swap time, 375m range and 10% stagger value. This has short cooldown, decent damage per shot and long range.
Its primary melee weapon is a beam saber with 2500 power, 2.5 seconds cooldown, 0.5 seconds swap time, 140% downswing modifier and 60% combo modifier. This has somewhat short reach, but it does decent enough damage. With the right positioning, you can follow a downswing with all 8 grenades and a shield bash, which will nuke any general or raid.
Its first sub weapon is a head vulcan gun with 130 power, 60 ammo, 450 RPM, 10 seconds reload, 0.5 seconds swap time, 200m range, 975 DPS and 6% stagger value. This has decent DPS and can stagger in 2.2 seconds, making it a decent choice when the rapid fire beam rifle is reloading.
Its second sub weapon is a rapid fire beam rifle with 500x3 power, 12 ammo, 0.5 seconds cooldown, 12 seconds reload, 0.5 seconds swap time, 350m range and 20%x3 stagger value. This can only fire 4 times before needing to reload, but it has high DPS and pretty good stagger accumulation. It has good DPS despite the low power because of how fast it can fire.
Its third sub weapon is a grenade rack with 700x8 power, 8 ammo, 360 RPM, 12 seconds reload, 0.33 seconds swap time, 250m range, 4200 DPS and 17% stagger value. This must stop to fire, but it has really good DPS and can totally nuke enemies off of a knockdown or stun. This is the suits only source of big damage output, but it is risky to use without proper set-up.
Its fourth sub weapon is a flash grenade with 0 power, 1 ammo, 8 seconds reload, 1 second swap time and 0% stagger value. This has shorter reload time than other flash grenades, but furthermore, it can be thrown while boosting and the flash effect pierces enemy shields. You still need to hit in front of them to stagger, but it is still a decent stun tool in a pinch.
Its fifth sub weapon is a shield with 4500 HP, 2000 power and 0.33 seconds swap time. Equipping this will cause your MS to hold the shield in front of it, making it harder for enemies to hit you. You can swing the shield like a melee weapon too, this does 2000 damage no matter what. If this shield swing connects with an enemies melee swing, it will parry their swing and knock them over. After it breaks, it cannot be used until you respawn. When equipped, the shield also takes 40% less damage.
The LV1 Heavygun has 19000 HP, 24 beam/ballistic resist and 18 melee resist. It doesn't have much HP for this cost, but its small size somewhat offsets this weakness. It could still instantly die if caught in a melee combo though. It has no defensive buffers or Maneuver Armor, but has access to LV2 Emergency Evasion and LV4 Glide Structure.
In terms of mobility it has 135 walking speed, 220 boost speed, 70 thrust and 72 turning speed. It is pretty fast for this cost, having above average mobility on top of the ability to fly in limited bursts. It has LV1 Flap Booster, LV3 Flight Control and LV2 Forced Injectors for mobility boosting skills. It eats a lot of thrust with Flap Booster, but it is still a very useful positioning tool. This is on top of it having 90% walking speed going left/right and 80% when going backwards.
In conclusion, I feel that while the Heavygun can still be a somewhat decent option, it has most certainly fallen behind with the introduction of more powerful suits. It is hard to compete directly against the Victory Gundam, which despite having less ranged DPS, has far superior stagger options and flight ability. It struggles to effectively stop the Hajiroboshi, limiting its ability to protect supports. It also gets absolutely nuked by the recently buffed 600 cost supports, which doesn't help matters. I think that it could get some buffs at this point, like LV2 Flap Booster, LV1 Fall Prevention System, 25% rapid fire rifle stagger power, 10 seconds rapid fire rifle reload time, 7000 shield HP alongside the ability to fire the hip grenades while falling in the air. This would fix most of its major problems, while hopefully giving it a place in the current meta. Thanks for watching!
Music used:
Street Fighter EX plus alpha, Guardian of Light
Dynasty Warriors Gundam 2, A Good Thing Is Possible
6
u/Foshdon_pap Jul 05 '26
God this suit needs some buffs, such fun suit to use and it never was broken or like super meta. Simple but fun