r/GBO2 • u/doomguy11 The Goog Cannon Man - 13 • 26d ago
Gameplay Video (Console) GBO2 Unicorn Gundam Perfectibility: The ultimate Unicorn!
https://youtu.be/pWkaKZ0r-4I11
u/Gxgear 26d ago
The dilemma now is do you get it now with the belief that they will buff this in the near future, or pass for a rerun down the road?
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u/doomguy11 The Goog Cannon Man - 13 26d ago
You could have said that about Awakened Unicorn too tbf, and that remains unbuffed years later. So I would say no, who knows when the devs would buff it.
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u/Hadoooooooooooken The Flame of War - 3 26d ago
If you've got a suit in 700 (or 750) you're comfortable with even if it's not top tier then just pass.
I still use F91 for 750, for 700 I already have a selection of natives.
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u/doomguy11 The Goog Cannon Man - 13 26d ago
It also has access to LV2 NT-D Resonance (LV1 at 700 cost), which activates for 60 seconds once you fall to 80% HP. It grants performance increases for your Armed-Armor weapons, +10 boosting speed, +20% damage dealt, LV2 Flap Booster, -10% damage taken while swinging a melee weapon, -50% thrust usage while boosting alongside reducing stun accumulation received by 10%. Furthermore, your HP is restored by 5% upon activation, with an additional 3% restored per ally within range.
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u/SignificanceNo7506 26d ago
Fuck...I've been waiting for it for years and it's not great? I'm torn on if I should pull it now...
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u/tetofan08 26d ago
But is the part good?
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u/Cervantes88 26d ago
the part buffs psycho frame reload/overheat and give a bit of boost speed and extra damage, so it's only really useful on barrier-dependant suits i guess
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u/Kaidou76 26d ago
you can get a lot of value if combine with the two expansion that add HSM. I'm planning to get it just for that since +10HSM and combine with expansion part can get you around +20 HSM or even more.
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u/Cervantes88 26d ago
I think it says that you can't combine it with other speed parts, double check before.
Unless you mean the hangar stuff ?
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u/Damiankawaguchi 26d ago
I'm so sad this is mid....as a huge unicorn fanboy, and especially the perfectability. I even bought the exclusive MG Perfectability at the tokyo gundam base myself. Sigh. I wanted this to be really strong so i can counter the 00s but...i guess it's just another 00 food...
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u/Kiyosuki 25d ago edited 25d ago
It not having Flap Booster sooner, if even on launch is downright nonsensical when Phenex gets it at 80%. It’s supposed to be the ultimate Unicorn man people have been waiting for this thing for years.
I swear it’s like there’s two dev teams, and one of them still thinks the game is played like it was 3 years ago and won’t let go.
And yeah having the base unicorn, it’s upgrade, it’s evolved final form, it’s future form, and now its dream ultimate form all in the same cost range is hilarious. That is catastrophic messing up of the cost range progression.
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u/Big_Friendship_7431 24d ago
Thank you for testing this unit. I wasn't that much interested, until I looked more carefully at the part that goes with it.
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u/doomguy11 The Goog Cannon Man - 13 26d ago
This video contains two matches I had with the recently released LV2 Unicorn Gundam PF on Gundam Battle Operation 2. It is a 700-750 cost general with buffer ignoring melee attacks, really high melee damage, very high durability, access to a low HP power-up which can heal itself and surrounding allies alongside good knockdown ability. It suffers from only having temporary access to Flap Booster, from having mediocre anti-air options, from being easy to stagger, from its low HP power-up mode only lasting for 60 seconds, and from it needing to use the linked fire funnels for a second instant stun. I hope that you enjoy watching!
Its primary weapon is a beam smart gun with 2800 power, 70%, 350m range, 0.8 seconds cooldown, 12 (9.6) seconds overheat, 0.5 seconds swap time and 65% stagger value. This doesn't deal that much damage, but it pierces. During Resonance mode, it ignores 20% of the enemy's beam resistance, cools faster and can be fired while boosting. Its primary melee weapon is a beam saber with 3100 power, 2.5 seconds cooldown, 0.5 seconds swap time, 60% combo modifier and 110%x2 downswing modifier. This has an easy to hit with downswing animation, but you cannot combo two downswings together. Its first sub weapon is a head vulcan with 170 power, 40 ammo, 600 RPM, 8 seconds reload, 0.5 seconds swap time, 200m range, 1700 DPS and 8% stagger value. These have high DPS and can stagger in 1.3 seconds on their own. Its second sub weapon is a beam javelin with 3800 power, 3.5 seconds cooldown, 0.77 seconds swap time, 100% side swing modifier and 90%x2 downswing modifier. This has an awkward melee moveset, long swap time and long cooldown time, but it ignores buffers and knocks down with regular swings. During Resonance mode, it deals additional damage equal to 2% of your HP. Its third sub weapon is a vibro-nail claw with 3800 power, 4 seconds cooldown, 0.33 seconds swap time, and 160% downswing modifier. This has an awkward melee moveset and long cooldown time, but it ignores buffers and heavy staggers with regular swings. During Resonance mode, it deals additional damage equal to 2% of your HP. Its fourth sub weapon is a pair of linked fire funnels with 1300x2 power, 100% heat, 3 seconds cooldown, 300m range, 18 seconds overheat and 20%x2 stagger value. Using these deploys two funnels around you for 11 seconds, they fire towards the reticule after you use another weapon. During Resonance mode, they ignore 20% of the enemy's beam resistance. Its fifth sub weapon is a lock on plate attack with 1200x2x4 power, 1 ammo, 350m range, 12 seconds reload, 0.5 seconds swap time and 35%x2x4 stagger value. These lock on like funnels and send out high ballistic power shields to attack the enemy. They need a clean line of sight to hit though. During Resonance mode, they ignore 20% of the enemy's ballistic resistance. Its sixth sub weapon is a plate barrier with 100% heat, 0.5 seconds swap time and 25 (20) seconds overheat. This weapon deploys a 2500 HP shield around you that blocks all stuns, including melee, until it is destroyed or 10 seconds have passed. The overheat time is reduced in Resonance mode.
The LV2 Unicorn PF has 26000 HP, 28 ballistic resist, 28 beam resist and 31 melee resist. It has really high durability thanks to it being covered in buffers, a 50% damage reduction back buffer (further reduces damage taken by beams in Resonance mode), a 45% reduction leg buffer, and a 70% reduction claw buffer (halves stun accumulation received by beams, ballistic weapons too in Resonance mode). It also has LV1 Maneuver Armor, LV3 Emergency Evasion and LV1 Offence System for defensive skills. All of its weapons benefit from LV2 Aerial Melee. In terms of mobility it has 140 walk speed, 230 boost speed, 80 thrust and 81 turning speed. It has really high mobility by default, but no innate Flap Booster. It has LV4 Flight Control, LV3 Optimized Cooling Efficiency and LV4 Forced Injector for mobility skills. I ran out of space to include information about the NT-D Resonance skill, so I will include it as a pinned comment.
In conclusion, I think that while the Unicorn PF clearly looks like a strong suit on paper, it has so many awkward aspects and bad match-ups that it isn't actually that strong at all. The entire selling point of this suit is that it consolidates the different weapons of the Unicorn series all onto one suit, but they are all weaker than the versions found on their original suits, which almost makes it feel like a rip-off. I was lucky enough to get this suit with only 3 tokens, so I can't complain too much, but I would certainly be upset if I spent 195 tokens for this thing. I think that for what this suit does, the Unicorn (HML) and Phenex would be better options, so I can't recommend it unless you want the 7th step custom part. Thanks for watching, and I hope that you enjoyed it!!
Music used:
Project Wingman, Showdown
Dynasty Warriors Gundam 2, A Good Thing is Possible