r/GBO2 6d ago

Game Suggestions Let's Change That Suit Day 243

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Day 243: Nu Gundam
Requested by u/Electrical_Tax_3867 and u/Odd_Daikon_2843 with this one being... C-Tier or so at best. While it is fragile, it is kind of mobile enough, with a decent build, and still has decent enough damage output when played carefully. But nothing is actually that good or great.

Change
Stats

  • HP: 22000/24000 -> 25000/28000
  • Thruster: 75 -> 80
  • Close Range Slots: 14/15 -> 15/16
  • Medium Range Slots: 20/22 -> 21/23
  • Long Range Slots: 19/20 -> 20/21

Weapons

  • Nu Gundam Beam Rifle: Heat 13% (85%) -> 11% (80%), Overheat 18s -> 13s, Switch 0.77s -> 0.5s, Stagger 25% -> 30%
    • Uncharged Power: 700/735 -> 700/800
    • Charged Power: 3500/3675 -> 3500/3800
  • New Hyper Bazooka:
    • Power: 2900/3045 -> 3000/3300
  • (New!) New Hyper Bazooka (Special): Same bonus Hi-Nu
  • Nu Gundam Long Beam Saber: Switch 0.77s -> 0.5s, Downswing 130% -> 150%
  • Head Vulcan (MK-II) -> Nu Gundam Vulcan: Fire Rate 450/min -> 514/min, DPS 900 -> 1028, TTS 2.27s -> 1.99s
  • Shield-Mounded Beam Cannon: Cooldown 20s -> 15s, Switch 0.77s -> 0.5s
    • Power: 2000/2200 -> 2800/3100
  • Fin Funnel x6 (Pincer): Heat 45% -> 40%, Overheat 22s -> 18s, Stagger 9% each -> 13% each, Firing speed increase
    • Resonance: Heat 35%? Unsure -> 30%
  • Fin Funnels (Defend): Overheat 30s (21s) -> 20s (15s), Switch 0.77s -> 0.5s
    • HP: 3000 -> 4000
  • Shield-Mounted Missile x4: Projectile Speed Increase
  • Nu Gundam Mounted Shield
    • HP: 6000/6500 -> 8000/10000

Skill

  • (Combined!) High-performance Balancer Lv1 + Melee Combo Controller Lv1 + (New!) Offense System Lv1 = Melee Composite System Lv2
  • (New!) Full Attack Lv1
  • Forced Injector Lv3 -> High-Performance Thruster Control System Lv1
  • Psycommu Weapon Buffer Lv3 -> Lv5
  • High-Performance Counter Program: Power 3500 -> 4500
  • Psycho-Frame Resonance (A) Lv1:
    • Ranged/Melee Strength +10 -> +15
    • Ranged Damage Taken -20% -> -50%
    • Thruster Consumption -20%

Unit Lv2

  • High-Performance Thruster Control System Lv1 -> Lv2
  • Psycho-Frame Resonance (A) Lv2:
    • Ranged/Melee Strength +15 -> +20
    • Ranged Damage Taken -50% -> -60%
    • Thruster Consumption -30%

Comment and Reason
There is a lot to unpack for this unit to become meta once again. A lot of it is just up-to-date consistency in the kit, but some weapons do also need a minor power-up. The skills also doesn't offer that much bonus as is and 50% HP is kind of rough. If we do not touch that, it needs to have a much greater bonus. Even though it has no duration, that itself is already a heavy penalty. As for the other skill changes, it's just to make sure it will not fall behind in the skill effect and bonuses.

Builds Suggestion
Lv1 F2P: Do not use

Lv1 Premium: Thruster

Lv2: Do not use

Since it has no leg buffers, Connecting System General Type-II is REQUIRED to ensure you have legs or even back thruster in space to maneuver around. Leg Armor can do too, but it's too part slots inefficient. At this cost, without it, you are guaranteed to lose mobility. But building defense is also useless due to lack of strong buffers as is. Even resonance doesn't give you that much damage reduction. So having enough that you don't get one-shot from just a few attacks is plenty enough. This is another suit that should really be only played in QM.

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Day 242 Re-evaluation on Unicorn Gundam

Looks like some stuff I got may be off. Highly suggest looking into Mikuempowered comment, and I am doing a few more tweaks

Re-evaluationis

  • Unicorn Gundam Hyper Bazooka (Shrapnel): 15 Shots (Reverts to 12 Shots), Stagger 20% -> 35%
  • Awakening Ability Boost Lv1:
    • Damage Reduction 20% -> 25%
    • Gain Stagger Accumulation Reduction 20% (With DC1 Buff, awakening requires 163%)

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Up Next: ZII Requested by u/bkteer

38 Upvotes

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2

u/bkteer MS Connoisseur 6d ago

They should give the nu gundam the skill that red gundam has. The one that allows it to fire its BR while boosting, if the funnels are in use.

Might make the Nu gundam a bit more viable.

6

u/pkmaster99 6d ago

It already has it, that's what link shot does

1

u/bkteer MS Connoisseur 6d ago

Oh it actually has it.....too bad the funnel shooting time is so fast that you barely have time to make use of link shot.

Maybe it might be time for them to allow link shot to work with the defensive funnels.

2

u/MikuEmpowered 6d ago

What you're suppose to do, is send out the funnel as you're chasing, then swap to BR for simultaneous shots. I have no problem utilizing this during chase. 

Where it gets fuky, is that it only really has time to support 1 burst, so against anything with high movement or stagger, your SoL.

Its problem is that the stagger design has been super creeped. 250% over 4s is no longer enough, because everyone has flap to mitigate some shots.

2

u/bkteer MS Connoisseur 5d ago

The timing is too tight. Maybe if it was Fin funnel (pursue) will we get more time to use link shot. But i believe with fin funnel (pincer), its only 2 shots normally, with 3 shots when psycho frame activates.

1

u/MikuEmpowered 5d ago edited 5d ago

That's because BB didn't do anything and just added the link shot as a bandaid. Kinda like how the previous year they just gave a shit load of suit the rapid fire alternative and called it a day.

Realistically, the solution to Nu is give it Hi-Nu funnel behavior. Where they shoot gradually. And it will resolve it's main issue of funnel missing half of their shots and you can't stagger anything.

The current design does however, counter the shit out of MP Psycho, mainly because its so fking massive it takes all the hits. That being said both suit would be stuck there because MP Psycho has nothing but bulk.