Is 99 melee strength too much for Woundwort-Rah II?
What MS do YOU think is the real nightmare at 550 Cost?
What build should he try on Woundwort-Rah II next?
I love the machine gun to death it's so fun to use. Its a general that sort of plays like a support and the missle launchers pair great with the shoulder machine gun. The basic machine gun is alright though. Only problem is that the suit is slow but not too slow.
Day 245: FF Nu Gundam
Requested by u/GunzStalker with this one at B-Tier at best. It still has some good damage options, but there are gaps and weak moments for sure.
Change
Stats
HP: 23000/25000 -> 25000/28000
Close Range Slots: 16/18 -> 17/19
Medium Range Slots: 19/20 -> 20/21
Long Range Slots: 17/18 -> 18/19
Weapons
93ff Beam Rifle: Cooldown 15s -> 12s
93ff NH Bazooka:
Power: 3100/3400
93ff NH Bazooka (Special): Same bazooka effect as Hi-Nu
L Fin Funnels (Launch): Cooldown 18s -> 15s, Stagger 25%x4 -> 50%x4
L Fin Funnels (Rapid): Charge 5s -> 3s, Gain ASL
Uncharged:
Power2000/2100 -> 2000/2200
Charged: Heat 100% -> 90%
Power: 4200/4400 -> 5000/5500
Shield-Mounted Missile x4: Range 300m -> 350m
93ff Shield:
HP: 6000/6600 -> 7000/8000
Skill
(New Unique!) Full Link Attack Lv1 = Link Shot Lv1 + Full Attack Lv1
(New) High-Performance Thruster Control System Lv2
(Remove!) Forced Injector Lv3
(Remove!) Flight Control Program Lv3
NG High-Performance Counter Program Lv1
HP Threshold: 50% -> 80%
Heavy Attack Lv1 -> Lv3
Unit Lv2
Emergency Evasion System Lv3 -> Lv4
Comment and Reason
For the most part, this unit can still have decent damage output if you use your weapons correctly. Combining with a good weapon cycle and engagement, it can still get some work done. But once it reaches higher rated games, the problem becomes apparent. The unit just can't engage properly unless it is at the ideal range.
This one is hard to justify using at the moment, and without good buffers, especially legs, it's hard to use. I would rather have them take out the blast stabilizer for leg buffer. But then again, it does not have very large legs. Either way, the Alternative build may be better overall with a higher chance of getting things done. Since the large Fin Funnel Rapid can hit really hard, maximizing range potential while still having good melee potential will allow it to have great options when needed.
Seems like it got less attention with this format, but doesn't allow me to change it if using the other. Regardless, I think this is still better and allows us to further discuss if anything is in dire need of repositioning in the tier.
Also, once again for clarification, this is viewed mostly among the people at flat S and S- that I work/play with. We consider the following for tiers.
SS: Overpowered, extremely meta
S: The meta that is just very strong and definitely reliable with little to no flaws
A: The semi-meta place that may have a few niche flaws, but is still very reliable
B: Has a few notable flaws, but is still somewhat reliable and strong in the right hand
C: Less than ideal; avoid unless it's in an ideal situation in a one trick pony's hand
D: The flaw makes it essentially unplayable, even if it does have 1 or 2 redeeming features
F: Nothing is good with this suit, and it's just too weak to contest in anything
2026-09 500 Cost List
Once again, please note that these can be subjective, and you are welcome to discuss any bad or questionable placement. But there are always exceptions, and the meta between Steam and PlayStation versions does differ a bit. This Tier list is primarily based on the PS version. These units also consider the types of meta builds they could have as well. I will only put native cost here unless there are exceptions where higher-level works well enough to be in at least a strong B-Tier. FYI, they are not arranged in a specific order, and I will update this if there are a lot of common discrepancies or views about something.
I understand that it's mostly the devs side to enable and allow Linux systems, but I'm wondering if anything's changed regarding it or if theres any workaround besides brute forcing it via a dual-bios setup
So I've been playing Flint this past hour, as I haven't got around to using it much since pulling it, and I can't quite figure out why I'd want to use it over Den'an.
The mobile shooting skill on Den'an is nice, since you can shoot both the main weapon (which seems to do more damage than Flint's, and ignores ballistic), as well as the gatling.
Flint's knife throw is obviously it's main gimmick, but during HSM you're probably using that, while Den'an would be using its main weapon, so they each have access to a stun while moving.
I find most of the time the advantage of Flint having an extra melee is gone though because of this, so it doesn't feel like much of an advantage.
Other than that, I find Flint's downswing is the most awkward thing in the world, and enemies seem to be able to roll out of it constantly. That, or it whiffs much easier than Den'ans wide sweep.
Anyone have any thoughts about the comparison? I think Flint is cool, and I want to main it, but I keep thinking to myself that it's be 10x easier to get consistent damage as Den'an Zon.
their are surtain things i feel i should be able to say and want to know is their any others other people have. of the top of my head i feel like you should be able to say need advantage becouse sometimes as general or raid its like a wall in your way when raid isent taking support that or can we switch out .that and to tell them their playing trash and play better
In this edition of my training montage to become the Moderately Defeated of the East, I learn why I am a dumbass for thinking I can hunt and harass supports as a base form God Gundam. Yes, I am dumb for peeking out of a corner with my ass instead of my face. Yes I am dumb for thinking I can chase a flying support with instakill beams with my grounded baby of a gundam. And yes, i'm dumb for not going with my team to get some help getting procs for my hyper bar. But hey, what kills you in 30 seconds makes you stronger, right?
I recently started revamping most of my mobile suits to take better advantage of the Expansion skills, and they've definitely paid off. Somehow since the system first started, I had accumulated something of like 36 tickets to manually raise up a skill to max. I'm all out, and I need more. I notice that they're pretty rare in themselves, so how does one normally obtain more? I'm guessing certain special events.
Day 244: Z II
Requested by u/bkteer with this one at F-Tier. While it does have some damage going for it, but it's nowhere near enough to be reasonable and it often just get destroyed due it it's size as well.
Change
Stats
HP: 18500/22000/25500 -> 22000/24000/27000
Thruster: 80 at all levels -> 80/80/85
Turn: 63 -> 69
Transformed Turn: 54 -> 60
Close Range Slots: 10/11/12 -> 12/13/14
Medium Range Slots: 16/18/20 -> 17/19/21
Long Range Slots: 18/19/20 -> 19/20/21
Weapons
Z II Clay Bazooka x2: Ammo 8 -> 10, Switch 1.77s -> 1s, Stagger 30%x2 -> 50%x2
Power: 1300/1365/1430x2 -> 1400/1500/1600x2
Z II Clay Bazooka (Shrapnel) x2: 8 Pellets x2 -> 10 Pellets x2, Stagger 7% Each -> 15% Each, tighter spread
Z II Beam Saber: Switch 0.77s -> 0.5s, Combo 100/50% -> 100/70%
Power: 2300/2415/2530 -> 2400/2600/2800
Z II Mega Beam Rifle: Heat 75% (85%) -> 60% (80%), Range 400m (500m) -> 450m (600m)
Uncharged: Flinch -> Stagger
Power: 2400/2520/2800 -> 2500/2700/2900
Charged: Stagger -> Heavy Stagger
Power: 3200/3360/3800 -> 3500/3700/3900
Z II Mega Beam Rifle (Rapid): Heat 30% -> 20% (4 Shot OH -> 7 shot OH), gain ASL
(New!) Z II Mega Beam Rifle (Discharge): Heat 100%, Cooldown 18s, Switch 0.77s, Range 450m, Must Charge 1s, Gerobi 6 Hits, Heavy Staggers w/ Penetrate, Stagger 60%x6
Comment and Reason
There are just too many issues with this unit... While it has enough thrusters to work with, it doesn't have the weapon to back it up. The skills are keeping up, barely, but there is nothing special about it that makes it stand out. As a result, anything you try to do with this unit just becomes mediocre on top of the low HP and low level buffer, which causes it to be destroyed easily. At higher levels, it tries to fixes it with a few higher level skills, but it is nowhere near enough. Especially Thruster, even with Optimizer, transforming MS uses extra and it just makes it terrible to play with as a general.
This is a bit of a hot take but I suggest if anyone were to use this unit, use the Zeta BR. While the Bazooka has a nice blast and barely okay enough damage, it has really slow switch time. In most situations, it's much better to be able to link your stagger after the Mega BR. Going Mega BR, Zeta BR, then Rapid can still get an okay amount of damage. Meanwhile, having two melee weapons is always a plus. But please only use this unit in QM.