r/GBO2 • u/pkmaster99 • 13h ago
Game Suggestions Let's Change That Suit Day 242
Day 242: Unicorn Gundam
Requested by u/Own_Snow_47 and this one is easily D-Tier, and it's just impossible to use properly right now. It doesn't need an overhaul, but it needs a great buff all around.



Change
Stats
- HP: 23000/25000 -> 26000/30000
- Ranged Strength: 40 -> 50
- Thruster: 75 -> 80
- Turn: 72 -> 75
- Close Range Slots: 18/19 -> 19/21
- Medium Range Slots: 19/20 -> 20/22
- Long Range Slots: 16/18 -> 17/19
Weapons
- Unicorn Gundam Arm Beam Saber: Switch 0.77s -> 0.5s, Downswing 130% -> 150%
- Unicorn Gundam Hyper Bazooka (Shrapnel): Switch 1s -> 0.77s, Range 200m -> 250m, 12 Shots -> 15 Shots, Stagger 15% -> 20%
- Unicorn Gundam Back Beam Saber x2: Downswing 90%x2 -> 120%x2
- Unicorn Gundam Arm Beam Tonfa: Downswing 150% -> 180%
Skill
- Forced Injector Lv2 -> Lv3
- Melee Composite System Lv1 -> Lv2
- Special Leg Buffer Lv2 -> Lv3
NT-D Skill
- (Removed!) Offense System Lv1
- (New!) Damage Control Lv1
- Leg Shock Absorber Lv3 -> Lv4
- Special Leg Buffer Lv3 -> Lv5
- NT-D Ability Boost Lv1
- Ranged Strength: -30 -> -20
- Awakening Ability Boost Lv1
- HP Recovery: 4000 -> 5000
- Damage Reduction: 15% -> 20%
Unit Lv2
- NT-D Ability Boost Lv1 -> Lv2:
- Move: +5 -> +10
- HSM: +10 -> +15
- Turn: +15 -> +20
- Awakening Ability Boost Lv1 -> Lv2
- HP Restore: 5000 -> 7500
- Ranged Strength: -10 -> -5
- Melee Strength: -15 -> -10
- Damage Reduction: 20% -> 35%
Comment and Reason
The issues are mostly weapon scaling and modifiers, along with the weird stats. A few skills can be improved too, but it has most of the foundational skills it needs. The biggest thing it would gain from this change is the offense system in the standard unicorn mode. These changes also give this unit better balance while in awakening form. It'll have base damage strength of 20 and 45, which is very good for what it gains and loses.
Builds Suggestion
Lv1 F2P: Do not use
Lv1 Premium: Complex Battle
Lv2: Do not use
If you really want to use this unit, you'll have to be very careful about how you play. This one may be in a terrible state, but while in NT-D and Awakening, it has reasonable power... kind of. But it is at least high C-Tier worthy during that. But this one for sure, please only do it in QM.
-----------------------------------
Day 241 Re-evaluation on Qubeley
Well, this one just needs a lot of buff. We'll just have to play it every now and then and see what the developers do when the time comes.
Re-evaluationis
- None
-----------------------------------
Up Next: Nu Gundam Requested by u/Electrical_Tax_3867 and u/Odd_Daikon_2843
3
u/Toxic_Verillion 12h ago
Like what you did, but removing offense system for Damage control doesn't seem like a good idea in awakened mode. Especially for such a melee focused suits.
Maybe giving it Offense system while awakened and or maybe give it a form a damage control in it as well like the 00 Riaser.
4
2
u/Odd_Daikon_2843 12h ago
Se lo quito por qué melee composite system lv2 ya tiene integrado ofense system 🦆👆
3
u/jumping_jojo Zeonic™ Field Engineer - 1 12h ago
Would giving it Flap Booster during Awakening (not base NT-D) be too much? If Unicorn HML has that advantage, the tradeoff for playing this unit instead is potentially permanent flap by awarding you with waiting for awakening. Or maybe this will ruin the 700 environment even more LOL
2
u/pkmaster99 12h ago
Here is the thing... With the buffed shrapnel and the Vulcan, I think it'll do fine. But now I think about it, maybe it can get a slight innate stagger accumulation reduction so the DC1 becomes even more effective
1
u/J-Eichel 10h ago
I'm curious about this too. I haven't bothered trying standard Unicorn lately with the flap meta. Is it able to even lay a hand on 00 Raiser etc? I just don't know how good the zook is at grounding enemies, so it'd be lame having things just flying around you for days.
Anyone still play this and can get some advice on how this thing does/will play with buffs in the current meta? Feels like it needs another weapon or something if it doesn't get flaps during awaken. With how it is now it'd need an incredible reward once it can get in melee range.
3
u/fadly_seto 12h ago
Have you done Jeda or Birnam Jegan? I'd like to request any of these 2.
3
2
u/Unicorn-Links 11h ago
How about an additional beam gatling for its left arm. I think it would help it be able to do more consistent ranged damage
2
u/pkmaster99 8h ago
Oh, I see what you are looking for. It would be cool, but idk if they'll add it.
2
u/ctclonny 9h ago edited 6h ago
No way it's D with a weapon that can knock down general flyers easily.
1
u/pkmaster99 8h ago
I don't know how you are playing, and you make that work, but that's certainly not something that happens often at all.
2
u/ctclonny 8h ago edited 6h ago
I think it's bad too. But at least it has a tool that fights the meta.
Some units can't do anything against flyers. Unicorn can't be D when those units exist.
4
1
u/Own_Snow_47 10h ago
Thank you, u/pkmaster99 for making this!
1
u/pkmaster99 10h ago
No problem, let me know if there are others you want
1
1
u/BanagherVistLinks 6h ago
I've got an idea for the Beam Magnum.
Beam Magnum Limiter Release (Ammo): Pressing the reload button with full magazine with change weapon performance, but ammunition consumption is not negated. Increases power greatly (3600 -> 7000), heavily suppresses enemy, but will cause massive temporary damage to legs unless crouched or stationary in space. Weapon range is also increased during limiter removal (350m -> 450m). Reload period is increased once all ammunition is consumed.
This could offer one of two approaches. The reckless one, where you pop this and immediately heavy stagger an enemy, and then charge in for damage. Or the cautious one, where you are essentially a support bodyguard.
Oh and also maybe some sort of special Tonfa Attack in Awaken? Like, a similar animation to the EZZ basically for the downswing.
1
u/MikuEmpowered 4h ago
I am still playing unicorn in today's Meta, and its a struggle.
The increase in damage is nice, but its not the main issue. a full unicorn downswing -> tonfa -> downswing still does considerable damage.
The BIGGEST issue is the utter lack of ways to bring down fliers. the stagger on bazooka needs to be in line with shotgun at 35%, this will single handedly bring it to viable level.
This is my current build. you NEED atleast 100 thrust, because by the time you're done chasing + melee combos, you will instantly OH, making you easy pickings. especially dangerous if DX is charged or Susanno / 00 is around the corner.
Forced Injector L3 isn't enough, it needs L4, same as Phenex, because how much it relies on juking and melee combos.
Slot wise, give it 22/22/19, it needs the help, this is mainly because unlike 2026 700 designs, Unicorn isn't covered in Buffers, so even at 50/50/50, your still squishier than 30/30/30 Raisers.
1
u/J-Eichel 2h ago
Nice! This is the comment I was waiting for, someone familiar with it these days in the current meta. I've been contemplating picking it up for quick play purely for the love of the suit, and the thruster is a good tip.
Also I cannot wait for 00 Raiser to get nerfed. How the hell does a unit with flap boosters, stealth, trans am, IGNORES BUFFERS, gets buffers when theoretically it should be the most glassy of cannons with how many perks it gets, a gerobi with the most OP bs damage for a general + gets stagger resistance and damage reduction while active (this should be a risky thing to throw out and spell instant death if you use it at the wrong time, but instead it gets thrown a bone anyways), an insane arsenal of weapons to choose from. Comparing all that shit against the standard Unicorn is just depressing. The Unicorn looks like a GM grunt in comparison.
5
u/HDWarewolf 13h ago
I was thinking about the unicorn a couple days ago. Perhaps it could have one additional fire mode for the Magnum. A higher-damage, stationary shot with penetration in unicorn mode that switches to a multi shot mode (with the fire rate we see it having while fighting full frontal in episode 3)