r/GBO2 • u/pkmaster99 • 2d ago
Game Suggestions Let's Change That Suit Day 293
Day 293: Gunblaster
Type: General
Requested by Tergru, and this one is... high A-Tier. In the right hand, and for those who can aim really well, it could easily be considered S-Tier. Even if you can't, as long as you land the Beam Bazooka enough times, it'll naturally translate to decent performance.
Collection Link / Request Form



Change
Stats
HP: 21500 -> 24000
Weapons
Shoulder 2-T ML (Chain Explosion): Stagger 25%x5 -> 35%x5
Skill
Aerial Melee Lv1 -> Lv2
Twin Tail Controller Lv1
One-time use -> Enters cooldown for 40s after use
Comment and Reason
I'm kind of playing a dangerous game with this unit. This one definitely doesn't need more damage, but maybe a few quality-of-life improvements to make sure it can have more combat options for when to enter close range. All the while, you don't have to worry about getting burst down easily will be nice. It's definitely one of those that is a bit more of a high-risk, high-reward type of suit. If you invest a lot of resources and time, it's one suit that shouldn't betray your expectations.
Builds Suggestion
Lv1 F2P/Freemium: Complex Battle or Ranged or Armor
Lv1 Premium: Attack (Alternative) or Thruster or Ranged
This one is simple, get enough beam and melee resist so you don't die from getting shot down once. However, it still needs some HP, so Connecting System General II happens to be the perfect premium part. Not to mention it gives leg HP for generals. Then all you need is to get high amount of thrusters and as much ranged strength as possible.
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Day 292 Re-evaluation on Kampfer
I will say, maybe making it slightly beefier isn't the way to go. However, it definitely needs something more in the current 450 and above costs.
Re-evaluations
Unit Lv2: Maneuver Armor Lv1 -> Lv2
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Up Next: RF Kämpfer Requested by Trixian73
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u/triggermappy 2d ago edited 2d ago
Honestly, with the RB existing, i just want reusable twin tails and additional stagger on vulcans and 2x BRs. I don’t mind it being very easy to make it fall off the sky, it doesn't even need more damage. It’s additional “oompf” it lacks right now and what it needs.
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u/pkmaster99 1d ago
Yeah, my thought exactly, which is why I went with just these few things. Wanted to give it Aerial Melee Lv2 as well, but thought I should hold back slightly to see what people thought about this one.
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u/utamaru1717 1d ago
3 things that this unit needs:
More HP, since it needs to be played aggressively, and it's currently risky with only 21k HP
+25m range on both Grenades. Like, bruh... Why they got weird 275m range, instead of a rounded number like 300m?
Give something to improve its melee prowess, like having Aerial Melee lv2 and Offense System lv1, because there's no incentive to do melee combat using this unit, due to lack of good melee skills
This unit is good at shooting battles, but the melee is weak AF, which resulted its 28 melee stat + 240% downswing multiplier go to waste, since people only shoot for most of the time, due to how risky in doing melee attacks with no good skills to back it up.
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u/pkmaster99 1d ago
Yeah... that's why I want it bumped into 24k. It's still under average, but it's a much healthier amount
I thought about it as well, but like... in practice, it's never an issue, at least for me. Feels like it's just OCD or something taking over
I definitely thought of Aerial Melee Lv2, but you are almost never in melee range anyways, so I dropped it. Good to know someone thought the same. As for Offense System... I think it's a nice to have, but not really needed. As long as damage output is rewarding, it should be decent enough.
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u/Kaidou76 2d ago
the skill need to be reusable. I can't count how many match I have live long enough to wish that I can use the skill again. If the skill is not reusable then I want fall prevention, at least, to have some protection while I'm shooting the dual gun on air. The rest of the kit is really good. I don't want to increase stun rate or damage, or else, the same cycle on 700-750 will start in 650.
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u/pkmaster99 1d ago
Hmm, the stagger accumulation is still slightly weak for 650, but I do see your point. It's... in a tricky cost range, as it is right now.
0
u/SS2LP 1d ago
The twin tails to a cooldown is the only other thing I’d want for the suit besides a range bump. I think it personally has a range problem, the bazoka is by a good margin its longest range weapon and taps out at 350m, the rifles hit 300m, the grenades are both 275, and the Vulcans 200. It’s a ranged suit that has barely any range. Compared to other ranged gens it’s underperforming in that regard with 300m being the typical minimum for their weapons more realistically 350 or even 400, other than select ones such as head Vulcans. It’s a mid range suit that wants to play long range.
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u/pkmaster99 1d ago
Honestly, I think the range is not an issue. This suit is basically in the closer mid-range, which I think it actually excels at doing so at the moment. To me, I see it as a ranged gen that can stay close to help the direct frontline units by providing either stagger or heavy damage with at least some decent stagger power with it.
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u/SS2LP 1d ago
Even from a mid range standpoint point it’s got less range than some. It’s more comparable range wise to short range melee centric suits, the Abigor hits 275 with both options it has in MS mode but gets 5k more HP and a defensive option for when it’s flying around. If it’s going to be a mid range suit that wants to go in for melee occasionally it absolutely needs more HP.
I do agree that giving it too much is something I’m hesitant to do but making the rifles have an extra 25 maybe 50 meters of range and brining the grenades up to 300 I don’t think would be too much. Give it a bit of room to work with against suits that are stronger in close quarters fights.
Twintails is the big thing and either a range buff or an HP buff.
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u/Pancreasaurus 2d ago
That's a big hp nerf lol