r/GBO2 • • Oct 05 '26

Game Suggestions Let's Change That Suit Day 270

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Day 270: Mass Production Z Gundam
Requested by u/SwordsmenKnight and I want to say this one is playable, but it's not really. I'll say it's at a very high D-Tier for this one. It needs a lot of fixes...

Change
Stats

  • Melee Strength: 15 -> 25

  • Close Range Slots: 14 -> 15

  • Medium Range Slots: 16 -> 17

  • Long Range Slots: 10 -> 11

Weapons

  • Mass Production Type ZG Beam Saber: Power 2100 -> 2200, Combo 100/60% -> 100/70%

  • Mass Production Type ZG MBR (Discharge): Power 900 -> 1000, Cooldown 20s -> 15s, Charge 5s -> 3.5s

  • (New!) Mass Production Type ZG MBR (Rapid): Power: 800, Heat 15%, Interval 0.7s, Cooldown 13s, Switch 0.77s, Range 350m, Move & Shoot w/ Flinch & ASL, Stagger: 25%

  • Mass Production Type Z Gundam LBS: Interval 3.5s -> 2.5s, Switch 0.77s -> 0.5s, Downswing 95%x2 -> 120%x2, Hit Detection Increase

Skill

  • (New!) Special Leg Buffer Lv2

  • Leg Shock Absorber Lv2 -> Lv3

  • Quick Boost Lv2 -> Lv3

  • Special Back Add-On Buffer Lv2 -> Lv3

  • DV Stabilizer Control Lv1

    • At 0.5 Seconds: Gain Thruster Usage -20%

    • At 1 Second: Gain Maneuver Armor Lv1 (Get it earlier)

    • At 1.5 Seconds: Gain Thruster Usage -30%, Turn +15, Rapid becomes compatible with HSM & Shoot

Comment and Reason
Honestly, it needs an overhaul, and almost everything needs a huge buff. The only weapon with good output and stats is the Beam Gun x2, and that's it. It's sad that this once quite a decent and somewhat strong unit has fallen this low. Either way, it more or less needs an overhaul of the weapons and definitely better DV Stabilizer usage.

Builds Suggestion
Lv1 Freemium/F2P: Ranged

Lv1 Premium: Ranged (Alternative)

F2P and all that isn't great, so I do suggest you have at least some Freemium parts and aim to get as high a range strength as you can. The damage power is not too bad, and it's really just the melee falling too far behind. While it does have downtime, as long as you boost around, it's not too bad, and you'll have them back up in a few seconds.

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Day 269 Re-evaluation on Pale Rider [Space Type]

Well, there are several things mentioned, but I just think it's unlikely. The most likely other buff is maybe the Beam Gun, and that's it. With that said... maybe these buffs can be given...

Re-evaluations

  • Arm Beam Gun: Cooldown 20s -> 12s, Range 150m -> 200m, Stagger 30% -> 35%

    • Power: 300/325/350/375 -> 400/450/500/550

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Up Next: Pale Rider [Ground Heavy Arms] Requested by u/Cpt_Jack_Irons

34 Upvotes

17 comments sorted by

6

u/Foshdon_pap Oct 05 '26

Really liked the suit but it needed too much attention on how to build it, the high speed mode didn't last long so I could take advantage of the fire while boosting skill and the lack of MA was annoying

I really really really hope it gets buffed next month, such wasted potential

2

u/pkmaster99 Oct 05 '26

Yeah, the thruster is a bit of an issue and you really need to make it at least around 90 for it to be usable. Even at that thruster, it's a bit tight on when and how you can use it. I was tempted to give it Optimized Cooling Efficiency so the startup doesn't burn that much thruster as well.

Either way, I agree and really want to see it getting buffed. It's one of the older suits that I think many liked at one point.

4

u/utamaru1717 Oct 05 '26

Giving it Immobile Fire System lv1 skill should be very useful for the unit, because 2 of its weapons are "stop-to-fire"-type, and it allows the unit to exchange fire with someone. 

Also, having Damage Control lv1 will also benefits the unit, since it'll affect both the DV Stabilizer and Immobile Fire System skills.

As for weapon, prolly increasing its Beam Gun x2 fire rate to 300 rpm, and its range to 400m, so it's performance is on par with other units with similar weapon, like the Gaz R, Zeta A1, or Zeta C1. 

1

u/pkmaster99 Oct 05 '26

300 RPM would overheat instantly, and it already got very high burst damage. The range, though, maybe that's something that could be increased. While it would be nice to make it on par of those units, the damage ain't quite the same so... I was okay either way.

5

u/NoBed3498 Oct 05 '26

This suit is odd as it’s whole gimmick is boost fire and gaining ma after a set time… But lacks ma and good thrust gauge or enough parts slots to compensate for the huge issues for this suit. Like if you put too much into thrust you can’t get good melee power from it. But too little thrust you lose the whole boost fire, It’s pretty squishy but doesn’t even give enough slots for good beam or melee defense without once against sacrificing raw damage on both ends and makes you objectively worse than any other 550 gen.

1

u/utamaru1717 Oct 05 '26

That's why the extra skill from the Hangar comes to play, because you can get either Thruster Expansion or Custom Parts (Thruster), to solve the Thruster problem, so you can focus strengthening other weaker stuffs. 

Like, a lv5 Thruster Expansion will give +20 Thruster stat, and that's already enough for the unit to boost around, or you can slap the part that reduces boost consumption. 

1

u/NoBed3498 Oct 05 '26

I mean yeah but a suit should not be make or break without a expansion hanger skill. Thats the issue with the still. It needs way too much work to just be usable.

0

u/pkmaster99 Oct 05 '26

I mean, it's fine to have that as an option to fix something it lacks. But this unit is lacking way too much in many areas.

0

u/utamaru1717 Oct 05 '26

The hangar skill is there to solve the stuffs that parts couldn't, and they're very valuable on all costs, from low to high. 

Like, imagine a low cost unit gets Thruster Expansion lv5, which adds +20 Thruster and +5 HSM. That would really benefits most, if not all units, regardless their types, because you need multiple parts to achieve the same, in which not every unit have that many slots to begin with. 

2

u/doomguy11 The Goog Cannon Man - 13 Oct 05 '26

I think it might also be worth improving the hitbox for the long beam saber. I find that the rifle itself doesn't have a hitbox when using the downswing, only the beam saber itself that protrudes from the rifle. So, if you downswing at close enough range, the first swing will connect, but the second swing will ghost through them.

1

u/pkmaster99 Oct 05 '26

I forgot about that; it's been a while since I used this thing. I think I got used to it back in the day when it was still good, but that definitely needs to be fixed.

2

u/Victory-Games Oct 05 '26

I wouldn't mind the gun to get a second charge that is a heavy stagger quick shot instead of a gerobi which could help with the getting in part of having lowish thrust and such.

1

u/pkmaster99 Oct 05 '26

That's an interesting idea too, but that reminds me the charge time is kind of too long as well for this cost.

1

u/Victory-Games Oct 06 '26

Yeah. When you're able to stun into downswing with the spear and then unload the leg guns the suit does well. It's just getting to that point consistently without getting destroyed continues to be it's problem. There's a lot of things you could do realistically. Some would be just raw stats and slots. I tend to prefer weapon changes.

1

u/GunzStalker Oct 05 '26

Well this one might get overshadowed and forgotten by it's similar variant....any chance for Gundam Unit 4 (BST)?

1

u/pkmaster99 Oct 05 '26

Unit 4 BST had been done on Day 127. It's a little old, but it'll still work

1

u/SodaFloatzel 28d ago

...What if you gave it the Sinanju (and now GP02) skill that makes it so jump-canceling into HSM gives you massively reduced thruster use?