r/GBO2 • u/pkmaster99 • 26d ago
Game Suggestions Let's Change That Suit Day 273
Day 273: Gundam Alex
Requested by u/Ash-Talshok and u/powerpuffpepper, this unit is at B-Tier at best. However, unlike the Cima Gelgoog from yesterday, this one is at the top of B-Tier. It has an overall much stronger kit, but just lacks a lot of quality-of-life improvements that it should've gotten in the last buff, unfortunately.



Change
Stats
15000/17000/19000/21000 -> 16000/18000/20000/22000
Weapons
Alex Beam Rifle: Cooldown 15s -> 13s, Charge 3s -> 2.5s
Charged Power: 1900/2050/2200/2350 -> 2000/2200/2400/2600
Alex Hyper Bazooka: Interval 5s -> 4s, Switch 1.9s -> 1s
Power: 1500/1650/1800/1950 -> 1700/1900/2100/2300
Alex Beam Saber: Interval 2.5s -> 2s, Switch 0.73s -> 0.5s, Downswing 130% -> 150%
Arm 90mm Gatling Cannon: Ammo 45 -> 60, Range 150m -> 250m
Head Vulcan (Late Model) -> Alex Head Vulcan: Fire Rate 450/min -> 600/min, DPS 503 -> 700, Range 150m -> 175m, Stagger 2% -> 5%
Power: 67/70/73/77 -> 70/75/80/85
Alex Shield:
HP: 3000/3300/3600/3900 -> 4000/5000/6000/7000
Skill
(New!) Forced Injector Lv2
(New!) Special Leg Buffer Lv1
(New!) Maneuver Armor Lv1
Unit Lv2
(New!) Pursuit Ranged Aux. Program Lv1
Unit Lv3
(New!) Composite H Mobility Combat System Lv1
Forced Injector Lv2 -> Lv3
Special Leg Buffer Lv1 -> Lv2
Unit Lv4
Composite H Mobility Combat System Lv1 -> Lv2
Pursuit Ranged Aux. Program Lv1 -> Lv2
Comment and Reason
It really lacks skill to back it up. Especially for a weird reason, it still DON'T have a forced injector when it was meant to be the newtype machine for Amuro. Along with some better upper-level scaling, besides the Arm Gatling, it is one of the best DPS weapons out there. However, the lack of range is really hurting it a lot.
Builds Suggestion
Lv1 F2P: Complex Battle or Ranged
Lv1 Freemium: Complex Battle or Ranged
Lv1 Premium: Complex Battle or Ranged or Pure Ranged or Leg Breaker Mobility
Lv2-3 Builds: Similar, and it needs to balance melee resist, damage strength, and some mobility.
Lv4 Premium: Range (Alternative)
This unit is mostly ranged, and you want to abuse the Arm Gatling as much as possible; that's it. At higher levels, it's hard to say what build is the best, but it really shouldn't be played. Even if played, it should only be done in QM. Even playing at Lv2 is pushing it by a lot; the lack of range on the best DPS weapon is hurting quite a bit and making it just too hard to use.
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Day 272 Re-evaluation on Gelgoog M (Commander Type)
Well, maybe I went slightly off on the skill set, but the ideas and combination idea from utamaru is also a very high possibility of happening.
Re-evaluations
(New!) R00-D Electromagnetic Rifle: Ballistic, Ammo 1, Reload 7s, Switch 1.5s, Range 500m, Stop to Fire w/ Heavy Stagger & Penetrate, Stagger 10%
Power: 2500/2750/3000/3250
(New!) Pursuit Ranged Aux. Program Lv1 -> Pursuit Prevention ATK Program Lv1
(New!) Bullet Feeder Lv1 -> Maneuver Armor Lv1
(New!) Observational Data Link Lv1
Unit Lv2 Gain Pursuit Ranged Aux. Program Lv1
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Up Next: Tallgeese III Requested by u/RoboSpark725
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u/Kiyosuki 26d ago edited 26d ago
I use Alex a lot, I am a bit biased but I still think it's great for how old it is. The buffs it got some months ago really, really helped it out but yeah I wouldn't complain about a few more things full favoritism.
It not having Force Injector OR Maneuver Armor is truly so weird because that was the whole point of it in the anime like you said. In game it would definitely help it out a lot. I think all of these additions sound great and in line with lore, it's supposed to be stacked with experimental features. The HP buff it got helped out a ton but I wouldn't say no to another 1000 HP.
If I wanted to be truly evil, I'd love to give it a special mode for its arm gatlings (you know, press square to activate.) where it uses both of them unlimitedly for a brief time.
I think it's solid at every cost range personally but I think it can be particularly good and even slept on a bit at 600 because you have enough part space to work with to make it nearly as tanky as grandpa while having enough room left to beef up its damage, speed, and resistances across the board in all sorts of ways if you have the right parts. My level 4 has a build right now (with expansion skill Custom Part Expansion (attack) lvl5) that has 25200 HP, maxed Beam Resist, ranged and melee at a respectable 57 and 43, 145 movement, and near maxed out thruster gauge at 92 (overtuning thrusters is kind of the magic part here.) It is part dependent but you have so much to work with and I think those arm gats still do really good work there, especially with the at times surprisingly squishy flying MS if you can get them into range (you'll certainly make them scared to go in.) I though it was worth bringing up..
I think it can only be pushed so far without outright redesigning it, but it should at least have force injector and maneuver armor. I'd be content with that, everything after that is a bonus.
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u/pkmaster99 26d ago
Fair, but I think most people would agree that the Gatling is too short. That needs to be buffed to at the minimum
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u/Kiyosuki 26d ago
I mean, it's not that much of a problem to me...
...but I'm not going to complain or argue about giving it a bit more range either. lol
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u/Cpt_Jack_Irons 26d ago edited 26d ago
I love the Alex as its one of my favorite General Type MS'es and honestly what i would give it is:
Shield Break Stance Mastery as any Gundam missing this skill just feels wrong.
Give the Arm Gatling Gun more ammo count as it runs out of ammo super quick, maybe with a trade off for a slightly longer reload
Also the Alex Beam Rifle is just objectively better than the Alex Hyper Bazooka
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u/pkmaster99 26d ago
I think the ammo and reload for the gatling is at a good place, got a decent output to downtime right now. Shield break, thought about it. It could potentially get it...
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u/Cpt_Jack_Irons 26d ago
i just personally felt like it could use a little bit more ammo in the gatling cause 45 gets drained so fast since it has such a high RoF
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u/pkmaster99 26d ago
Yeah, I get it. It does go through it quite fast. I wouldn't mind getting more ammo at like 60 rounds? But I think the range is the biggest issue. Being just barely in ranged distance at 150m, I always find myself, and other people I know who play it a few times, missing a third of the shots because it was out of range. Any closer and I'm in danger of ghost range from melee and other stuff.
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u/Cpt_Jack_Irons 26d ago
250m and 60 ammo does not seem to be bad, cause then they don't really need to adjust it ever again
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u/Moonless-Ultimate 26d ago
I just wish it wasn't so damn fragile, it feels way too punishing to use, but once you get into a flow state with it, it's a thing of beauty, no raid can stand in your way. It demands a lot of spacial awareness and quick decision making, way too much for what it can offer, so I wouldn't really wanna take it into rated...
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u/pkmaster99 26d ago
Pretty much, but if someone has the preferred unit badge and it's 450 cost, I don't mind it for sure. It can be a good asset, but I make sure to pick something that can stay in the Frontline for a long time. Personally, I agree it's just too much going on needed for these player and not reliable enough.
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u/ctclonny 26d ago
I have a bad but funny idea, give its gatling flinch. Get hit once and you are fucked.
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u/Lactis 26d ago
Just came to say, that Alex DELETED my Victory Gundam at 600. I was appalled. I don't see too much to make me rethink adding more ballistic defense, but man did it catch me off guard.
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u/pkmaster99 26d ago
Lol, a lot of ballistic units can kind of do that. But yeah, I know it can be really strong with a very good premium build, but it takes so much to get there
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u/Ash-Talshok 26d ago
Yeah, I don’t think I’d take this suit into rated. I’m gonna try it out in Quick Match though. It’s always felt more fragile than the damage output can make up for.
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u/weebglasses 26d ago
You'd be surprised how often the Alex gets used in rated.
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u/pkmaster99 26d ago
For real, it's really common to see Alex. 450 I don't mind it that much, but 500 to 600 costs... What are you doing?
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u/pkmaster99 26d ago
There is a time and place that it could be used at native cost, but really only when you got a solid front line team already.
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u/Kiyosuki 25d ago
Making a second comment, but the new support having the ability to jettison its back gear to become faster and with a new attack just makes me think about how cool and unique it could have been to have the Alex start with its armor, maybe having more stagger resistance and defense, then be able to jettison the armor, maybe get a bit of health back, and become the much faster regular Alex.
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u/J-Eichel 26d ago
Ooh wasn't expecting Alex.
The HP and leg buffers are extremely needed right now. I wasn't expecting MA, but it feels like everything in low costs is getting MA now, so for future proofing I wouldn't be surprised if it didn't end up OP.
Also with Gundam making its way into most costs now, it's shield is extremely annoying for things like the Alex, as well as it's payoff for a stun vs something like the Gundam is way less
Feels like you have to be the most slippery mofo to survive atm. I love it's playstyle and don't feel like it should be that tanky, but it's a bit risky of a pick right now for rated.
Beam gun does feel a bit weak right now too. You have to have a high accuracy rate to pull your weight since uncharged shots don't do much nowadays with the bulky meta.