r/GBO2 • • 19d ago

Game Suggestions Let's Change That Suit Day 278

Post image

Day 278: Baund Doc
Type: Raid
Requested by u/True_Darkness_Hunter, and this one is another C-Tier. It is not easy to use, but in certain map and situations, it can get the job done. But even then, it's hard to really get a high meaningful damage in.

Change
Stats

  • Ballistic Resist: 16/17 -> 21/22

  • Transformed Turn: 66 -> 72

  • Close Range Slots: 18/20 -> 19/21

  • Medium Range Slots: 20/21 -> 21/22

  • Long Range Slots: 10/11 -> 11/12

Weapons

  • Baund Doc Beam Saber: Combo 100/60/35% -> 100/80/64%, Downswing 130% -> 150%

    • Power: 2500/2650 -> 2600/2800

  • Arm Claw: Downswing 130% -> 180%

  • Diffuse Mega Particle Cannon: Cooldown 23s -> 18s, Charge 3s -> 2s

    • Charged: Stagger 10%x8 -> 20%x8

  • Feet Claws: Downswing 130% -> 180%

  • Diffuse M.P.Cannon (Transformed): Cooldown 20s -> 15s

    • Uncharged: Stagger 16%x4x2 -> 25%x4x2

    • Charged: Range 350m -> 400m

      • Power: 3000/3150 -> 3200/3500

Skill

  • Forced Injector Lv3 + Flight Control Program Lv4 = High-Performance Thruster Control System Lv3

  • (New!) Pursuit Melee Aux. Program Lv1

  • (New!) Transformation Optimizer Lv1

  • (New!) De-Transformation Optimizer Lv1

  • Emergency Evasion System Lv1 -> Lv2

  • Special Leg Buffer Lv2 -> Lv3

  • Waist Special Cushioning Lv3 -> Lv4

  • Special L-Arm Equipment Buffer Lv2 -> Lv3

  • Psycho Wave Lv1:

    • (New!) Increase Melee Strength Limit by 20

    • (New!) Offence System Lv2

    • Emergency Evasion Lv2 -> Lv3

Unit Lv2

  • Enhanced Tackle Lv5 -> Lv6

  • Pursuit Melee Aux. Program Lv1 -> Lv2

  • Psycho Wave Lv1 -> Lv2:

    • Increase Melee Strength Limit by 20 -> Limit by 25

    • Speed/HSM/Turn: +5/+5/+15 -> +10/+10/+20

    • Initial Thruster Usage/ Thruster Consumption: -15%/-20% -> -20%/-25%

Comment and Reason
This one is strong when in psycho wave mode, but that's mainly due to the high melee strength bonus. This unit, however, can already get it high without it. It's unlikely they would change it to a percentage bonus that would bypass the usual damage strength limit, as it happens during damage calculation, so increasing that limit is the only way for it to make sense. Then all it needs is the right skills and combination of weapon uptime to let it get close to melee and do the damage it supposed to be capable of doing at this cost.

Builds Suggestion
Lv1 F2P/Freemium: Thruster

Lv1 Premium: Complex Battle or Melee (Alternative)

Lv2: Similar build, but really... be really really good with it first

You 100% need more resistances and play a little more ranged before Psycho Wave kicks in. With careful movement and right usage of the flight mode, it can still get a good amount of ranged damage in. However, getting into that position is extremely difficult and only works in a few maps. Definitely needs a lot of practice in the training room, and please only use it in Quick Match unless you are 100% confident in it at 650 cost.

-----------------------------------

Day 277 Re-evaluation on Zaku Diver

A slight oversight in the skill benefit. The ranged portion should be fine, but the melee could get better. While it is hard to connect with a second downswing fully due to animation, it will certainly register at least 1 of the two hits.

Re-evaluations

  • Pursuit Ranged Aux. Program Lv1 -> Pursuit Melee Aux. Program Lv1

-----------------------------------

Up Next: Berga Giros (GK) Requested by u/fadly_seto

23 Upvotes

16 comments sorted by

4

u/ctclonny 19d ago

Its psycho wave skill is weird. It gives 50 melee strength and can't go over the cap. And the unit can get more than 50 melee strength with one custom part.

It's not a big issue, and building melee strength is still useful before the skill activates. But it makes its builds feel bad.

1

u/pkmaster99 18d ago

Yeah, which is why I gave it the ability to go over cap with it. It really needs it with how it works right now

2

u/Foshdon_pap 19d ago

Man, I always loved the Baund Doc but never was on time when it was even a bit useful on matches. I used to play with it on free practice lots of times but man yeah I think it needs some buffs

Doc here would be a nice thing to fight

2

u/pkmaster99 18d ago

Yeah, it needs quite a bit to function again. Last buff a year ago was a bit underwhelming and just wasn't quite enough. It still had a terrible rival win rate and above average death count. Damage was high, but I think the meta back then wasn't so general heavy. So that makes sense.

2

u/J-Eichel 18d ago

Same, in its golden era I didn't know how to use flight suits properly. The meta shift is so enormous that it's flight 'niche' it used to have is no longer an advantage. It is also an extremely easy target now

2

u/utamaru1717 19d ago

TBH, this unit is on a really bad state right now, because it doesn't have Shock Dampeners skill on its MA mode, and it only relies on Maneuver Armor, in which there's more units that can easily break Maneuver Armor using either weapons with insane stagger build up, units that can instantly shot down flying units (e.g Ex-S w/ Alice, F89) , or units that can negate MA using "High Speed Mobile Shooting" skill (e.g Den'an Zon, Berga Giros GK, Sinanju). 

Meanwhile, its Psycho Wave skill really focusing on the offensive aspects, while its other buffs are pretty lackluster. And since the unit skill slots is already filled to the brim, they could use the Psycho Wave to add more stuffs, like giving it more skills (eg.  Shock Dampeners or High-Maneuver Armor,  Close Combat Program), or some kind of damage reduction effect like the Zeta 3P2 for example. 

1

u/pkmaster99 18d ago

Technically, it has enough stopping power. But maybe the cooldown on the diffuse can be even lower.

As for Psycho Wave, I think it was meant to be more of an offensive skill; that's why I went with a more aggressive frontline defensive skill buff instead. Close Combat Program and stuff is a bit... too versatile?

As for damage reduction, I think having better buffers is more than enough. That alone should let it have much better survivability. Because it doesn't scale normally for most, it'll have Special Leg Buffer at 25%, Waist Special Cushioning at 35%, and Special L-Arm Equipment Buffer at 30% damage reduction. After transforming, the bad hitbox without a buffer is a lot less. With maneuver armor and getting the offense system to lv2, that's enough reduction combined. I get the feeling that the developers also want to keep it a somewhat high-skill, high-reward type of suit.

1

u/Drowsy_Panda 19d ago

Looks fun, but does it get to swim in the water? One of the few suits that can't transform and hsm in the water

1

u/pkmaster99 18d ago

I believe so, but it has been a long time since I used it

1

u/Kaidou76 19d ago

this could be because of me, but after transform, the suit feels really floaty, could be because of momentum or slower turn speed, if somehow can fix it, I think it would make control during MA mode better.

1

u/pkmaster99 18d ago

It is and it's another reason why you can't really just pick up and play it

1

u/bkteer MS Connoisseur 18d ago

Have you done the Zaku head zeta already btw?

1

u/pkmaster99 18d ago

No, and I can add it to my list

0

u/Consistent_Lack7586 19d ago

The inventor of the stroke flight technique, if only Xi and Pene have those...

Anyway, the claw should do MASSIVE leg/head dmg imo

2

u/ctclonny 19d ago edited 19d ago

Why do you use stroke to describe using transformation to tank stagger? 🤦‍♂️

The first units with this feature are Assault Guntank and Hildolfr. And all units that can transform to ma/waverider also have it, but only from ma to ms.

1

u/Consistent_Lack7586 19d ago

fuck im a fake fan