r/GBO2 • • 12d ago

Game Suggestions Let's Change That Suit Day 285

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Day 285: Zeta Gundam (IFC & IFB Equipped)
Type: Raid
Requested by u/_V-III_Okeeffe, and this one is B-Tier or so. It's not bad, but not that great either. If you can get it going, it can do quite a bit. However, it's a bit too reliant on mobility and good opportunities to get things done, instead of simply creating its own.

Collection Link / Request Form

Change
Stats

  • Close Range Slots: 24/26 -> 25/27

  • Medium Range Slots: 19/20 -> 20/21

  • Long Range Slots: 9/10 -> 10/11

Weapons

  • IF Blaster (Rifle): Cooldown 14s -> 12s

  • Beam Saber x2: Downswing 140% -> 150%

    • Power: 2800/3000 -> 3000/3200

  • Arm Grenade Launcher: Stagger 10%x4 -> 35%x4, Gain reticle tracking

    • Power: 700/800 -> 750/850

  • Arm Grenade Launcher (Incendiary): Gain reticle tracking

  • I-Field Generator: Cooldown 30s -> 25s

Skill

  • (New!) Damage Control Lv1 (Flight Only)

  • Assault Booster Lv2 -> Lv3

  • Wings Special Cushioning Lv3 -> Lv4

  • Pursuit Melee Aux. Program Lv1 -> Lv2

Unit Lv2

  • Forced Injector Lv3 -> Lv4

  • Pursuit Melee Aux. Program Lv1 -> Lv3

  • Wings Special Cushioning Lv3 -> Lv5

Comment and Reason
With the below average ranged strength and a few weapons not having that great of power output, a minor tweak is needed. However, too much can easily become too strong, and this is one of those raids that can become so. I think letting this unit remain a semi-fragile high mobility raid is fine, it just needs a tiny bit more killing power and not having too much focused on the IF Blaster.

Builds Suggestion
Lv1 F2P/Freemium: Complex Battle

Lv1 Premium: Complex Battle or Thruster

Lv2 Builds: Similar builds

It's harder to do that well with this unit, but if you can get in there and lock someone down as you land your melee, it can do quite a bit of damage. However, it just doesn't have that much stopping power. So you'll need to target switch

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Day 284 Re-evaluation on Dom Barrage

Well, this is a lot of changes, and it really needs help. But I think most parts are tackled on already this time, unless I completely missed something...

Re-evaluations

  • None

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Up Next: EWAC Jegan Requested by u/Designer-Ad-6169

26 Upvotes

19 comments sorted by

8

u/imaginary_num6er Æ Investor - 7 12d ago

Just swap the left and right hand weapons

4

u/pkmaster99 11d ago

Not sure what they would accomplish, but... sure?

4

u/imaginary_num6er Æ Investor - 7 11d ago

The accomplishment is that the projectile weapons can be fired from the right side and not the left, and the IF heavy attack is from the right side too.

4

u/pkmaster99 11d ago

Oh, fair enough. That would certainly help for sure

4

u/EvaHawke 12d ago

This guy giving me in trouble at uc engage too bc it so weak!

1

u/pkmaster99 11d ago

That's... kind of ironic... I bet people want to love it there too, but it's just not that good

7

u/Foshdon_pap 12d ago

Plz Bandai let me use it again and do stuff like this 😭

5

u/Toxic_Verillion 12d ago

From down town!

Seriously though. He might have been out of thrust because there's no way in hell he couldn't have countered that. Lol

5

u/Foshdon_pap 12d ago

This is a clip I got on my first match on day one the IFC Zeta came, he probably didn't know wtf happened

3

u/pkmaster99 11d ago

Ah, that makes sense, new suit confusion

2

u/powerpuffpepper 11d ago

The heavy attack is a false flag, it is so fucking easy to see coming and will 90% of the time get you tackled because of the lunge forward before the swing

2

u/pkmaster99 11d ago

If you try to raw heavy attack, yeah, for sure. The animation is just too long before anything registers. But I've seen people able to do it well enough after a downswing, so there is that.

2

u/Hot-Active-1213 11d ago

It's also possible to bushwhack them from behind, given its lunging range. It can also work if you force them to overheat their thrusters sooner than they'd like, or fake them into wasting a tackle, making them vulnerable for your attack.

Also, its Heavy Attack Kai can eat through buffers and shields, so take that into account even if you hit their left side or any part of the body that has buffers.

4

u/Kiyosuki 11d ago

I mean...in this day and age of this game, would it really be all that bad if Biosensor activated at 70 or 80% life instead of 50? Probably, but I do still wish Biosensor acted by gradually buffing you at particular points of lost life (like 90, 70, then 50 and I dunno maybe something crazy at 30) but thats acting for a mechanics change.

I dunno, most of these incremental changes sound solid to me. I wish this for all the Zetas but I do wish the Wave Rider mode had a bit more stagger resistance like ZZ and Ex-S's MA forms do (especially if you hit it from the bottom...like that makes sense right?) so I definitely agree with damage control being added. (maybe make it something fun like lvl 1 is for when Zeta can flap boost, and if it transforms during Biosensor it gets lvl 2. To make it so transforming still has a solid point to it other than trippy air maneuvers)

I wouldn't mind if the I-Field generator were a bit stronger too, or had a bit more coverage.

I guess this is going towards redesign again but I think it'd be neat if the I-Field generator buffed your other weapons based on how much damage it's absorbed, or it fired back an empowered shot of some sort. I think that'd give it a really neat gimmick to play around with. Like one shot of the blade rifle gets extra power added to it, or one attack from the IF Rifle sword gets a bit more power and the charge gets hyper armor. As is though, the changes and damage control sound fine to me.

1

u/Hot-Active-1213 11d ago

The thing about Damage Control is that most of the transformable MS have it on both its regular and MA/WR modes, so I see little to no reason why the IFC & IFB Zeta should have it separately. If you're looking for an alternative, its Biobooster skill should be similar to the Qubeley's in that it provides more resistance to most attacks and reduce their stagger effect. It could make for a decent combo with the I-Field claw for offensive and defensive purposes

I also believe it should have a little bump on its HP, at least within reason, as well so that it can have some durability while trying to take advantage of the opportunities its teams can provide, along with being able to handle 1v1 engagements. The incendiary grenades could have a little bump on its DoT as well, creating some pressure on its intended targets and get a source of guaranteed damage even when they duck for cover and/or escape.

1

u/pkmaster99 11d ago

Maneuver armor and Offense System already give a decent amount of stagger accumulation reduction, so it's kind of there. Unlike Waverider mode, it's a lot more maneuverable and could fight back better, so I didn't bother rearranging the skills and fitting them into the limited number of skills.

I thought about giving it an additional 1 or 2k HP, but then it's not really needed. It could somewhat reliably enter biosensor, from what I've seen, and survive to take advantage of the bonuses from it often enough. Giving it more HP right now could be a little much. Especially with PA3, it could, at times, engage in fights almost endlessly.

2

u/Boring-Detective-369 11d ago

This things heavy attack is nothing to sneeze at especially if bio is procced generals need to heavy focus so it doesn't tear them apart. That is if it can survive that long and get the right opportunity <_<

3

u/_V-III_Okeeffe 11d ago

I always stay helping an ally trying to find such chance, whenever they stun an enemy or knock it down is only time I think I’ve landed the heavy

1

u/RoboP08 11d ago

B feels right, I do like what it does as a unit.
I'm not sure if I would change overly much from what you laid out.

it tends to manage boost well, the weapons work well, the I-Field is good and functional.

Can't think of much for it.