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GBO2 Mass Production Psycho Gundam: It's like a playable mobile armor!

Avenger1_ GBO2

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GBO2 Mass Production Psycho Gundam: It's like a playable mobile armor!

9 412 просмотров · 2 недели назад
Avenger1_ GBO2
9,4 тыс. подписчиков
9 412 просмотров · 2 недели назад
This video contains three matches I had with the recently released LV1 Mass Production Type Psycho Gundam on Gundam Battle Operation 2. It is a 700 cost general with incredible durability, access to LV4 Damage Control+LV1 Shock Dampeners, incredible stagger lock ability, a beam scatter gun with high stagger power, two INCOMs with high stagger power, very powerful tackles alongside access to LV3 Overload. It primarily suffers from being very slow, having no skills like Forced Injector or Flight Control, but it also suffers from being very large. I hope that you enjoy watching! Its first weapon is an arm beam gun with 1200x2 power, 4 seconds cooldown, 90% heat, 12 seconds overheat, 0.5 seconds swap time, 350m range and 20%x2 stagger accumulation. This isn't particularly strong on its own, but it still serves as a reliable stun tool. Its primary melee weapon is a pair of hyper beam sabers with 3000 power, 2.5 seconds cooldown, 0.77 seconds swap time, 70% combo modifier and 110%x2 downswing modifier. These have long reach and high power, but the downswing is too slow to be confirmed after another downswing. Its first sub weapon is a chest scattering beam cannon with 300x4x3 power, 33%x3 heat, 4 seconds cooldown, 15 seconds overheat, 0.5 seconds swap time, 250m range and 20%x4x3 stagger value. This has very high power and ridiculous stagger potential, but the spread is too inaccurate to be used reliably outside of close range. Its second sub weapon is a pair of beam cannons with 1550x2 power, 4 seconds cooldown, 90% heat, 10 seconds overheat, 0.5 seconds swap time, 450m range and 20%x2 stagger accumulation. These must stop to fire, but they have high power and instantly stagger. Its third sub weapon is a high mega buster with 1600x2 (1400x6) power, 45%x2 (95%) heat, 4.5 seconds cooldown, 15 seconds overheat, 0.5 seconds swap time, 400m range, 4.5 seconds focus time and 20%x2 (65%x6) stagger value. Normally, this works as an instant stagger with high power and ASL. Charging it fires a gerobi with high power, instant stagger and good stagger build-up. Its fourth sub weapon is a pair of wired arm beam guns with 350x4x2 power, 60%x2 heat, 2.5 seconds cooldown, 15 seconds overheat, 0.5 seconds swap time, 250m range and 13%x4x2 stagger value. These overheat in one volley and don't deal that much damage, but they can stagger on their own. You cannot use your primary weapon while these are deployed. Its fourth sub weapon is a pair of INCOMs with 500x2x3 power, 45%x3 heat, 2 seconds cooldown, 13 seconds overheat, 0.5 seconds swap time, 250m range and 25%x2x3 stagger value. These work similarly to your other lock-on attack, but they are all-around better while not depriving you of your primary weapon, making them the preferred choice if you only have time for one lock-on attack. The LV1 MP Psycho Gundam has 31,000 HP, 34 ballistic resist, 36 beam resist and 32 melee resist. It has absolutely amazing durability, with well above average defences, high HP, a 45% damage reduction leg buffer, a 35% reduction shoulder buffer and a 35% reduction back buffer. It also benefits from LV4 Damage Control (raises its stun accumulation threshold to 240%) and LV1 Shock Dampeners, making it very hard to stun. In terms of mobility it has 110 walking speed, 210 boosting speed, 60 thrust and 66 turning speed. Its mobility is quite awful across the board, it is slow even if you compared it with a 700 cost support. It has no Forced Injector or Flight Control skills. It also has LV3 Overload and LV9 Enhanced Tackle, which increases tackle damage by 600% (4200 strength), tackle duration/distance by 120% and reduces tackle thrust consumption by 40%. In conclusion, I think that the MP Psycho Gundam has incredible potential. I struggled with it at first, I built for damage and thrusters, but kept getting blown up after being focused down. I had much better luck with it once I swapped to a durability focused build. If you build it as a tank, you can go frontline with it and cause havoc. It can easily stun any raid trying to slip by, it can deter raw melee attempts with its two tackles and Shock Dampeners, it can easily knock-down enemies with its melee reach, and it can mercilessly stagger lock any out of position enemy. The poor mobility makes it awkward to keep up with the frontline at times, but I still think it will prove to be fully capable of joining the 700 cost meta. I think that its potential is even higher if you are willing to use LV3 Overload at the earlier opportunity, I always saved it for a better opportunity that never came, so I would recommend using it whenever you can. Thanks for watching, and I hope that you enjoyed it! This is a bit of a tangent, but I wonder if this would have better fitted as a support instead, with upgraded INCOMs with Overload activated (similar to Engage Zero INCOM Type). The world may never know... Music used: Ace Driver: Victory Lap, Infinity Soul Calibur VI, Defeat!