GBO2 Z'Gok (Post-Buff): 🦀 🦀 🦀 🦀 🦀
Автор: Avenger1_ GBO2
Загружено: 5 дек. 2024 г.
Просмотров: 6 419 просмотров
This video contains two matches I had with the recently buffed Z'Gok on Gundam Battle Operation 2. It is a 300-450 cost raid with great stun accumulation, great melee damage, good stagger lock ability, above average mobility alongside having much better versatility than other raids thanks to its powerful midrange options. Its weaknesses include having no dodge roll, lacking Forced Injector and it needing to stop to fire before using its instant stagger. This suit was recently buffed with more HP for every level, more custom part slots for every level, better boosting speed from 350-450 cost, 300/400/500/600 head torpedo power depending on level, better head torpedo velocity alongside the addition of a new claw beam sub weapon that can instant stagger. I have always been a fan of the Z'Gok line, so I was quite happy to see it get such a comprehensive overhaul this patch. It went from being an honestly mediocre pick to arguably one of the better raids available at 300-450 cost. I hope that you enjoy watching!
Its primary weapon is an arm beam cannon with 1035 power, 0.8 seconds cooldown, 35% heat, 12 seconds overheat time, 0.77 seconds switching time, 315m range and 50% stagger value. This overheats in just 4 shots, but it has fast cooldown time and can stagger in just two shots. If you aren't in immediate danger close up, this is your most versatile combo starter.
Its primary melee weapon is a claw with 2185 power, 2 seconds cooldown, 0.5 seconds swapping time, 90% side swing mod, 140% down swing mod and 100/80/64% combo modifier. This is an incredibly powerful melee weapon, it can deal huge amounts of damage if you get the chance to do 2-3 swing combos. It is even more powerful than it first seems as well, since the neutral swing hitbox is somewhat disjointed, having similar reach to a beam saber neutral swing, on top of the neutral swing having between 5-6 frames of start-up time (at 60 FPS).
Its first sub weapon is a head torpedo launcher with 600 power, 6 ammo, 8 seconds reload, 0.5 seconds swap time, 400m range and 35% stagger value. These deal great damage, stagger quickly and are easy to hit with because of how fast the missiles fly. It is tricky to decide if you want to use them after a beam cannon stun for DPS purposes, or if you want to save them for an extra stun when approaching enemies.
Its second sub weapon is a double arm beam cannon shot with 1100x2 power, 85% heat, 4 seconds cooldown, 12 seconds overheat, 0.5 seconds swap time, 300m range and 10%x2 stagger value. This must stop to fire, but it deals high damage and instantly staggers. This is an amazing addition to the suit, since before it could end up disadvantaged in a close range 1v1 against a suit with readily available instant staggers, but now it has one of its own to fight back with. It also allows you to continue staggering the enemy after using your other weapons.
The LV4 Z'Gok has 20500 HP, 16 ballistic resistance, 17 beam resistance and 30 melee resist. It is incredibly durable for 450 cost, benefitting from having a ton of HP and well above average melee resistance. It has a 30% damage reduction head buffer, which is quite useful against certain melee animations, but lacks any buffers for the legs, which makes the suit pretty vulnerable to leg breaker generals. It also benefits from having LV2 Maneuver Armor.
In terms of mobility it has 130 (133 including ground affinity) walking speed, 200 boosting speed, 60 thrust and 66 (72 including affinity) turning speed. It lacks Forced Injector, and while 200 boosting speed seems bad at first for 450 cost, adding on Overtune Mobility for an extra 10 boost speed is very cheap, so it is realistically a lot faster than you might expect. It gets a 10% buff to walking speed, boosting speed and turning speed while underwater because it has water affinity.
In conclusion, I feel that the Z'Gok has definitely shot up several tiers in terms of strength thanks to these changes. It can very effectively control the fight because of how damn good its stagger output is. You could stagger them with the arm beam, stun again with the double arm beam, time your head missiles just right to stun them again, basically do whatever you want. This is before even mentioning that it has joined the ranks of raids like the Zaku Flipper and GM Gatherroad that are capable of safely shooting at the support from a distance, so it is far from being a monkey raid that can only use melee. With how strong generals are, you will definitely eat a big punish if you get caught out of position, the suit lacking a dodge roll makes it hard to recover from situations like that. Otherwise though, I think that it is a very powerful option, probably downright broken on maps with lots of water available. Thanks for watching!
Music used:
Dragon Ball Z Budokai 2, Hand in Hand Fight
Dynasty Warriors Gundam 2, A Good Thing is Possible

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