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GBO2 Gundam F90 (S Type): Is it already outdated?

Автор: Avenger1_ GBO2

Загружено: 2025-09-10

Просмотров: 3602

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This video contains three recent matches I had with the LV1 F90 Support Type on Gundam Battle Operation 2. It is a 750 cost support with Flap Booster, a very small hitbox, decent mobility, great stagger lock ability, good stagger accumulation, great incendiary damage alongside access to LV1 Linked Fire. It suffers from low HP, ASL that often causes misses, poor self defence abilities, poor anti-air abilities alongside the Linked Fire skill disabling your back beam cannons for 90 seconds after the timer ends. I got lucky in the first and third matches, the second match is a pretty realistic example of what happens when F90S plays in the same match as a good Crossbone X-2 player. I hope that you enjoy watching!

Its primary weapon is a quad beam cannon with 700x4 power, 80% heat, 4 seconds cooldown, 15 seconds overheat, 0.5 seconds swap time, 400m range and 15%x4 stagger value. This has decent damage and instantly staggers, but is is cursed with a large ASL radius. It is very difficult to hit against a flying target, the ASL will cause you to miss most of the time.
Its primary melee weapon is the suits bare hands with 2000 power, 2 seconds cooldown, 0.5 seconds swap time and 200% downswing modifier. This has short reach since it uses the Guncannon moveset, but it can deal decent damage against generals.
Its first sub weapon is a head vulcan gun with 110 power, 60 ammo, 600 RPM, 10 seconds reload, 0.5 seconds swap time, 200m range, 1100 DPS and 6% stagger value. This has decent DPS and can stagger regular suits in just 1.7 seconds, but it takes 2.1 seconds to stun suits with Damage Control.
Its second sub weapon is an incendiary missile pod with 800x2 power, 2 ammo, 4 seconds cooldown, 10 seconds reload, 0.5 seconds swap time, 400m range, 35%x2 stagger value and 200x16 incendiary damage. This has seemingly low damage, but each shot sets the enemy on fire, dealing damage over time and stopping their stagger accumulation gauge from resetting.
Its third sub weapon is a cruise missile with 1300x2 power, 2 ammo, 10 seconds reload, 0.33 seconds swap time, 400m range and 80%x2 stagger value. While these do not instant stagger, they deal high damage, have a large splash radius, incredible stagger accumulation alongside the ability to be guided mid-air by your aim.
Its fourth sub weapon is pair of beam cannons with 1400x2 (2000+2000+2000) power, 80% (100%) heat, 2.5 seconds cooldown, 20 seconds (10 seconds) overheat, 0.77 seconds swap time, 550m (550m+400m) range and 35%x2 (70%+60%+80%) stagger value. Normally, these just fire once and instant stagger. When Linked Fire is activated, the MS instead fires the quad beam cannons, back beam cannons and incendiary missiles all at once, dealing 6000 base damage and 200x16 incendiary damage.
Its fifth weapon is a sensor unit with 100% heat, 15 seconds overheat, 0.5 seconds swap time, 450m range and 6 seconds duration. When activated, this spots every enemy within range. Spotted enemies will take 10% more damage from you and your allies.

The LV1 F90S has 22000 HP, 34 ballistic resist, 30 beam resist and 20 melee resist. It has low HP and no defensive buffers, which makes it quite squishy. It does have LV2 Resist Move though.
In terms of mobility it has 135 walking speed, 215 boost speed, 70 thrust and 78 turning speed. It is faster than the uplevelled supports at 750, but it is nowhere as fast as the Vigna Ghina. It has LV1 Flap Booster, LV3 Flight Control and LV3 Forced Injectors for mobility boosting skills.
It also has LV1 Linked Fire. This can be activated via the touchpad and lasts for 30 seconds, during which time your back beam cannons become much more powerful. This comes at the cost of the back beam cannons becoming completely unusable for 90 seconds after the 30 second timer ends.

In conclusion, I feel that the F90S has fallen off quite a bit. In the previous 750 meta against the F91, it could reasonably stagger them out of the air with the vulcans, then pull off big damage stagger-lock combos against them when they came down to the ground to melee, but this isn't really doable against the Crossbone X-1. It is harder to accumulate stagger against it, and when it comes down to melee, it has stagger protection since it has Offence System. That is on top of the Crossbone X-2 being able to easily farm the F90S. I think that it needs a huge buff. I want it to get 24000 HP, 70% arm beam gun heat rate, some sort of buff to make the arm beam guns hit moving targets more effectively, 75% beam cannon heat rate, 7% vulcan stagger value, LV4 Flight Control, 8 seconds cruise missile reload time, instant stagger for the cruise missiles, LV2 Stabilization Device (the same as LV1, but it could reduce incoming stagger accumulation as well) and LV2 Linked Fire (no penalty once the 30 second timer runs out). Thanks for watching!

Music used:

Persona 2: Eternal Punishment, Mt. Katatsumuri

Dynasty Warriors Gundam 2, A Good Thing Is Possible

GBO2 Gundam F90 (S Type): Is it already outdated?

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