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This video contains two matches I had with the recently released LV1 Psycho Zaku MKII on Gundam Battle Operation 2. It is a 500 cost raid with mobility befitting of a 650-700 coster, three instant staggers, a great list of skills and two melee weapons to stunlock with. It has many weaknesses though; such as low melee damage, awful durability, low amount of thrust and very short melee reach. This suit is very fun to handle and if you can isolate somebody it can do nice damage, but it feels very flawed at the same time. You can see in this first match just how little damage I deal and how long I have to stunlock a general to get anywhere. I hope that you enjoy watching! Its primary ranged weapon is a bazooka with 1650 power, 5 ammo, 7.4 seconds cooldown, 17.5 seconds reload, 2 seconds swap time, 300m range and 80% stagger value. This has quite poor performance for a 500 cost weapon on its own, but it can combo with your other stuns to easily restrain the enemy. The stagger value also pairs nicely with your machine gun to break MA. Its primary melee weapon is a heat hawk with 1600 power, 2 seconds cooldown, 0.5 seconds swap time and 100/105/110/125% combo modifier. Its power is absolutely awful and the range is short, but the combo modifier means it does more damage the deeper you are into the combo. Though the reach means that you won't often hit every swing in a four hit combo due to the attacks knocking them back. Its first sub weapon is an enhanced type cracker grenade with 1800 power, 1 ammo, 10 seconds reload, 1 second swap time and 10% stagger value. Unlike other hand grenades, this instantly staggers. It has a large splash radius and a much improved throwing arc so you can easily work this into stunlocking combos from range. Its second sub weapon is a pair of heat hawks with 1850 power, 3 seconds cooldown, 0.5 seconds swap time, 50%x2 side swing modifier, 75%x2 downswing modifier, 100/105/110/115% combo modifier, 150%x2 heavy attack modifier and 2 seconds heavy attack focus time. These do much more damage than the single heat hawk due to the side swing modifier being stronger. The downswing is very fast and easy to confirm if you need a knockdown. The heavy attack has fast focus time but it does awful damage, it isn't really worth using unless you are aiming to clash on purpose with another heavy attack raid. Its third sub weapon is a machine gun with 120 power, 50 ammo, 400 RPM, 10 seconds reload, 0.77 seconds swap time, 300m range, 800 DPS and 9% stagger value. This has high stagger value and fire speed, on par with a Hizack machine gun. Useful for finishing off low enemies or to accumulate stun. Its fourth sub weapon is a machine gun grenade with 1000 power, 1 ammo, 8 seconds reload, 0.77 seconds swap, 300m range and 40% stagger value. This is a fast reloading instant stagger so you can use this with your other stuns to close the distance before melee. The LV1 Psycho Zaku MKII has 15000 HP, 15 ballistic resist, 14 beam resist and 25 melee resist. The suit has no shield so this durability is quite awful. You will be destroyed in one combo or close to it by any general with good damage output. It has a 15% reduction right shoulder buffer but this doesn't help much. Its actual defensive skills are good though with LV2 in both Maneuver Armor and Emergency Evasion. It also has 145 walk speed, 225 boost speed, 55 thrust and 84 turning speed. This is absolutely off the charts mobility for a 500 coster, definitely making it the fastest suit at 500. You will be using this mobility to make up for the low durability, by avoiding damage rather than tanking it. It has LV2 Forced Injector and LV2 Flight Control which further improves this mobility. It has access to LV1 Offence System which makes it hard for enemies to interrupt its long melee combos, it also has LV2 Power Accelerator which allows it to turn clashes into an advantaged situation. It can aim to clash on purpose with enemies so it can then boost out of the clash and do a full melee combo on them before they can move. Overall I think that the Psycho Zaku MKII is a bit underpowered. The stuns and mobility are basically the best that any 500 cost raid gets, but the low durability and pitiful melee damage really kills the viability. It lacks the quick melee burst damage of other 500 cost raids, instead needing to lock enemies in long combos to do good damage. This makes it quite vulnerable to being interrupted by other enemies before it can finish the combo. This is made even worse by the poor durability since one combo from a melee general can kill it. I think that the suit should get a melee damage buff so it doesn't have to infinite combo for as long. Thanks for watching, and I hope that you enjoyed it! Music used: Yakuza 1, Scarlet Scar Dynasty Warriors Gundam 2, A Good Thing Is Possible