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GBO2 ZZ Gundam (post-buff): It has EZZ's Biosensor now?! скачать в хорошем качестве

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GBO2 ZZ Gundam (post-buff): It has EZZ's Biosensor now?!
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GBO2 ZZ Gundam (post-buff): It has EZZ's Biosensor now?!

This video contains two matches I had with the recently buffed LV1 ZZ Gundam on Gundam Battle Operation 2. It is a 650-700 cost general with decent stagger accumulation, easy two stun combos, good melee damage, a long reaching hyper beam saber, good midrange damage output and a Biosensor mode which gives the suit a whole range of power ups. Its weaknesses would be that it is a large target, that it has to charge or stop to fire to use an instant stagger, that it has no Damage Control despite how large it is and that it has a slow downswing animation. This suit was recently buffed to have +1500 HP, +7 melee resistance, +5 walking speed, a 15% damage reduction buffer for the arm shields and LV2 Biosensor. Most of these changes were relatively small quality of life changes, but the LV2 Biosensor is amazing. This was a skill previously exclusive to the 700 raid Enhanced ZZ Gundam, but now this amazing power up is on the regular 650 ZZ Gundam. I hope that you enjoy watching! Its primary weapon is a double beam rifle with 1500x2 (1700x2) power, 1.5 seconds cooldown, 55% (75%) heat, 15 seconds overheat, 0.77 seconds swap time, 400m (450m) range, 2 seconds focus time and 35%x2 (40%x2) stagger value. This does not instant stagger with uncharged shots, but it has high power and can shoot twice to accumulate stagger. Charged shots focus quickly, instant stagger and can pierce through enemies. Its primary melee weapon is a hyper beam saber with 2700 power, 2.5 seconds cooldown, 0.77 seconds swap time, 85% side swing modifier and 150% downswing modifier. This has long reach and high power, but a slow downswing animation. It can hit enemies from outside of their tackle range if spaced properly. Its second sub weapon is a double beam cannon with 1300x2 power, 80% heat, 3.5 seconds cooldown, 22 seconds overheat, 0.77 seconds swap time, 500m range and 15%x2 stagger value. This has pretty great all round stats for a stop to fire instant stun. It can be used to continue shooting combos or as a way to semi reliably combo into melee. Its third sub weapon is a backpack missile launcher with 250 power, 42 ammo, 350 RPM, 12 seconds reload, 0.5 seconds swap time, 400m range, 1458 DPS and 15% stagger value. This has pretty solid DPS and great stagger value. The issue is that it has an awkward launcing angle which makes it hard to hit moving targets, it can still be used to restrict enemies movement options though. Its fifth sub weapon is a head high mega cannon with 1500x7 power, 100% heat, 120 seconds overheat, 0.5 seconds swap time, 500m range and 8 seconds focus time. This needs to stop to charge and shoot, but fires a heavy staggering and piercing beam with gigantic damage. This is quite difficult to use well, even if you initially hit the enemy you cannot readjust your aim at all. The LV1 ZZ has 21500 HP, 27 ballistic resist, 27 beam resist and 25 melee resist. This is pretty good durability, just right for how big it is. It has no weakness to any particular damage type. It benefits from having both LV1 Maneuver Armor and LV1 Emergency Evasion, but has no Damage Control skill despite how large it is, but it basically gets the same effect once the Biosensor activates. In terms of mobility it has 115 (185) walk speed, 220 (240) boost speed, 75 (-45% usage) thrust and 66 (48) turning speed. It has slow walk speed paired with pretty good boost speed, once the Biosensor activates your mobility becomes extremely high, which is useful for closing the distance for melee attacks. It has a transformation mode but it lacks Transformed Reinforcement and uses a lot of thrust, so it isn't that useful in combat. It also has LV2 Forced Injectors and LV2 Flight Control, which is average for 650 cost. When Biosensor LV2 activates you get +10 walking/boosting speed, -45% thrust usage, +15 turning speed, +10 ranged modifier, +35 melee modifier, 30% less stagger accumulation taken, LV3 Emergency Evasion, LV1 Offence System and +15 to every resistance (does not go over 50). Overall I feel like the ZZ Gundam buffs were quite good, though they could have safely added a bit more in my opinion, since the best generals at 650 cost are REALLY strong. It wouldn't have been a bad thing if it got something like LV1 Damage Control, better vulcans and LV1 Transformed Reinforcement. Despite that, the buffs definitely make it capable of competing well at the cost. It is an easy to play all rounder suit that can play like a gorilla melee monster once it drops to half HP and the Biosensor activates. This could be your strategy, play safe and shoot, then go and play aggressively with melee once the Biosensor activates. I think it is a good choice for a player of any skill level, especially good for newbies since it is available from the DP store starting at Private rank. Thanks for watching, and I hope that you enjoyed it! Music used: Castlevania Chronicles, Thrashard in the Cave Dynasty Warriors Gundam 2, A Good Thing is Possible

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