This site is an article focused on the online game Mobile Suit Gundam Battle Operation 2 (GBO2). Contents include game updates, reviews, gameplay diaries, and fantasy articles (articles that introduce the author's own interpretation of MS (game characters)). All content on this site is not official information. Therefore, the information on this site may contain ambiguous, inaccurate, outdated, or misleading expressions. So please be careful when browsing the site.
G-Line Full Custom(Update on May 28, 2020)
Hizack Custom (Update on May 28, 2020)
Full Armor Gundam (Type B) (Update on May 28, 2020)
Psycho Zaku(TB) (Update on May 28, 2020)
High Mobility Gelgoog(UL)(Update on May 28, 2020)
Marasai(Update on May 28, 2020)
Not Abandoned "Colony"
High Mobility Gelgoog Lv4(Added on May 28, 2020 Update)
Gelgoog M (Commander Type) (Update on May 28, 2020)
Bolinoak Sammahn(Added on May 28, 2020)
GM Night Seeker and GM Cold Districts Type
I prefer to use the "GM Night Seeker" on the 250 cost battlefield. Because it is a rarity ★★★, it may not be possible to strengthen it cheaply at the strengthening facility. It doesn't have a shield, but it has high durability, does not have a melee attack combo, and does not have any special skills that lead to firepower. Yes. To be honest, the impression of being unreliable cannot be erased. "GM Night Seeker" have anti-stealth skills, so it is easy to detect "Acguy" or "Agguguy" in advance. However, there are many difficulties in dealing with it, and it is also difficult to hit a melee attack because "Melee Strength" is poor.
Still, the reason for continuing to use it is mainly stealth measures and moderate durability. You can stay on the battlefield for a long time, so your damage score and assist score will increase. I also like the fact that the personal ranking is moderately high. There are opponents who do not want to meet because of competition with rivals.
I often lose if the enemy team has "GM Cold Districts Type".
Since "GM Cold Districts Type" is the main unit for shooting attacks, it is difficult for teammates to make games that are easy to fight. The performance of the high firing rate machine gun and grenade is excellent, and the "fast movement performance" and "Maneuver Armor" that can be used at 400 costs are strengths that can not be easily caught on the 250 cost battlefield where the game speed is slow. It is not good at fighting to protect allies, and supplements low endurance with mobility and positioning. As a result, it's hard to keep up with your teammates, and it may seem like you're running around to your slow teammates. If you can move freely, the score will increase and it will be able to compete with rivals.
I can't do well with the "GM Cold Districts Type" that I control, so I'm obsessed with "GM Night Seeker".
What's going on with the Flight System unit? (Story just before the May 28, 2020 update)
Switch viewpoints
About late May update (new map)
Mix up, sudden death rule
Gelgoog Marine Lv4 (Added on May 21, 2020)
"Developer Newsletter(May 22, 2020)" announced the adjustment of "MS".
Gundam Mk-III (Added on May 21, 2020)
Early Production Gelgoog (May 21, 2020)
Cool Time | Reload | |
Giant Bazooka | 7.4(sec) | 17.5(sec) |
Giant Bazooka (When the skill is applied) | 6.3(sec) | 13.0(sec) |
Giant Bazooka (With Cloth) | 6.7(sec) | 12.0(sec) |
High Mobility G Rocket Launcher | 6.0(sec) | 12.0(sec) |
Cool Time | Focus | Heat Rate | |
Gelgoog Beam Rifle | 4.0(sec) | 4.5(sec) | 60(%) |
Gelgoog Beam Rifle (When the skill is applied) | 2.0(sec) | 3.5(sec) | 50(%) |
Anonymous matching rule(1)
A Introduction to MS that may come back in the future.
"Good Opponents" in Clan Match (2)
"Good Opponents" in Clan Match
High Mobility Zaku (Late Model) Lv3 (Added on May 14,2020)
Gundam Pixie Lv4 (Added on May 14,2020)
Desert Gelgoog (Update on May 14,2020)
Gundam Ez8 (WR) (Update on May 14,2020)
Dwadge Custom (Released on May 14, 2020)
Playoff for the win with X teams(1)
playoff for the win with three teams participating (max member.4vs4vs4).
playoff for the win with four teams participating (max member .3vs3vs3vs3).
There is an element that the team will drop out. (The dropped team will watch until the result is announced?)
There is a time limit and there is a top draw.
MS-centered game rules (infantry action is excluded in principle).
The Re-Spawn point is the base or its remains.
The return time is shortened as in the simple battle.
(Selection) Bases are set up for each team. 1/4 to 1/3 HP of normal.
You can win by leaving the points of your team and losing all points of the enemy team. (Score calculation is different from the mixup rule)
There are cost limits. The cost range is the specified cost + 0 ~ -100 (minimum specified cost 200).
The team's initial point is
Team member × 5 × designated cost (4 members are 400 costs: 4 * 5 * 400 = 8000)
The score lost by destroying a base is different from the normal calculation. (Center cost = Specified cost x number of members) Even if you create a team at a low cost, the score lost when the team is destroyed is constant for all teams.
Anti-aircraft attack capability
Units with Flight-System skills dominate the environment above a certain level, and there seems to be a certain number of people who want to weaken those units. For me personally, it's more fun to give air defenses to an existing unit that hasn't been in the limelight until now, rather than wanting to weaken it. It grants the ability to compete like Anti-Stealth corresponding to Stealth, and makes only Flight-System effective.
As an example of Anti-Stealth,
"GM Night Seeker" with Anti-Stealth is not affected by the "Stealth" skill of "Agguguy", but allies do not benefit from it. In addition, the ability of the player who uses "GM Night Seeker" is asked to be able to deal with "Agguguy". The bottom line is that if it is not absolutely effective, it will be suppressed at a level where its effectiveness can be confirmed.
Candidates (Support-Type) that should be given anti-aircraft attack capability are "GM Sniper II", "Guncannon SML", "Gundam Ez8 (WR)", "Heavy Gundam", "Hizack Custom", "Dom Barrage", " Juaggu ", "Zaku Tank (Artillery)".
Candidates (General-Type) that should be given anti-aircraft attack capability are "GM (White Dingo)", "GM Sniper II (White Dingo)", "Gundam Ground Type", "Gundam Ez8", "Powered GM", "Slave Wraith", "Dom Tropen", "Early Production Gelgoog", "Gelgoog", "Gelgoog Ground Type (VD)", and "Nemo".
The candidates (Raid-Type) to which the anti-aircraft attack capability should be given are "Gelgoog Marine", "Gouf Custom", and "Z'Gok".
Then, it is a skill (of course, delusion) introduction.
Anti-Flight-System (lv1)
Only valid if the "Flight-System" owning unit is in flight. If a unit with this skill hits a flying unit with a stunning attack, the effect of "interrupting the action in the air and slightly lowering the flight altitude" is generated. Instantly doubles the cumulative damage of attacks that have no binding effect.
Commentary.
In order to benefit from the Flight-System, it is necessary to increase altitude during flight. Added an element to lower the altitude to the effect of this skill. The Flight-System makes it harder to hit when the altitude is maintained, and increasing accumulated damage makes it easier to "shoot down a unit in flight" which was difficult for some units.
Probably it is not effective to "shoot down" the unit in flight as expected, but I think that if you can hit it with a single shot, you will be able to stay a little. Since the head Vulcan is suitable for anti-aircraft attack, the accumulated damage should increase the chance of "shooting down" more than before. "Juaggu" and "SML" have a particularly high aptitude.
[054] [RGM-79V]
Source:"MSV-R" and "MSV-R: The Return of Johnny Ridden".
A unit positioned as a higher version of "GM Night Seeker" and "GM Night Seeker II". You can make full use of its high mobility and multiple melee weapons, but its major role is the disturbance that makes use of your "jamming" skills.
>>Detailed Data
Released Mask Data unrelieable
The release of mask data makes it convenient to understand (visually) the degree of reinforcement of custom parts that enhance the turning speed.
However, there are times when various corrections are added and subtracted, so it seems that the numerical values are unreliable.
"Full Armor Gundam (TB)" has a slightly higher Turning Speed, but it's actually fairly low with four shields. The status is now displayed with the mask data release, but the gap between the numerical value and the current situation is severe. Every time the shield is destroyed, the turning speed becomes faster, so if all the shields are lost, the performance will be as expected.
It is difficult for skills such as EXAM and HADES to judge what kind of benefits and penalties the status has. It is inconvenient to not be able to check the status fluctuation range with custom parts, etc., even if you can get an overview from sites where information is gathered or self analysis.
For those who change the leg HP etc. with custom parts, it can be understood by self-calculation, but the inconvenience that can not be referred immediately remains.
What we want is to move the mask data disclosure to the next stage.
• Reflect the effect of the shield on the status. The format is displayed as "current value (maximum value)".
• For statuses such as EXAM, HADES, Bio-Sensor, and skills to which skills are added, it is possible to check the status after change by adding a further tab.
• Add Head HP Value, Leg HP Value, and Back HP Value to the status column.
Up to here for this time
Asshimar
When I checked the past article Asshimar (Buran Blutarch Custom) for a while and compared the implemented Asshimar, it seems that my prediction was correct although it was small. The transformation unit of the shooting approach type, the category was General type unlike the expectation. As for armament, I have a cracker (I think it is GBO's own interpretation) as a secondary weapon. Unexpectedly, I didn't have a Marasai Beam Rifle that would be a hassle with the equipment.
The fighting style gives you a personality suitable for a new MS, such as a melee attack combo and the ability to shoot a focused beam during transformation. But, Even if you simply shoot a Stan beam rifle and carry out a melee attack, it may be difficult to produce the firepower of the existing MS.
In the future, the way of fighting unique to Asshimar may be invented, or a label of "very difficult unit" may be attached.
My personal impression is that the transformation to flight mode and the melee attack combo are very cool, and I want to get it someday (even if I can't do it now) and use it. I'm not sure if it's necessary to win the game, but it seems very interesting at the moment.
Up to here for this time.
Quarry(GBO1 Re-Make)
What if in the previous game "Gundam Battle Operation", the battlefield "Quarry", in which the support type with a strong attack from the hill was very favored, was implemented this time? The delusional article.
Perhaps the outline of the terrain will change, but the basin unique to the quarry will not disappear. However, if it is implemented as it is, only the MS with strong shooting will remain in the unbalanced battlefield where it can take advantage of the width. What is more likely to remain is a compartment that can only accommodate infantry.
There are three elements that I want to incorporate: "fill the depression with muddy water", "symmetrical" and "easy for infantry-only combat".
1. "fill the depression with muddy water"
The idea is to weaken the effectiveness of shooting from hills and to give preferential treatment to the performance of amphibious MS. The transparency of muddy water is opaque to the extent that it can be seen from above, and it is reasonably transparent in water.
Objects that have been submerged (equipment of the previous work, etc.) are scattered, and the specifications that make it difficult to hit by relying on the HP bar display are made. It does not mean that the support type is difficult to fight because the easiness of attacking the enemy coming out of the water is maintained. Since it can be moved over the water, it is a concept that you can fight as a flat terrain.
2. "symmetrical"
Since the visibility of the left side of the reticle is poor in the current game system, it is inconvenient for either side to have a dominant terrain, so I think it is desirable to have symmetry.
3. "easy for infantry-only combat"
It is desirable to have an invasion section dedicated to the infantry, which was the previous work, and this time I think there should be structures such as tunnels and living blocks that allow direct access to your base and enemy bases. However, the tunnel can be opened only in special rule battles such as infantry only battles, and the others can be closed. Normally, the main character of the game rule should be MS.
If it is an infantry rule, it will be fun if you can adjust the ease of play, such as being able to move the enemy army base that has become accessible on foot, optimizing such as newly setting up a relay point etc.
That's it for this time.
Purpose of miscellaneous notes
Would you like to rescue items that are often left behind in inflation that often causes game balance?
It's always okay to enhance existing items (if you still want new ones).
If you get out of the gacha lineup, you'll be lonely if you don't receive the enhancement (of existing items).
I will spell out suggestions for improvements to items that have been or have been unfavorably treated for a while or occasionally. This is the purpose of miscellaneous notes.
First of all, I would like to introduce "Gundam Beam Rifle".
Current Mix-Up Rules(2)
"Increase the score when destroying a unit by 1/50 of the increased HP."
A score of 5000 will add 100 points. The maximum increase is 400 points, so even with the lowest cost unit you can change by 500 points with one defeat.
However, if this idea is adopted as it is, in the calculation, between the costs of 300-400, the score value becomes the largest at the maximum HP increase at "350 costs". So it seems that some numerical adjustment is necessary.
Currently there is a 1000 score difference between the lowest cost unit and the highest cost unit. You can't catch up with the score unless you beat the lowest cost 11 times before the highest cost is destroyed once. If you adopt this idea, if the high cost unit side beats the low cost unit 5 times, the score will be (100 + 200 + 300 + 400 + 500 =) 1500 points. So even if a high cost unit is destroyed once, it will not be reversed to the low cost unit side. After that, the high cost unit side can maintain the lead by defeating the low cost unit twice (500 + 500 = 1000). So it seems that inefficient participation in mixup rules at high cost is not inefficient.
Current Mix-Up Rules (1)
The answer seems to be yes.
Low cost units will return faster and increase HP. It seems that the tactics that make the most of it are highly effective. Strong tactics can be imitated, and in the future battle scenes, you will often see confrontations between teams that are composed of only low-cost units.
However, Custom Match is a My Rule that rejects such formation (you can choose not to play with only some optimal solutions), so it can not be said that this rule revision has an influence on how to play.
When it comes to influencing, it's a quick match.
The previous optimal solution was to "form a knitting centered on high-cost units", so there is no change to the extreme knitting, and we have not been able to acquire a variety of options this time either.
This part of the specification change was a good idea in some areas, but it can be said that it caused an extreme balance fluctuation due to lack of parts.
I'm going to write something that other people can think of.
Up to here for this time.
Dom Tropical Test Type
A unit that has been described in the Delusion MS article has been implemented. This time, I would like to talk about the impression of "Dom Tropical Test Type". As expected, I didn't have "Spread Beam" equipped, so I expected to add secondary weapons. It is too straightforward to adopt the machine gun of the main weapon equipped with "Dom Cannon" which is an advanced version of this unit, so I chose "Zaku Machine Gun Short Barrel (not implemented)" of "Zaku Desert Type". But, It was "MMP-80 Machine Gun" that was implemented. I didn't expect "Giant Bazooka (With Cloth)" because I thoght that unit as 250 cost. My expectations were as good as the performance of the "Dom", but I was disappointed in the good way. It was a new unit with a new personality.
I got the impression that this new Dom is full of variations. That is, I share the "Dom Tropical Type" and "Prototype Dom" personalities. In other words, there is a concern that there is no chance of implement in these two types of variations. However, development and management may allow each variation to acquire its own characteristics as long as the game balance is maintained. Even this time (for my idea, the one I failed to personalize) participated as an interesting bonus item. You may have the possibility.
Up to here for this time.
Revised The Mix-up rules
I was confused with the contradictory impression that the settlement was settled in no time, and that it was not settled at all. We saw the possibility of a low-cost unit (because of the system's increasing durability with each restart). The confrontation with only low-cost units caused delays, and there are now many mud games that are entangled in judgment games.
The trend in unit selection for mixups was high cost. This was well established. It's still in the process of testing the revised specifications, but the options for low-cost units are not final. It seems to be a game rule that is more difficult to read and more suitable for custom matches.
Up to here for this time.
Mechanism for improving space battle
It is my skill that keeps me defeated in space battles. There is no way to get rid of it by itself, so I will talk about requesting a mechanism for improving space warfare and a mechanism that leads to playability.
1. When you return to the battlefield, you get lost if there are no friendly forces in the radar range.
In stray battles where there is no unification of intentions, the engagement positions often fall apart. You can see the friendly tag if it is in the line of sight. However, confirmation is likely to be delayed in directions that are out of sight.
I want you to extend a certain specification to the friendly army. It is a specification that you can see the enemy who is out of sight and within the radar range with an icon. Furthermore, it is desirable that "friendly forces can detect more than the radar range". If you can display up to the "number assigned to the organization" of the friendly army, at that time, you will be wondering what the camouflage skill will be.
2. It is difficult to understand the reaction when there is a wall behind the unit. If there is a wall behind it, the operating unit will disappear from the screen. The reaction at that time is difficult for the operating player to understand.
Display status information when the wall is behind. The current unit status "Stun, Down, Invincible, Fast Move, Sudden Braking" is displayed in text in the center of the reticle. White background hollow letters are good if possible (my preference).
3. The vertical radar range is narrow. Or the vertical position of the detection unit cannot be determined. On the ground, this specification is also a "seasoning", but space is too inconvenient.
Extend the screen icon display while leaving the radar unchanged. Change the specifications so that the enemy and ally positions are displayed on the screen near the reticle.