Special Analysis: #098

Special Analysis: The Stealth-Beacon Paradox

Analyzing the structural flaws of "Fake Beacon" and a proposal for Skill Synergy.

The Reality of Deception: Why Fake Beacon Fails

The core issue is the activation gap. An approaching Raid is first identified as a "Threat" (300m+) before Fake Beacon overwrites the signal to "Ally" (250m).

The Critical Flaw:
This "delayed spoofing" acts as an unintentional alarm. The enemy is already alert to the anomaly before the deception begins.

Proposed Refurbishment: Synergy of Shadow and Steel

  • Integration of Stealth LV1: Limits detection to 100m, ensuring the first radar ping seen is already spoofed as "Ally."
  • Stagger Resistance: Pairing Damage Control LV3 with Shock Dampeners to secure the assault.
  • Armament Restoration: Reverting accumulation values to allow stuns in two uncharged shots—restoring lethal binding power.
  • Marker Optimization: Enhancing visibility of the Marker skill to bridge communication gaps in solo-queue play.

Evolution or Obsolescence

Deception requires masking the entry. Without the synergy of Stealth and modern stagger-resistance, these units will be replaced by high-spec brawlers. The environment waits for a patch that understands this paradox.

Tactical Archive: Beyond the visible radar signal.

Special Analysis: #097

Special Analysis: ZZ Gundam & The Dawn of 650 Cost

Evaluating the 2nd Anniversary milestone and the "High-Mega" meta. (Context: July 2020)

The High-Mega Dilemma: Power vs. Practicality

The Head High-Mega Cannon is a symbolic weapon. While its concentrated fire is devastating, the tactical cost—extreme charge time and immobility—is immense in the high-speed 650 meta.

The Strategic Verdict:
Unplanned use is fatal. It remains a high-risk gamble that requires absolute battlefield control to execute successfully.

Simplified Logic: Omission of Transformation

Unlike the Z, the ZZ arrived with its transformation omitted in favor of "pure MS performance":

  • Operability Focus: Ensures heavy-hitting combat without the complexity of flight-mode management.
  • Utility Balance: A decision reflecting the balance between lore and the frantic pace of 650-cost skirmishes.

Historical Precedent: Will ZZ Follow Z?

Much like the Z Gundam before it, the ZZ may start with skepticism but is poised to become a reliable cornerstone as the 650 cost-range matures.

Final Thought: Calmly evaluate the "Gacha" pull. Consider if this heavy-caliber logic truly fits your personal combat style.

#2nd Anniversary: The arrival of the King of High-Power.

Special Analysis: #096

Special Analysis: The Fragility Paradox of Dra-C Custom

Examining the post-update balance between Gatling output and structural vulnerability.

The Capability Gap: Maneuverability vs. Firepower

The Dra-C Custom remains fundamentally inferior in maneuverability compared to the base model, defining its role as a specialized fire-support hybrid.

The Tactical Constraint:
Low HP makes "Maneuver Armor" a high-risk gamble. It creates a paradoxical demand for elite movement skills within a frame that cannot afford a single mistake.

Refurbishment Breakdown: Steel and Suppression

  • Gatling Ammunition Buff: Enhanced uptime allows for consistent suppression—most lethal when coordinated as "Crossfire."
  • MSHP Marginal Increase: A slight buff that forces reliance on evasion over stat-checking, maintaining its status as a high-skill unit.
  • Constraint Synergy: Rewards pilots who can master the transition from Gatling/Sturmfaust to its heavy melee down-swing.

Training Tool or Combat Failure?

The Dra-C Custom has evolved into a perfect "Academy Unit." It is a test of a pilot’s ability to weave through the void without being touched—a gateway to high-cost space excellence.

#Space Training Archive: Surviving the void in a fragile shell.

Special Analysis: #095

Special Analysis: The Machine Gun Dilemma

Analyzing the Act Zaku Bullpup Machine Gun adjustment and the rigid meta of instant stuns.

The High-Spec Outcast: Why Performance Isn't Everything

The Act Zaku Bullpup MG boasts top-tier power on paper. Yet, it fails to compete where "Instant Restraint" (Bazookas/BR) dictates the flow, as it cannot interrupt a burst damage combo.

The Tactical Discord:
A lack of frontline-holding "stuns" can collapse a team's formation. Individual scores may be high, but the team's loss risk increases against coordinated opponents.

Environmental Limitations & Survival Strategy

  • The Secondary Prerequisite: Only viable on units with sub-weapons that compensate for the lack of primary stuns. Otherwise, the burden on allies is excessive.
  • Static Tactics: Powerful as a damage dealer, but strategically isolated. It remains a "cold" option in a "hot" meta.
  • Litmus Test for Devs: The future of this weapon will show if the developers seek true battlefield diversity or just the facade of it.

Conclusion: A Sign of Change?

The Act Zaku Bullpup is no longer "weak," but it remains "homeless." Its evolution is a critical indicator of the game's tactical direction.

#Weapon Logistics Archive: The struggle between DPS and Stun power.

Special Analysis: #094

Special Analysis: Proposal for Rating Refresh System

Addressing "Disguised Ratings" and the structural reform of the competitive environment.

The Illusion of High Rank: Identity vs. Reality

Matched players often fail to reflect current skill. "Disguised Ratings" (carried or retired players) disrupt strategic synergy more than a strong enemy.

The Proposal:
Implementing "Daily Rating Decay" to ensure that top tiers represent "Current Ability." This is a maintenance mechanism, not a punishment.

The Decay Logic: -4 Points Per Day

  • Initial Refresh: An immediate 120-point reduction for all on Day 1 to clear stagnant pools.
  • Daily Maintenance: -4 points daily (approx. -120/month). One victory per day covers this "cost."
  • Rank-Based Floor: Floors based on Military Rank (e.g., Captains at C) to prevent smurfing while stripping unearned elite status.

Conclusion: Toward a Meritocratic Battlefield

Removing the "Safety Net" for inactive players rewards consistency. Those in A+ and above will truly be there due to performance today—not luck yesterday.

#System Logistics Archive: Maintaining the integrity of the Rank.

Special Analysis: #093

Special Analysis: Galluss-J [Update ver.0129.0441]

The Neo Zeon Vanguard: Breaking the Vicious Circle. (Context: ZZ Era Unit Deployment)

The Urban Combat Specialist: Close-Quarters Logic

The Galluss-J excels at close-to-medium ranges. Its signature "Arm Punch" remains a core element of its melee-focused kit, rewarding aggressive positioning in narrow corridors.

Technical Highlight:
The integrated Energy Gun and Missile Pod provide exceptional utility, proving Neo Zeon's capability to stand toe-to-toe with any modern faction.

Rarity and The "Shortened Campaign" Anomaly

  • High Rarity Logic: Likely stems from its status as a base machine for multiple derivatives and its association with iconic pilots.
  • Chronological Shift: As the focus shifts to "ZZ," Galluss-J sets a high bar for the future Neo Zeon MS roster.
  • The 5-Day Mystery: The shortened pickup period (5 days vs standard 7) warrants caution regarding future rotation schedules.

Conclusion: Stepping Forward

Whether the shortened window is a sign of a faster meta cycle or a scheduling anomaly, the Galluss-J is a formidable contender. Secure this unit while the window remains open.

#Neo Zeon Logistics: The herald of the ZZ era.

GM Sniper II [WD] (Update on ver.0129)

I would like to talk about "a current rated" of a "modified unit that someone I don't know benefits in this Update(07/02/2020) " and "the future of this unit". If you are not interested in delusional stories, we recommend skipping them. 

The GM Sniper II [WD] is a General Mobile Suit with an initial cost of 400. There seem to be many weapons such as "L Beam Rifle (Enhanced Type)", Gundam Ground Type Beam Rifle, Rocket Launcher, 100mm Machine Gun. However, the only weapon that is commonly used is the L Beam Rifle (Enhanced Type).

This weapon (LBRE) has a modest power, but if it is a shooting attack operation at regular intervals, it can continue to hit infinitely. Therefore, it is excellent in controlling the enemy. 
It also has a minimum close combat capability. 

The point that this unit is unsatisfactory. 
・It has high fire shooting attack power, but it is difficult to destroy enemy units only with that attack. 
・Marking an enemy unit alone is excellent, but as a deterrent against multiple units, the rotation of the weapon cannot catch up. 
・Performance that is intended for long-distance attack operations, with low mobility and durability. 
・There are virtually no weapon options.

I think the "GM Sniper II" series is a popular unit. The reason for this is either because the design feels attractive or because the setting performance that outperforms the "Gundam" is attractive. 

As a matter of fact, Both the "GM Sniper II" and the "GM Sniper II[WD]" appear in the game as "units where long-range attacks are the main role". I will think so that which is far from the "universal performance" that suits all distances. 

With this adjustment, the attack power of "Long Range Beam Rifle" has been increased. Since other options are not originally good, it is a substantial enhancement, but It is hard to say that this adjustment has solved the unsatisfactory points. 

For this unit, I would like to give a little more enhancement plan (delusion) next.

Release of the 2nd Main Weapon [see previous article: Hanger Upgrades Lv0 & 2nd Main Weapon (Extra Game Rule)].
・Deleted 100mm Machine Gun of the main weapon. At the same time, the addition of the secondary weapon 100 mm Machine Gun.
・Increase in durability (MS HP).
・Improved mobility (Top Speed).

This unit has the concept of being able to carry two binding weapons with a wide variety of weapon types. My delusion is "How about reborn like this?" Actually, it seems that it will be difficult to put out a similar concept (a unit equipped with many weapons), so it will not be realized.

Rick Dias Lv2 (Added on update ver. 0129.04)

Hello.
Let's talk about the "Rick Dias", a powerhouse hidden behind Gundam Mk-II's success (I don't think it's really hidden), and the higher-level units that have been added this time.

It is a General Mobile Suit that focuses on shooting attacks and adapts to the space environment at the start of 500 costs. Designed based on the Dom, it moves while hovering on the ground battlefield.
This unit focuses on shooting attacks, and has a variety of shooting weapons including the main weapon Bazooka, high-performance Vulcan Phalanx, high-power Beam pistol x2 and Knuckles Sealant Launcher.

This unit has various excellent skills such as Maneuver Armor skill, so it has high survival performance and durability. The firepower of this unit is high. With high attack power correction, it will damage enemy units mainly on Vulcan PhalanxBeam Pistol, and Bazooka. Due to this performance, this unit excels in short-to-medium range and its continuous attack power is also quite high.

This unit has a more powerful combat style in the space environment, and hovering movement is limited to the ground, so the operability is more than normal and easy to handle. It can be said that the difficulty is high due to the fact that there are many things that can be done, such as ground control and weapon selection, and it can evolve into a powerful unit as you get used to it.

Originally it was 500 cost, but there was a marginal performance that could be used even in the 600 cost range, so a higher level was longed for. With the advent of Lv2 as expected, high-cost battlefields may be moving into a more shooting-attack environment. Since the successor unit "Schuzrum Dias [NZ]" based on this unit has almost the same appearance characteristics, it is possible to expect a deceptive effect of misleading the category on the battlefield.

The Rick Dias Lv2 was a modest performance improvement like the Gundam Mk-II Lv3 that was added at the same time, but since it was not as explicit as the Gundam Mk-II, you may try to get it with confidence.

Gundam Mk-II Lv3 (Added on Update ver. 0129.04)

Hello.
This time, I will talk about the unit "Gundam Mk-II" that has an impact on the environment with a cost of 500 to 550 and the higher level added this time.
Gundam Mk-II is a 500 cost start General Mobile Suit adapted for space environment.
The feature is a close combat type unit with a high offensive weapon performance and high mobility. "Melee Priority Lv3" has an overwhelming advantage in high-cost units. The high maneuverability and straightforward operability work well together, and players who are familiar with the classic battle style in this game can achieve high battle results.

Gundam Mk-II is said to have the highest melee combat strength and can even fight against the seemingly incompatible Support Mobile Suit. The weakness of this unit is low MS HP. Probably the same type of unit is fragile enough to settle immediately even if they hit each other, and if you continue to attack from medium to long range, which you are not good at, Gundam Mk-II can be easily destroyed.

With the emergence of powerful Support Mobile Suits and rival General Mobile Suits, it is becoming difficult to harness the strengths of this unit. However, the firepower at the time of successful attack is amazing, and it can be said that it is still a top-class unit.

Lv3, which was added this time, was supposed to bring this majesty to the roar on the 600-cost battlefield, but it probably does not have that much impact. The reason for this is that the enhancement of the unit in the rise of Lv was minimal, and it was an addition as if it had undergone a weakening adjustment. A notable weakening adjustment is the growth of Beam Saber Lv3, a dedicated melee weapon. Weapon attack power at Lv2 is 2625. Lv3 attack power at this time is only 2650, an increase of 25.
Since it is a Gundam Mk-II with a high attack power, it still has a high firepower even with some growth, but the overall influence is the same as Lv2.

The explicit adjustments so far are not limited to the present, but users who want to obtain this unit should carefully examine and spin the gacha.

High-cost GM Striker enhancement plan (Delusion).

I have the ideal that "the range of play expands when a unit that is considered weak by the user's perception is strengthened." This is the reason for writing a strengthening plan even though it is a delusion.
The ideal of the user is high, and they tend to seek the ability to upset the current situation. If a unit is strengthened, it will be used more often. However, if there were many units that were less frequently used because of that effect, the enhancement would be completely ruined.
After all, it needs to be strengthened, but the degree is "to the extent that the play is widened".
Perhaps the reason why the sluggish unit is not adjusted easily is that the extent to which it does not "strengthen too much" is not understood. But the fact that a long time has passed is a pain for users who are waiting for enhancement.

It is a user's feeling that "a high-level unit that is reasonably good on the battlefield at the initial level, but outdated on a high-cost battlefield" needs its capability increased until it matches the battlefield at that cost.
Even if it is "correct" to "standardize" those units, the development and management of this game may fear the burial of individuality due to the disparity between units.
One of the reasons is that "They want to avoid similar combat styles to the units that are planned to be added." The situation where a new unit is recognized as a reuse of an existing unit will reduce the number of people who want it.

For example, in GM Striker, "Melee Combo Controller Lv1" does not become "Lv2" from the initial level to 4th level.
On the other hand, "Striker Custom", which is the successor unit in the setting, is "Lv2" from the initial level. This fact is not limited to these units.

GM Striker Lv4 and Striker Custom Lv1 are units of the same cost. If standardized, GM Striker's "Melee Combo Controller Lv1" will be "Lv2". Possibly, abilities other than "Demon Blade System Ability Boost LV1" are likely to be strengthened more than Striker Custom. It is a possible story if standardization is to eliminate the difference between the same costs.

In fact, in many cases, reinforcement is done so that the superiority or inferiority between units is not filled.
The result has led to "increased durability" with many unit adjustment results. Any adjustments that increase attack power can be postponed because they can exceed units that are considered superior. An important element is to solve the problem of not being able to handle mobility at high cost. The GM Striker, which isn't that fast at the cost of 300, can't afford the maneuverability of high cost. If you want to strengthen it, you can simply increase the Top Speed (HSM). However, it may be interesting to have a skill that "you can move at maximum speed in the game for 0.5 seconds". It is the fastest in sprinting. Endurance is slow. I thought these skills were necessary for the Raid Mobile Suit.

High-cost GM Striker enhancement plan (summary).

・I want Melee Combo Controller Lv2.
・I want the skill "you can move at maximum speed in the game for 0.5 seconds".
・Increased attack power.
・Improved mobility.

Gundam Unit 5 [Lv4] (Added on ver. 0129)

Hello.
I will talk about "Gundam Unit 5", a unit with a characteristic Gatling gun.
Basic performance information
This unit has a slightly higher "Ranged Strength" than "Melee Strength", but both have more.
"Melee Resistance" is the highest, and other resistances are as high as standard.
"MS HP" is quite expensive for "Raid Mobile Suit".
"Hyper Bazooka" has binding power, and "Hyper Beam Rifle" has excellent range and firepower.
"Beam Saber (Further Enhanced) has a standard melee attack motion", so it is easy to handle and has a stable feeling of fixing damage.
The combo firepower is also high.
"Giant Gatiling Cannon" Large number of ammunition, very long range, less time required for switching and rigidity during shooting attack.
"Beam Gun Unit" A lot of continuous fire attack ability and accumulated damage.

This unit has the opportunity to attack at any distance and can generate firepower.
Its weakness is its low mobility, which makes it relatively defeated by the "General Mobile Suit", so it's hard to escape when the "Galbaldy Beta" and "Gundam Mk-II" are noticed. 
If you are restrained, there are few ways to get out of the situation. 
If you prioritize firepower, you will have little means of restraining the enemy. This unit is always required to be ahead of the opponent. You lose if you become passive, but you can make the most of your strengths while you are preemptive.

Units with the potential to bounce even if they preempt, such as "Asshimar", and high-cost natural enemies such as the "Gundam Mk-III", which have excellent range, continue to increase. The presence of the "Dijeh", a powerful enemy of many "Raid Mobile Suits", has to be kept alert.

On high-cost battlefields, maneuverability weaknesses can be more deadly. This unit is required to judge the situation so that it is not preempted by the opponent's Raid Mobile Suit. In other words, there is a rigor that a few mistakes cannot be tolerated. The situation in which this unit can keep firing the Gatling cannon simply is that its own army is dominant. This unit has little ability to reverse the war situation. Rather, this unit stays on the battlefield for a long time, and by continuing to damage enemy units, it can contribute to building its foundation.

Dom Cannon Single Gun Type [Lv1] (Reward for Clan Match)

Hello.
I will talk about the clan match reward "Dom Cannon Single Gun Type [Lv1] (DCSG)" that was updated in July.
Since it is a review based on uncertain information about NetSource, the reliability is slightly lower than usual.
This unit is a sibling of the "Dom Cannon Multi Gun Type (DCMG)", with similar maneuvers and weapons(High Mobility G Rocket Launcher).
Of course there are some differences.

  Dom Cannon Single Gun Type [Lv1]  Dom Cannon Multi Gun Type [Lv1]
 MS HP 13000 14000
 Balistic Resistance 22 19
 Beam Resistance 10 19
 Melee Resistance 6 8
 Ranged Strength 35 30
 Melee Strength 0 5
 Thruster Gauge 50 40
 Turning Speed 57 54
 Ranged Main Weapon (Not common) MMP Machine Gun(GN)  Zaku Machine Gun
 Melee Main Weapon Blow(Enhanced) Blow
 Secondary Weapon (Cannon) Shoulder Long Cannon (650m) Shoulder Twin Middle Cannon (400m)
 Arm Missile Pod's Range 350m 250m
 Cracker (Enhanced) Not available  Available
 High Performance Radar  Lv3 Lv1
 High Performance Scope Lv3 Lv1
 Non-common skills Precision Shelling Lv1 Special Leg Buffer Lv1

 Looking at the data, there are many differences in detail. This means that the characteristics of the unit are different. It seems that there are reports that the counter motion is also different. 

Both DCSG and DCMG can fight in the front row. DCSG has a wide radar range, can see more distant enemy units, and cannons can be directly attacked, so more things can be done. Instead, the DCSG is losing track of the crackers and Special Leg Buffer, making it difficult to fight at close range.

The above is information that can be known from data. More accurate operational data will be revealed in the future. Because we can expect this unit to operate as well as DCMG.

Gundam Unit 4 [Lv4] (Added on ver. 0129)

Hello.
This time, I will talk about "Gundam Unit 4 [Lv4]" that was added in the July update.
At high cost (500~550 cost), this unit's current rating is "Unreliable Gunner who does not actively participate in attacks."

The initial level (450 cost) of this unit has a higher correction of shooting attacks. Walking speed is a little fast, but turning performance and high-speed movement ability are low. And it is a unit with the tendency of Support Mobile Suit.

Weapons are powerful and easy to handle at all cost ranges. Among them, the "Mega Beam Launcher (MBL)", which boasts a high-power single shot, is a very attractive weapon.

At the time of mounting, this unit was evaluated as an excellent unit without using "MBL".
The 450 cost Gundam Unit 4's "Observational Data Link Lv1" has been accepted in an environment that suffers from the lack of a suitable cost Support Mobile Suit. Also, "MBL" was too effective for units that were vulnerable to fire attacks such as "Kampfer".

Considering the range of the original weapon, it is a unit that is supposed to fight at a short distance rather than a medium distance. The weaknesses are low resistance to melee attacks and low mobility. It is considered that the fighting method to compensate for them is to shooting attack and Melee attack from a position slightly pulled from the allies in the front row. It is a unit that has a poor ability to restrain its opponent, but contributes with firepower.

At first it was a good fit in that position, but it lost its position due to the appearance of more qualified units such as the "Guncannon Heavy Type D" and "Full Armor Gundam Ground Type".
From that background, it changed to a unit specializing in one-shot killing, centered on "MBL", which is a unique character.

Even with the current situation, I think there is a place for Lv1.
However, "Gundam Mk-II" and "Rick Dias" dominate the environment, although the role is different for the environment after Lv2. There may not be a turn in such a situation.

Finally, it is unlikely that this unit will fit well into a 600 cost battlefield. The unit added this time loses the rarity it used to be and is transformed into a unit that is easy to strengthen. That seems to suit a style that is specialized for one-shot kills. Most of the games are inconspicuous, but the units that give off glitter are ephemeral, but very beautiful.
It is recommended for people who have particular feelings rather than ordinary things.

Hambrabi (Added on ver.0129)

Hello.
I will talk about "Hambrabi," which is the highest rarity unit (★★★) that was implemented in July.
Immediately after the release, the user reaction was [I do not need this unit because I have Gaplant].
The evaluation changes after a while. [This unit is strong against the Gundam GP02 [MLRS], the top two Support Mobile Suit environments at 600 costs.]
And the current rating has settled on [Hambrabi is in the top two of the 600-cost Raid Mobile Suit, but the stability is slightly inferior to Gaplant].

Initially, I imagined the "combat style of this unit" as "Marasai" with transformation features. In addition, the one with Gabthley's "Fedayeen Rifle" equipped is the closest image.
This image is half correct in the actual evaluation, but the "not correct" part shows the characteristics of this unit.

First of all, it is "Melee Priority Lv3". The difference is large because both "Gabthley" and "Marasai" with the same type of weapon are "Melee Priority Lv2". This is an advantage as there are many "Melee Priority Lv2" units on the 600 cost battlefield.

Next is the power of "Sea Serpent". The "Hambrabi" initial level weapon is more powerful than the "Marasai" initial level weapon. This means that you can expect a high firepower equivalent to 600 cost, so it is a better weapon including another attraction of this weapon, "Great stun effect".

What's more, this unit has a "Transformation system special specification". This is a specification that "thruster consumption when releasing the transformation state is less than usual". This unit has very good secondary weapons in the transformed state, and it is easy to cover the weak points after the shooting attack in the transformed state. It surprised users who valued it as a transformation system similar to other units.

Some information is unexpected. The size of this unit is a little "small". Certainly the wings on the back are large, but in practice the problem may be perceived as a smaller unit. Very maneuverable and top class turning performance. There are rumors that the hidden status is that the speed of left and right movements and backwards is also high (actually unknown).

Although it is generally capable, it has high marginal performance but low minimum performance, so it is a unit with a high degree of player technical intervention.

Full Armor Gundam Lv4 (Added on update ver.0129)

Hello. 
One of the 600-cost units that grows in number one after another. I will talk about "Full Armor Gundam". 
A unit that has a long track record of operation as a high-cost "Support Mobile Suit" since it was implemented, and is good at "Shooting from high places" with a sense of stability. The range of team play is rather narrow because it has advantages and disadvantages. If it is to be used at the current highest cost (600), the conventional operation (Shooting from high places) is correct.

Approximate weapons have a long range, and shooting attacks are useful in open areas. The main cannon, "When a shell hits the ground, a large-scale blast is generated," so it is easy to restrain enemy units. The powerful multi-shot beam rifle is "easy to use because it has a long range and large accumulated damage." Secondary weapon missiles are easy to handle in order to stop units approaching this unit.
Operation in high places has the advantages of firepower and support support, but it is somewhat easy to be isolated. If your ally's defenses work, you'll be reasonably successful on the battlefield at any cost.
Mobility is somewhat low in the category, and it can be said that it is a speed that makes it difficult to join with allies. In many cases, you cannot escape if you are isolated.
I think that it will come into play on the battlefield in the cost range where "Full Armor Gundam Type-B", which is becoming a higher version of almost the same type, does not exist. In other words, if the battlefield has the same cost, "Type-B" is superior.
That's the case at the moment, but it may be possible to continue to be active if "Full Armor Gundam" has some kind of enhancement.

  Finally, after all, I wanted this unit to lose its rarity. I thought it was because I thought it would be easy to obtain (?) and easy to strengthen.

Gelgoog Cannon Lv4 (Added on update ver.0129)

Hello.
This time, I will talk about "Gelgoog Cannon Lv4 (600 cost)".
This unit has sufficient durability as a support Mobile Suit, has a track record as a staggering effect in the medium and short range, and an assist role in the melee attack fire power, and has the advantage of a high power beam cannon. Recently, "G-Line Full Custom", which is at the same initial cost level, has been prominent, and it can be said that this unit, which was initially installed, is in a difficult situation. And it is impossible to judge whether this higher level release can be said to be a tailwind for this unit.

Currently, there are 7 Support Mobile Suits (as of 07/01/2020) that cost 600. The breakdown is Full Armor Gundam Lv4, Full Armor 7th Gundam Lv2, Gundam GP02 (MLRS) Lv2, Gundam GP04 Lv2, Gelgoog J Lv4, Xamel Lv3, and this unit (Gelgoog Cannon Lv4).

This unit is a little difficult to move among these units, but its durability and firepower are not bad. This unit shooting weapon group has a slightly weak "stagger effect due to accumulated damage and short shooting attack distance", but "there are two weapons that can immediately stagger" is an advantage.

The weakness of this unit is that it has no shields or reaction reduction skills. Therefore, when this unit is hit, it is certain that it will suffer a restraint effect. If the number of such hits increases, it is difficult to continue fighting even if the durability is high.
The limited weakness of this unit is that it is difficult to swing a melee attack when operating on the ground. This point is considered to be an "improvement point" among users due to the high weapon firepower.

The biggest attraction of this unit is its single-shot attack power (Beam Cannon). Its power is the top class among practical weapons, and its reputation will change greatly by making sure it hits.
There are also weaknesses. Beam Cannon weapon switching times are slow compared to recent rival units. Even if it can be used at the initial cost range, it becomes an anxiety factor on the high cost battlefield.

Finally, I would like to express my wish that did not come true. I wanted this unit to have a rarity of "★★". If so, this unit would have been able to extend its parts slot by 6 with the hanger reinforcement. It didn't come true, but I'm sorry. The rarity of this unit is "★★★", so in the short term you can meet one of the monthly mission achievement items. You may think this is good.

G-3 Gundam LV3 (Added to the DP Exchange Counter from ver.0129)

Hello.
"G-3 Gundam" was implemented in the early days of the game service, and at that time it was useful. Then, each time a new unit was added, the difference in performance began to appear, and it lost its position.
However, I think that I am now able to regain that position due to repeated enhancements.

It is the performance after Lv2 that the adjustment is significantly effective, and Lv3 introduced this time is also included in it.
"G-3 Gundam" is good at long-range shooting attacks by "Hyper Bazooka x2" or "Beam Rifle", which are easy to hit. Although it has low melee attack power, it has high mobility, excellent responsiveness, and easy to exert power regardless of the battlefield.
As expected, "Gaplant" will come out in the environment where Lv3 can be released, and the priority will be lowered, but "G-3 Gundam" may be preferred because of its ease of operation and stability. ..
As long as the rank is reached, it is now available on the DP Exchange Counter, and there is likely to be further demand. It was a rewarding feeling for the "G-3 Gundam" to experience the days of suffering, as it quickly established itself as a high-cost entry-level unit.