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Gundam GP02 [MLRS]

GBO2 Column #017

This machine did not appear during the GBO2's first anniversary campaign. It first appeared in Sept, 26, 2019 as a gacha pickup. 

The MLRS (Multiple Launch Rocket System) is a symbolic weapon in the name of the machine, but at first it stood out in a bad way, and the user's evaluation of the machine was controversial. Still, as time goes on, I get the impression that the evaluation of this machine has become more popular. Now, more than a year after its implementation (Oct, 31, 2020), this machine is a Support type that is trusted by users under the battlefield rules of 550 to 650 costs. 

In the situation where the only way to get this machine is gacha, it cannot be said that it is a popular machine. However, it will be available for the first time in May, 25, 2020 in exchange for a recycling ticket, and the penetration rate of this machine will have increased. I wrote about that time in the article. (See "Gundam GP02 [MLRS] LV1")

This machine is a Support type unit with an initial level of 550 cost. The iconic weapon, MLRS, is not the main force due to its limited use, but it is a powerful weapon if it can be handled effectively. 

Judging from the type of this machine, it is a machine that damages with cannon bombardment + machine gun. Combat means that moderately stall enemies on the battlefield and provide sufficient firepower are standard support-type combat methods that continue from low-cost machines, and are easy to handle. 

The reason why this machine is active on the battlefield with a cost of 550 or more is largely due to the existence of a huge shield covering most of the machines. This shield makes it easy to prevent the stun effect of the beam rifle, and the fact that it cannot be easily destroyed also contributes to the improvement of survival rate and the ease of attack. In addition, the high-speed movement speed is also high, which is useful for positioning, and evacuation. 

This machine also benefits in a gaming environment. In battlefields where powerful beam weapons are the main force, it is easy to neglect the measures against live weapons, which is the main weapon of this machine. Therefore, high fire power can be expected, so it has a strong presence.

 Compared to the initial implementation, this machine has more rivals that it is not good at, but it is not in a situation where there is no choice for this machine. This is the reason why it is popular as a machine that can be expected to play a certain role in the battlefield where this machine can sortie.


How to play GBO2 (650 cost battlefield edition)

GBO2 Column #016

I remember adding a 650-cost battlefield to GBO2 in July 2020, along with the second anniversary campaign. 

As a game rule, the battlefield rule starts from 200 cost, and there are 10 in 50 cost increments up to 650 cost. Furthermore, there are two environments, ground and space, and 14 terrains (as of Oct, 30, 2020).There are five typical battle rules: basic, ace match, simple, shuffle target, and mix-up (Oct, as of 30,2020). 

The MS that can be selected on the battlefield at this cost is as follows except for units with a cost of 600 or less (as of Nov, 07, 2020). 

Raid Mobile Suit 
G-3 Gundam: LV5 
Gundam GP02 (BB): LV3 
Gerbera Tetra: LV3 
Zeta Plus A1: LV2 
Hambrabi: LV2 
Qubeley MK-II: LV1 

General Mobile Suit 
Tristan: LV2 
Gundam GP01: LV3 
Gundam GP01 Fb: LV3 
Gundam GP03 Stamen: LV3 
High Mobility Gelgoog: LV5 (★2) 
Zeong: LV3 
Dijeh: LV3 
Dijeh SE-R: LV2 
Z Gundam: LV2  
ZZ Gundam: LV1 
Gabthley: LV2 
Qubeley: LV1 

Support Mobile Suit 
Full Armor 7th Gundam: LV3 
Gundam GP02 (MLRS): LV3 
Gundam GP04: LV3 
Gelgoog J: LV5 (★2) 
Xamel: LV4 
Hamma-Hamma: LV2 

With some exceptions, this cost battlefield only exists for units that are ★ 3. Therefore, in order to participate in the game, you must first secure a unit. In addition, machines with a high degree of technical intervention are difficult to achieve easily, so machines that are relatively easy to handle are superior. Therefore, it is safe to choose a machine that is easy to handle and get a feel for the battlefield rules. This cost is more stable on a machine with built-in parts than on a freshly obtained machine. 

The game speed is faster than other lower costs and the return time is very long. In particular, the length of the return time is strongly influenced by the superiority of the number, so it is important to cooperate with teammates instead of fighting alone as much as possible. Players who feel that there are many scenes that are unilaterally defeated by the enemy may need to review the way they fight. 

I had an article about the impact on GBO2 before this battlefield was added. (See "650 cost battlefield"

A feature of the machine at this cost is its large size. These have a fast shooting attack bullet speed and a large target, so it is not difficult to hit them than the lower cost. Therefore, as a means of self-defense of the machine, it is important for the player to fight with a maneuver that does not stop the machine at all times.


Gundam

GBO2 Column #015 

This machine is a representative of GBO2. The implementation of this machine first appeared as a gacha pickup immediately after the GBO2 service started. It is excellent in terms of performance as standard and supported the environment at the beginning of service. Over time, machines produced by technologies later than this machine appeared one after another, and the position of this machine gradually declined. At present (Oct, 26, 2020), this machine is easy to handle, but it has mediocre performance unless you have a specific weapon. 

This machine is a General type unit with an initial level of 400 cost. It has a slightly higher defense correction than the standard, and has a high melee attack priority. It has no environmental suitability, but can be used on any battlefield. At that time, the point to be worried about is the mobility below mediocre. Weapons can be selected from three types of shooting weapons and two types of melee attack weapons. If you focus on ease of handling, the attack power will be below the standard, and if you focus on attack power, the difficulty level will be very high. 

One of the weapons, the Beam Rifle, has less to do and has no major advantage over the Beam Rifle (SN). Therefore, this weapon is rarely selected.I have previously written an article about this weapon (see "Gundam Beam Rifle").  

Hyper Hammer is hard to hit but has a very high attack power. Also, this weapon has the property of not being counter-attacked, and if it hits, it has a heavy stun effect. Therefore, if you use this weapon together with Super Napalm, you can make a combo that can restrain the enemy for a long time. 

Overall, this machine is powerful on the battlefield where mobility is not a concern. A high melee attack priority helps to unilaterally hit a melee attack, and the lack of attack means can be compensated for by a melee attack. This machine has many challenges before approaching in an environment where mobility and shooting attacks are strong, and struggles are inevitable. At present, this machine is a highly difficult machine that emphasizes power. This shows the current situation where users perceive that this machine has little strength unless you choose a difficult weapon.


GM Night Seeker II

GBO2 Column #014 

This machine first appeared on May, 10, 2020 as a reward for the top clan match winners. The article describes the impression of those days (see "GM Night Seeker II (Clan match reward)"). And it was incorporated into the gacha lineup in Sept, 17, 2020, but there was no enhancement. My evaluation of this machine has not changed at present (Oct, 24, 2020). So if you want to see the explanation, please refer to the past article.


Zudah

GBO2 Column #013 

This machine has been around since the GBO2 service started. This is a machine that was active in outer space in the original, but in GBO2 it can also be operated on the ground. Since the skill increases with each level, what you can do at the initial level and LV4 is different. Has a powerful shooting weapon, but is awkward to handle. 

As time went on, the power of weapons and MSHP were raised. However, it wasn't until 2020 that the performance of this machine was enhanced. And now (Oct, 23, 2020), this machine has the long-awaited space suitability and is ready for space combat. 

This machine is a Raid type unit with an initial level of 250 cost. This machine has a very high mobility. Since it is a Raid type, it has a Maneuver Armor. It also has Forced Injector, Evasion Skills, High-Spec AMBAC and Mobility Related Skills. It has a 135mm Anti-Ship Rifle and Bazooka as its main weapon, and Sturm Faust as its secondary weapon. Each of them is a powerful firearm. 

Since LV1 ~ 2 do not have a balancer, the operation on the ground is the role of bombarding from the middle guard and attracting enemies. It is difficult to catch up with this machine at this cost range, and it is effective in breaking the formation of the enemy. After LV3, melee attacks are also easier to use. Although it loses thrusters, the tackle using the combination of Shield Tckle + Enhanced Tackle skills has high firepower and is a powerful source of damage for this machine without a melee combo. 

The weakness of this machine is its durability. Due to its high mobility, it is essential to perform operations that prevent fatal attacks from enemies by performing unstoppable fighter maneuvers and positioning that will not be attacked. After shooting a powerful rifle, you can't act for a long time, so there is a high risk if the attack doesn't hit.

 It has high firepower as a whole, but on the contrary, it is necessary to keep a certain distance from the enemy due to its poor endurance. The difficulty of this machine is quite high and it is hard to recommend. However, I think that it is popular with users probably because it has attractive performance.


Raid (250 cost)

GBO2 Column #012 

Here is a link page to an individual article. A little while ago, I wrote a short commentary on this 250-cost Raid Mobile Suit. (See "Raid-Types at 250 cost"

If the name of the machine is in blue, the machine has a commentary. 

Acguy (LV2) 
Agguguy (LV1) 
Dra-C (LV2) 
GM Ground Type (M-MSV) (LV1) 
GM Light Armor (LV4) 
Gouf (LV1) 
Zaku I (LV4) 
Zudah (LV1)

Beam Gun (Main Weapon)

GBO2 Column #011

This weapon appeared on September 13, 2018 as the initial equipment for the GM Command (Space Type). In the original, there was an image of a miniaturized beam rifle, and it was a weapon with sufficient attack power. However, the performance of this weapon as a weapon on GBO2 was so low that it was halfway. The user rating was the lowest, and it was criticized if it was used in a rating match. Currently (Oct, 22, 2020), it continues to remain in the lineup as an item that users who challenge gacha do not want at all. Lamenting this situation, I often write about ways to enhance this weapon. (See "Beam Gun (May 18, 2020)", "Beam Gun Enhancement plan (delusion)"

Two years have passed since it first appeared without any individual enhancements, but it has finally been adjusted. It reduces the heat rate, increases the attack power, improves the ease of hitting, and improves the bullet speed. My evaluation is that some of the enhancements are as expected, but I'm sorry that there was no significant reduction in cool time. With this enhancement, I understand that the performance policy of this weapon is firepower-centric. The cool time is 2.5 seconds and the heat rate recovers by about 25%. It consumes 45% heat rate per attack. Therefore, even if you shoot at the fastest speed, you can shoot four times before overheating. In other words, you can deal up to 1100x4 = 4400 damage from a medium range. This part seems to be a sufficient source of damage. The machine that can equip this weapon has a big battle price with this weapon or it is unknown, but I think it had a slightly positive element. 

It is very difficult to handle if you recognize that this weapon will upset the enemy's balance due to accumulated damage. The amount of accumulated damage remains unchanged at about 45%, and it is necessary to hit the beam three times with the beam alone. It may be recognized that this frequency of three times is difficult to achieve in battle unless it is possible to attack unilaterally. Therefore, the difficulty level of this weapon is high, and the recommendation level is low. 

There are many machines that can handle this weapon. The machine that has most benefited from enhancing this weapon is the GM Striker Kai. A high firepower beam that can be used when it cannot make a melee attack is very good. The machines that benefit from the runner-up are GM Command, GM Command (Space Type), and Armored GM. This is a low priority and requires the consent of your teammates. When a large number of General-type machines are formed, the machine equipped with this weapon serves to support allies in the middle guard, and in that case, it is effective because it can attack more quickly than a machine gun. I can't recommend the GM Sniper II. Since this machine does not have the ability to search for enemies like Eye Zack, it is doubtful that fire support alone can contribute to the victory of the team.


Gundam GP01 Aqua

Delusion-MS #082

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions. 

MS Name: 
Gundam GP01 Aqua Type / Gundam GP01 "Zephyranthes" Aqua Equipment 

Source: 
Mobile Suit Gundam 0083 Rebellion
Gundam wiki: RX-78GP01 Gundam "Zephyranthes", Gundam: Battle Operation 2 Wiki: Gundam GP01, Aqua GM, Beam Saber (Enhanced Type II)We referred from the article. 

Machine Concept: 
This machine is a variation of the Gundam GP01. The performance has changed from the original because this machine has underwater suitability, and the image is like making Aqua GM expensive. This machine has more missiles and torpedoes than the original machine, which had only beam rifles and Vulkan as shooting attack weapons, making it an option other than melee attacks.

The skill of this machine has lost the aerial dash skill characteristic of the original machine, the level of the evasion skill has been reduced to 1, and the melee attack combo skill has disappeared. However, powerful downward-input attacks can still be used, and the melee attack priority remains at 3.

Equipped Weapons: 
Missile Launcher [Torpedo] (Enhanced)
Beam Saber (Enhanced Type II)
Head Vulcan (Late Model)
Torpedo
Missile Launcher
GP01 Shield 

Skill: 
Leg Shock Absorber: LV3 
Quick Boost: LV3 
Emergency Evasion Controller: LV1
Power Accelerator
High Performance Balancer
Special Back Buffer: LV2
Aquatic Mobile Shooting

Unit Type: General
Environment Usage: Ground
Environment Specialization: Ground, underwater
Melee Priority: 3

Missile Launcher [Torpedo] (Enhanced) [M-Weapon #024]
Weapon type: 
Main Weapon, Live Ammo, Missile Launcher
Hit Effect: 
Wince

Description: 
This weapon is the same as the one that Aqua GM can equip, but its performance has been improved by the delusional setting that the ammunition used is different. Other usability is improved by returning the actual battle data. This weapon is the target of the Aquatic Mobile Shooting skill and can be used while moving at high speed.

The power remains the same, but the accumulated damage has improved (→ 48%). This weapon is slightly different from the original weapon, but the performance of the secondary weapon is significantly different from that of the original weapon.

Torpedo [Sub-Weapon]
Weapon type: 
Secondary Weapon, Live Ammo, Bazooka
Hit Effect: 
Stun

Description: 
Compared to the performance of the original weapon, this weapon has the same power and total ammo count, faster weapon switching completion time, faster reload completion time (20 → 10 seconds), and shorter cool time (6.7 → 5.5 seconds).

Hyaku-Shiki

GBO2 Column #010 

This machine first appeared on Jan, 01, 2020 with a gacha pickup. However, due to some information leak, the user seems to have known in advance. It appeared happily at the turn of the year, but the evaluation was not good. Since it is a space machine, its performance in space was fair. However, this machine has been very disappointing from the beginning, as most evaluations are based on ground-based operational performance. It seems that this machine was popular from the original and had many users. 

This machine was still welcomed as a safe machine when it first appeared, but over time, more and more rivals in this category have emerged and its position has been taken away. This machine was popular but not well received, which was not liked by teammates in rating match team formation. Then, it was strengthened and adjusted, and LV2 ~ 3 was added. I keep an impression in my diary when adjusting the machine. (See "Gun Cannon Detector & Hyaku-Shiki"

The current (Oct, 22, 2020) environmental assessment is that this machine is a Raid type unit with an initial level of 550 cost. What is characteristic is mobility other than the speed of high-speed movement. It has top-class merits such as extremely smooth switching between left and right movements and high turning performance. It has a smaller physique than its rivals in this cost range, has a high level of evasion skills, and has many good points such as defense resistance to beam weapons. However, its vulnerability to melee attacks was quite severe. The environment has become the main force of shooting attacks, which is a little tailwind for this machine. 

There are two shooting weapons that can instantly upset the enemy's balance, and they have strengths while attacking. The power of the melee attack is low and I am dissatisfied with the performance, but the speed of the attack motion is one of the good points. This machine is a machine that can attack quickly as long as you have enough time to approach. 

Although the evaluation is not particularly excellent as a whole, it is very easy to handle and has excellent mobility enough to meet the demands of the rider. However, the current high-cost environment makes it difficult to approach the enemy. Not limited to this machine, all Raid type units have been deprived of opportunities to play an active role and are in a slump. Therefore, it can be said that the small size is a slight advantage.


Zaku Cannon (Rabbit type) is waiting for a more severe battlefield as the level rises

GBO2 Column #009 

 This machine first appeared in Sept, 05, 2019 as a gacha pickup. This machine was famous as a powerful machine in the previous GBO. Probably because of this, the performance of this machine was quite modest as a 250-300 cost machine, and there was almost no use of Anti-Stealth skills. In other words, this machine had a weaker presence than the Zaku Cannon LV4 ~ 5

 After a short while, the machine was adjusted for mobility. However, this did not have a significant impact on users. Then LV3 was added, but the performance adjustment was untouched for a while. At this time, I wrote an article about the current situation and delusion adjustment plan so that this machine can fight more. (See "Zaku Cannon (Rabbit type) is waiting for a more severe battlefield as the level rises"

 This machine was dramatically enhanced shortly after I wrote the article. This machine, reinforced by adjustments that take advantage of its features, is still active today (Oct, 21, 2020). I will explain based on that. 

 This machine is a Support type unit with 250 as the initial level. The characteristic weapon is the Big Gun. Shooting a large number of high-powered bullets in a short amount of time, this weapon can instantly cause fatal damage to enemies. With a long range of 350m, it demonstrates its strength with fire support at medium distances including the cannon. Although less firepower than the Zaku Cannon, the main weapon machine gun is also a good source of damage. The strength of this machine is its firepower, but its ability to observe stealth-equipped units is also more useful than it was at the time of implementation. The weaknesses of this machine are its low mobility and some enhancements, but little improvement. 

 Generally, this machine has sufficient performance as a fire support role, but there are battlefields where it is not good because of its mobility. When approached by an enemy, it is almost impossible to escape, so the difficulty level is a little difficult.


Zaku II

GBO2 Column #008

 This is one of the machines that has existed since the game started its service. The LV5 of this machine was also distributed with a login bonus.

 In the past, this machine had some of its equipment subject to fine tuning. This machine has only been reinforced and adjusted once in the past. I remember that the reason for the adjustment at that time was to correct the difference in durability between machines equipped with shields and machines without shields on the battlefield in the same cost range. 

 Over time, this machine will become increasingly perceived as obsolete. Still, it's moderately popular and can still be found on the battlefield. I have previously written an article about a modern refurbishment of this machine so that it can get enough performance at a high level only. (See "Zaku II Lv5 Enhanced Plan (Delusion)"

 I will explain what kind of evaluation this machine has in the recent environment (October, 21, 2020). 

 As you know, this machine has a performance that does not adapt to changes in the game environment. LV1 ~ 2 are unlikely to be used under normal game rules. The characteristic is the height of MSHP. You won't feel that high because you don't have the skills to dominate the battle. Another thing is that you can equip high-level weapons, so this machine has about 10% higher attack power than units of the same cost. However, you may not have the essential balancer or melee attack combo skill, so you will not be able to experience it so high. 

 I think many users will witness this machine equipped with the MMP-80 Machine Gun. It is expected to be the result of taking advantage of this machine mentioned above. After all, advanced positioning and repeated shooting attacks at the right time is a proven style to date. It was a more powerful tactic before the cumulative damage mechanism was revised. It's a tactic that's hard to adopt now, but it's said that this machine is given a case that is used in the role of fire support. 

 As a whole, this machine has performance that is underestimated in the image. However, it can be said that it is a unit that can fight if you make full use of the correct tactics. However, if you use this machine, you may need to be trusted first.


Gaza C

GBO2 Column #007 

 Information on this machine was released in advance. The impression at that time is described in the article. (See "Thoughts on the official newsletter Live (07, 18, 2020)") And the first to appear was the reward for a limited mission held during the GBO2 2nd Anniversary Campaign. Available to anyone who could participate, this machine was very different in performance from the transformation machine that raged in advance. There are some advocates saying that the performance of this machine is unavoidable because it is as set in the original text, and that it can not be helped because it is a free reward, but the user evaluation was the lowest class ever. At this time as well, I wrote an article about the impression evaluation of this machine. (See "Gaza C (Added on ver. 0130)"

 Over time, this machine has undergone reinforced adjustments. I will explain the evaluation in the current environment (October, 20, 2020), including whether it can return the reputation of the weakest machine. 

 This machine is a General type unit with an initial cost of 400. It should be noted that there is little armament. This unit is the only one with two weapons in the Mobile Suit state. If you transform, you will be armed more, so it will be the minimum number of possessions. The main weapon of this machine is a charge beam that overheats once it is shot, although its power is tremendous. The ability to fight during the heat recovery time is a beam gun in a makeover form. It has excellent rate of fire, accumulated damage, and firepower, but you need to master the transformation. The role of this machine is fire support. 

 This machine has a very powerful charge beam and is rarely ignored by enemies, so there is always a risk of being targeted. Both the transformation form and the Mobile Suit form have low defensive aspects, and judgment and positioning to escape the siege of the enemy are essential. The addition of an underwater environment makes it easier to hide from radar and vision, which is a benefit to the machine. 

 As a whole, this machine has a high degree of technical intervention by the user, such as the skill to effectively handle a small number of weapons and the judgment of positioning. Although it is a difficult unit, it has the romance and charm of hitting a high firepower beam, and it can be said that it will continue to be a popular machine in the future.


Full Armor 7th Gundam

GBO2 Column #006

 This machine first appeared in Gacha on April 30, 2020. This machine has no weapons that immediately upset the enemy's balance, but multiple accumulated damage weapons are excellent, and although there are pros and cons, it was accepted as highly evaluated by a certain group of users. I write an article about my impressions at the time of implementation. (See "This week's pickup is Full Armor 7th Gundam"

 And over time, the machine has been lagging behind changes in the environment and has been strengthened. It's also fresh in my memory that when the data on the rationale for strengthening was provided by the development, the results that were lower than the users who were evaluating gave them some surprises. And after strengthening, LV3 units were added, and it continues to the present (October, 19, 2020). This article explains the evaluation based on the current situation. 

 This machine is a 550 cost Support type unit. As a Support type machine, it has the highest mobility, balancer skill, and Forced Injector skill, and has excellent positioning performance. The large parts have damage reduction skills, and it seems that the durability is above a certain level. 

 In terms of weapon performance, the 240mm Mega Beam Cannon, which is the most noticeable, is theoretically the most powerful weapon. However, in a high-cost battlefield that is almost impossible to operate, this weapon is useless. This machine is virtually like losing one weapon, but the other weapons are excellent. Missiles and beam guns, including beam rifles with high power and accumulated damage, have excellent accumulated damage performance. Therefore, the role of this machine is mainly to position near the avant-garde, destroy the enemy by providing firepower, and upset the balance of the enemy by accumulated damage. 

 The performance of the weapon of this machine was said to be sufficient accumulated damage until a while ago. However, the damage control skills of many of today's enemies have broken this speculation. 

 If the accumulated damage is not effective enough, the machine will only have a charge beam. Therefore, it can be said that the attack power increase of various weapons has been adjusted. Unfortunately, the fact that the only single-shot, high-powered weapon is the beam cannon, which is inoperable, also makes this machine less attractive. 

 It is a unit that is generally adversity to the environment and has a tendency toward avant-garde fire support, but it does not match the use of Beam Cannon at all. At present, the beam cannon of this machine is very difficult to use. Therefore, many users will dream that if this weapon is improved, they will be able to play an active role again.


Heavy Gundam

GBO2 Column #005 

 This machine first appeared in Gacha on March, 7, 2019. The Support type, which does not have a weapon that instantly upsets the enemy's balance, has a low user rating and lost its presence before it became clear how strong this machine really was. Then it gets a little enhancement adjustment and level 3 is added. The impression at this time is described in the article. (See "Heavy Gundam Lv3 (June 18, 2020 Update)") Also, at that time, I was writing a plan to strengthen this machine (delusion) from the perspective that "the weapon of this machine is difficult to use, so the evaluation of this machine is low". (See "Heavy Gundam makes a leap forward by improving the usability of weapons"

 I can't predict if this machine will undergo dramatic enhancements in the future. So, I will explain the evaluation of this machine in the current environment (10,18,2020). 

 This machine is a Support type with an initial level of 450 cost. Compared to the conventional Support type, it has excellent mobility and has a balancer, so it has a high self-defense ability. High-powered beam cannons and continuous gatling are sources of damage. Since the range of these weapons is over 300m, it is recommended to use the firepower of this machine before and after the middle guard position. 

 This machine acts as an attacker with accurate positioning and damage to enemies at any time. Basically, I tend to control the battlefield with accumulated damage, and I am not good at fighting in the form of stunning the enemy. The high accumulated damage of the beam cannon is an effective weapon regardless of the opponent, and if you can concentrate the firepower with your allies, the threat level is high. 

 If you evaluate this machine, it is a unit that emphasizes maneuverability and fire support centering on the position of the middle guard, and it is not a unit that can produce results by independent action. Environmentally, it is not suitable for ratings that tend to require high fighting ability alone. Although it has high performance conceptually, it is still difficult, and if you are not good at positioning, you will easily run out of strength, so the recommendation level is low. Perhaps because this machine is preferred by excellent users, there are few adjustments, and there is a story that there is no reinforcement adjustment because the high firepower of the charge beam cannon is secretly powerful.

Gundam Unit 4(Bst)

GBO2-Colmun #004 

 This machine has appeared as a pre-deployment unit for the 4th to final weeks of the 2nd Anniversary Campaign. It was available to anyone who could try the step-up gacha. Probably because of that point, the performance of this machine was so modest that it might be inferior to the same type machine (Gundam Unit 4, LV2). The user evaluation of this machine was not good, and the content of the article I wrote at that time also wanted me to strengthen this machine. (In this article "First Impression of Gundam Unit 4 (Bst)"

 Over time, the machine has been enhanced. Subsequent performance becomes very distinctive, and if operated correctly, the threat level is high. At present (10,18,2020), there are machines that dominate the environment more than this machine, so its presence is weak. Or maybe it's because many people didn't get this machine because they knew the pre-evaluation of this machine. The content of the article after this will explain the evaluation based on these. 

 This machine is a General type unit with an initial level of 500 cost. Compared to the same model (Gundam Unit 4), this machine has improved overall maneuverability and ease of handling in space. It's simply a minus to lose a strong shield. 

 The characteristic weapon is the Mega Beam Launcher, which has different performance from the same type of aircraft. Although its single-shot power is low, it can hit multiple hits and cause large damage on a regular basis. This weapon is a beam that must be focused, and it takes only 3.5 seconds to complete focusing, so you can work with your allies. The cost of high power is 40 seconds of downtime, but this machine is at a level where it can handle close quarters battles while mediocre during that time, and there is little waste in downtime. 

 This machine generally tends to engage in shooting-attack-centric combat, but is well-balanced. Although he does not actively become an avant-garde, he has a high ability to support friendly machines. This machine can handle heavy damage weapons with low risk at the chances created by allies, so it can be said to be a very troublesome enemy for opponents. On the defensive side, other than the small physique, the points that stand out are low, and there is a risk of being shot down with a slight mistake. Judgment to avoid danger is essential, and positioning to take advantage of opportunities is also essential, so the difficulty level is high.

Z'Gok

GBO2-Colmun #003

Z'GOK is the first GBO2 event reward to appear. There was no underwater environment in the game environment at that time. It is available to everyone, but due to the fact that it is a limited-time unit, its performance was more modest than it is now (10,18,2020). After that, the performance was enhanced many times, but the first impression could not be wiped out. The evaluation of this machine was a low priority in serious competitions such as rating matches. When I tried using it, it reached a performance that was better than expected, but it remained unfavorable.

Looking at the performance of this machine around this time, I came up with a plan to strengthen this machine. (Noted in this article "Z'gok turned into a low-cost unit")

Over time, underwater suitability and further performance enhancements have been made. The commentary in this article states that this machine may be an option if it is on a battlefield underwater.

This machine is a Raid type machine with an initial cost of 300. It has a high melee attack power and a short cool time of 2 seconds. The melee attack motion has a short attack range, and the downward input attack motion may not hit because the downward attack range is too narrow.

Shooting attack weapons do not immediately upset the enemy's balance, but they have high accumulated damage. Therefore, two shots for a beam and three shots for a missile will stun the enemy. Aquatic Mobile Shooting allows you to shoot while moving the beam at high speed only underwater. Missiles can fire at any time while moving at high speed.

The defensive side is not good because of its prominent appearance and large physique, but its survival rate is improved because it is susceptible to the benefits of mobility and covertness in water.

As a whole, the improvement in performance entwined in water is more remarkable. Shooting attack weapons can be used even when melee attacks do not reach, so you can deal with enemies in the highlands to some extent. This machine has no weapons to instantly upset the enemy's balance, so it's certainly difficult and the sense of stability is modest.

Core Fighter (MSG)

Delusion-Vehicle #002: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions. 

MS Name: 
FF-X7 Core Fighter

Source: 
Mobile Suit Gundam
Gundam wiki: FF-X7 Core FighterGundam: Battle Operation 2 Wiki: Gundam, Z Gundam, WAPPA. We referred from the article. 

Machine Concept: 
This aircraft (or spacecraft) is a high-performance unit that has the performance of a fighter, but also has the functions of providing information support by radar observation and becoming an engine part of the Mobile Suit. This is a type of vehicle with a support mechanic system (discussed below), and only certain Mobile Suits such as Gundam and Guncannon can be selected.

The main role of operation is to support teammates during times when Mobile Suit is not available. In addition, I will include the introduction of extended rules such as switching to Mobile Suit after using the support mechanic this time.

Forced to move forward as in-game specifications. The movement speed is 200. The machine slows down while you hold down the crouching button on your Mobile Suit, improving turning performance. This machine cannot move at high speed, but it will not crash even if the thrusters are exhausted. It will crash if it receives accumulated damage enough to stun, but it can fly again.

We will not introduce the performance of weapons.

Equipped Weapons: 
25mm Vulcan Gun
Missile Launcher x2

Skill: 
High-Performance Radar: LV2 
Personnel Radar: LV2 
Observational Data Link 
Frontline Support System: LV2 
Shock Dampeners 
Anti-Blast Stabilizer
Core-Docking System

Unit Type: Vehicle - Aircraft (Spacecraft)
nvironment Usage: Space, Ground
Environment Specialization: None
Melee Priority: None 

Core-Docking System [D-Skill #027]
Skill category: 
System Skill, Sortie Expansion

Description: 
Shift from flight form to Core-Block form and combine with MS parts.

This skill has the same effect as the "Set Up A Point to Re-Sortie" skill, except that it has a different name. The difference is that the re-sortie production animation is special.

This skill allows you to perform some of the relay point functions (= use the Mobile Suit as a place where you can re-sortie) while you are in the vehicle you are on board. This skill is performed by pressing a touch button. When you perform the skill, it transforms from the flight form first and shifts to the Core-Block form. Then dock with the MS parts in no time. The pilot is on the Mobile Suit.

This skill mechanism is rarely used in low-cost gaming environments. However, it is useful on the battlefield where the mobile suit has a long re-sorting time. This skill not only builds a battlefield where vehicles can be used, but also aims to increase the return points of Mobile Suits.

Support Vehicle System
This mechanism allows you to select a support mechanic at the same time as the Mobile Suit when selecting a sortie.
Support mechanics include vehicles currently on the battlefield. Most of them have low or no fighting ability, so use them as a stepping stone to return to the battlefield. In addition, the operating hours are limited for the purpose of preventing the operation of abandoning battles. That time is 10 seconds after the Mobile Suit is ready to re-sort.

When the uptime is exceeded, the Set Up A Point to Re-Sortie  (or Core-Docking System) skill is automatically used. Therefore, it is often not possible to use it on the battlefield in the cost range where the return time of Mobile Suit is short.

There is only one way to use a vehicle with this mechanism. It is to select "sortie by vehicle" when the infantry can return. Please note that this method is not available when the Mobile Suit can sortie.

A common caveat is that if the pilot gets out of the vehicle and goes out, the vehicle will disappear.

You can occupy the relay point with the pilot on board the vehicle.

Dish (EWAC Patrol Aircraft)

Delusion-Vehicle #001: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions. 

MS Name: 
Dish (EWAC Patrol Aircraft)

Source: 
Mobile Suit Gundam
Gundam wiki: DishGundam: Battle Operation 2 Wiki: Eye Zack (Recon Sensor, Recon Sensor (AOE) )WAPPA. We referred from the article. 

Machine Concept: 
This machine operates in the airspace over the earth and is designed for early warning and patrol. It is an aircraft that does not have combat capability and is not suitable for operation during combat operations. This aircraft is tuned to have some influence during this game. Specifically, it possesses skills like Mobile Suit.

This aircraft has no weapons to attack, but possesses observation equipment with search and spot capabilities.

The main role of operation is to support teammates during times when Mobile Suit is not available. In addition, I will include the introduction of extended rules such as switching to Mobile Suit after using the support mechanic this time.

This aircraft cannot be operated underwater, so you will lose it when it is submerged. In that case, the passenger is forcibly expelled to the outside.

Equipped Weapons: 
Recon Sensor
Recon Sensor (AOE)

Skill: 
High-Performance Radar: LV3 
Observational Data Link 
Anti-Jamming: LV3 
Anti-Stealth: LV3 
Special Body Buffer: LV2 (=Radome)
Precision Analysis System
Stealth: LV2

Unit Type: Vehicle - Aircraft
nvironment Usage: Ground
Environment Specialization: None
Melee Priority: None 

Set Up A Point to Re-Sortie [D-Skill #026]
Skill category: 
System Skill, Sortie Expansion

Description: 
Discard the vehicle you are on board, and then sortie the Mobile Suit at the point where you discarded it.

This skill allows you to perform some of the relay point functions (= use the Mobile Suit as a place where you can re-sortie) while you are in the vehicle you are on board. This skill is performed by pressing a touch button. When you perform the skill, the vehicles and pilots you are on board will disappear first. Shortly thereafter, the pilot will sortie on board the Mobile Suit.

This skill mechanism is rarely used in low-cost gaming environments. However, it is useful on the battlefield where the mobile suit has a long re-sorting time. This skill not only builds a battlefield where vehicles can be used, but also aims to increase the return points of Mobile Suits.

Support Vehicle System
This mechanism allows you to select a support mechanic at the same time as the Mobile Suit when selecting a sortie.
Support mechanics include vehicles currently on the battlefield. Most of them have low or no fighting ability, so use them as a stepping stone to return to the battlefield. In addition, the operating hours are limited for the purpose of preventing the operation of abandoning battles. That time is 10 seconds after the Mobile Suit is ready to re-sort.

When the uptime is exceeded, the Set Up A Point to Re-Sortie skill is automatically used. Therefore, it is often not possible to use it on the battlefield in the cost range where the return time of Mobile Suit is short.

There is only one way to use a vehicle with this mechanism. It is to select "sortie by vehicle" when the infantry can return. Please note that this method is not available when the Mobile Suit can sortie.

A common caveat is that if the pilot gets out of the vehicle and goes out, the vehicle will disappear.

You can occupy the relay point with the pilot on board the vehicle.

Damage Control

GBO2-Column #002: 

When a machine is attacked "intensively" and "a certain amount" for "a certain amount of time", it loses balance and becomes stunned. The "fixed time" is the interval between the first damage of a machine and the damage of the next attack, which is said to be about 3 seconds. Attacks beyond this interval are not "intensive" attacks. The "fixed amount" is considered to be 100 and is imaged as a percentage. "Accumulated damage" is an index of how much you can accumulate at one time when you hit the weapon "intensively". For example, it is necessary to intensively hit 50 times before becoming stunned by a standard head Balkan attack. Since a certain amount is defined as 100%, it is considered that 100/50 = 2, that is, 2% of accumulated damage.

The damage control skill seems to be a skill that raises the upper limit of "a certain amount". When Lv1 is 130, Lv2 is 160, and Lv3 is 200, the upper limit is raised. The higher the level number, the less likely it is to be stunned.

What I'm currently concerned about is that this skill possessed by some machines has a major negative impact. The center is the story called Methuss. One of the reasons Methuss controls the sortie cost range is that this combination of damage control and transformation skills is advantageous. Ashmar has a similar skill structure, but it doesn't seem to have much effect. It seems that Methuss has a large performance difference due to armament, so if you want to correct the performance difference, you can improve it by adjusting this.

What we consider dangerous this time is that the difference between the machines we have and the machines we do not have is beginning to widen because the damage control is so effective.

This issue does not occur on machines under 450 cost. Machines with a cost of 500 or more have so far been effective cumulative damage weapons, but less effective against Methuss and Qubeley. Moreover, they have an unequal image because they bring them to the stun state with accumulated damage to other machines as before. Machines that are difficult to deal with as before (= flight system machines and transformation tanks before weakening) seem to fall into the feeling that there is no other option.

No one can always choose a machine that can compete with the machine that controls the environment (= because the player does not always have a specific machine) In the composition of this game, there are machines that have a slight influence on the environment. When it appears, there will be more scenes that are extremely difficult for other machines to fight. There have been many players in the past who had no choice but to choose a machine that was unfavorable for transformation tanks, and it seems that some players had a bitter experience each time.

The current existence of Methuss and Qubeley is one of the trends, and users are hoping that game management will adjust these. However, even after adjusting these, the environment is constantly changing, and it is speculated that the chair of the environmental ruler has already moved to another machine.

Eye-Zack

GBO2-Column #001: 

Most of the roles of support-type machines are observation information connection and fire support. However, as an essential condition, a machine capable of blocking or restraining the enemy's attack to some extent was desired.

The battlefield is often led by the General type. It has excellent maneuverability and fighting ability, so it is easy to approach the enemy, and the more people are assigned to the team, the easier it is to cooperate. No matter how many General types there are in the team, it is dangerous to charge the entire army without any information. To help with this, the Support type, which has a long radar detection range and information connection, will help. Support-type observation capabilities have contributed to the war situation as an aid. 

The General type, which has excellent fighting ability, has come to have an omnipotent presence in the recent high cost range. Some people find it easier to win by adding more powerful machines to the team than traditional tactics. The presence of the Raid type is relatively weak for teams made up of only the powerful General type.

There is an idea to make the Support type stronger in order to counter the powerful General type. This means that the strong Support type keeps the game balance by suppressing the General type with force. However, if you make a mistake in the adjustment, the omnipotent existence will move to Support, and there is a risk of causing more inflation. I don't want to welcome things like that.

The Eye-Zack added this time seems a little different from inflation. The combat capability of this machine is below average as an individual, but it has the ability to strengthen team cooperation. If team cooperation is strengthened, overall firepower and survival rate will naturally increase.

Not enough as a combatant, but still easier to fight as a team. It seems that it has the potential to fight with any opponent than a team formed only with the General type. Being weak as an individual does not work against you even when you are hostile. It may be blocked by team play, but I think the weaknesses that the Raid type can defeat if it succeeds in breaking through the enemy's siege are balanced at a level that does not inflate.

I said that the overall firepower of the team that added Eye-Zack to their teammates would improve, but it's probably higher for teams that don't have Eye-Zack as their teammates. However, teams with Eye-Zack functioning can continue to fight because of their increased survival rate. This is because I thought that the result score would increase. Teams made up of collaborated clans and friends are the highest in overall firepower, but it is difficult to achieve it with an improvised team. Eye-Zack is evaluated as a machine that helps reduce the difficulty level.

EWAC GM

Delusion-MS #081: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions. 

MS Name: 
RGM-79EW EWAC GM

Source: 
Advance of Zeta: The Flag of Titans
Gundam wiki: RGM-79EW EWAC GM, Gundam: Battle Operation 2 Wiki: Recon Zaku (Camera Gun), Eye-Zack (Recon Sensor (AOE), Hizack Shield), GM Rifle, GM II Beam Rifle, Beam Saber (Enhanced). We referred from the article. 

Machine Concept: 
This machine is a variation of the Eye-Zack and at the same time a modified version of the GM Kai. Information support is the role of this machine, and combat capability is not emphasized. This machine has the ability to share location information by searching for a wide area. Since this machine is the predecessor of Eye-Zack, various skills are subtracted. Especially the level of Anti-Jamming skill is low.

This machine does not have environmental aptitude, but instead has balancer skills. Therefore, a surprise attack using stealth is also an option. However, it is not recommended to act alone in battle as it is dangerous. Rather, it is desirable to use electronic warfare equipment while always using GM Rifle.

This machine has walking speed (125) and thruster capacity (65) comparable to Powered GM. High-speed movement speed is inferior, but it is fast in the Support type category.

The weak points are that various defense resistances are set lower than the assumed cost (350) (anti-live shooting 10, anti-beam 10, anti-melee attack 10), and MSHP is also set low (11000). 

Equipped Weapons: 
GM II Beam Rifle / GM Rifle 
Beam Saber (Enhanced)
Camera Gun
Recon Sensor (AOE)
Hizack Shield

Skill: 
High-Performance Radar: LV3
High Performance Balancer 
Observational Data Link: LV1
Anti-Jamming: LV1 
Anti-Stealth: LV3
Special Back of Head Buffer: LV2 
Special Back Add-On Buffer: LV2
High-Spec AMBAC: LV1
Precision Analysis System
Stealth: LV1

Unit Type: Support
Environment Usage: Space, Ground
Environment Specialization: None
Melee Priority: 2

GM Intercept Custom

Delusion-MS #080: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions. 

MS Name: 
RGM-79 KC GM Intercept Custom

Source: 
MSV-R
Gundam wiki: RGM-79 KC GM Intercept Custom, Gundam: Battle Operation 2 Wiki: GM Intercept Custom (FB) (Head Vulcan, Beam Spray Gun), GM Kai (Large Shield (Late Model)), Rocket Bazooka, R-4 Type Beam Rifle, GM Intercept Custom Beam Saber, We referred from the article. 

Machine Concept: 
This machine is not equipped with a Fellow Booster for some reason. This machine is a variation of GM Intercept Custom (FB). Many weapons and performances are taken from GM Kai and GM Intercept Custom (FB). The big difference between this machine and the original variation is that it has an R-4 Type Beam Rifle as a secondary weapon.

The operation is not much different from the variation source, and it will be a data observer and a shooting type attacker. The powerful melee attack motion is alive and well and will be successful on the ground. The increase in R-4 Type Beam Rifle as an option for restraint and additional attacks will lead to an increase in attack power.

Equipped Weapons: 
Rocket Bazooka
GM Intercept Custom Beam Saber
Head Vulcan
Beam Spray Gun
R-4 Type Beam Rifle
Large Shield (Late Model)

Skill: 
Leg Shock Absorber: LV1
Quick Boost: LV2
High Performance Balancer
Enhanced Tackle: LV3
Maneuver Armor: LV1
Melee Combo Controller: LV1
High Spec AMBAC
Forced Injector: LV1
Observational Data Link
Personnel Radar: LV1

Unit Type: General
Environment Usage: Space, Ground
Environment Specialization: Lunarsurface
Melee Priority: 2

R-4 Type Beam Rifle [Sub-Weapon #056]
Gundam: Battle Operation 2 Wiki: R-4 Type Beam RifleWe referred from the article. 
Weapon type: 
Secondary Weapon, Beam, Beam Rifle 
Hit Effect: 
Wince 

Description: 
This weapon is a variation of the main weapon with the same name. This gun looks like an R-4 Type Beam Rifle, but with different performance as well. For example, this gun cannot shoot Charging Beam. This gun is less powerful than the R-4 Type of the Beam Rifle (2000 → 1800) and has a shorter range (650 → 350). So you can't shoot far away.

Like the R-4 Type Beam Rifle, this weapon has a high local damage compensation, so it is used to destroy the enemy's legs.

Lunarsurface
Description: 
This property gives the machine an environmental suitability "Lunar surface". The Lunarsurface environment does not currently exist and may not be implemented in the future. So this is a delusion.

This property is applied while in contact with the ground in a low gravity environment. Applicable contents are walking speed + 3%, turning performance + 6%, and acquisition of Explosive Reactive Armor skill. This property has no correction during space action. Many machines that do not have space environment suitability have this property.

Describes the environment "Lunar surface". This environment is the ground without atmosphere as an environmental characteristic. In other words, most of it is a low gravity space. It's complicated, but from the point of view of game sortie restrictions, the environment in this area is outer space.

The method of maneuvering this environment is the method of maneuvering the ground environment. Most of them are the same as before, but the jumping behavior and the maneuvering method in the air are different.

In this environment, the machine can jump without accumulating and can jump to the maximum jump altitude of the machine without consuming thrusters. And while the machine is above the moon, it can move at high speeds. If you jump again while the machine is above the moon, it will switch to the method of maneuvering in outer space. During that time, the machine can act without falling to the ground due to gravity, but since it constantly consumes thrusters, the action time is limited.

You can end the state of outer space action. When the machine touches the ground by the descent action, it shifts to the ground action state. Alternatively, if you overheat your thruster during space action, it will shift to a gravity fall state. Also, if you are defeated by some kind of attack while in outer space, you will be in a gravity fall state.

Galbaldy Alpha (FS)

Delusion-MS #079: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions. 

MS Name: 
MS-17 Galbaldy Alpha Filius Stream Custom

Source: 
MS-X
Mobile Suit Gundam The Plot to Assassinate Gihren
Gundam wiki: MS-17 Galbaldy α, Gundam: Battle Operation 2 Wiki: Galbaldy Alpha, Gelgoog Marine (Spike Shield), Gyan Beam Saber, Galbaldy Alpha Beam RifleWe referred from the article. 

Machine Concept: 
This machine is a variation of Galbaldy Alpha. The basic performance is close to the 450 cost of the original machine. 

The feature is that it is equipped with a saber with an attack power of 2800. Although it has high power, the combo attack power correction is set low, which is 25%, which is lower than the normal 50%. Attack motion is N / Upward input is Galbady Alpha downward input melee attack. Horizontal input is a melee attack of Gyan's horizontal input on both the left and right. The downward input attack is a motion similar to the downward input melee attack of Gundam GP03 Stamen.

Equipped with Galbaldy Shield at the time of sortie. If it breaks, equip it with a Spike Shield (spare equipment) out of nowhere. In other words, this machine can receive up to two increased maneuverability when the shield is damaged. The Shield Tackle skill is disabled with the initial shield.

This machine has been given the environmental suitability "Luna surface" by my own research. For details, please read the applicable items below.

Equipped Weapons: 
Galbaldy Alpha Beam Rifle
Gyan Beam Saber
Sturm Faust
Galbaldy Alpha Shield
Spike shield (spare equipment)

Skill: 
Emergency Evasion Controller: LV2
Enhanced Tackle: LV3
Shield Tackle 
High Performance Balencer
Anti-Blast Stabilizer
Special Leg Buffer: LV2
Melee Combo Controller: LV1
Forced Injector: LV2
High-speed Switching Control System

Unit Type: General
Environment Usage: Space, Ground
Environment Specialization: Ground + Lunarsurface
Melee Priority: 3

High-speed Switching Control System [D-Skill #021]
Skill category: 
Attack Skill, Attack Expansion
Description: 
Reduced weapon switching completion time by 25%.

This skill forcibly improves the performance of Weapons. There is no risk, but handling weapons with low attack power remains the same, so that is a weak point. 

For example, Weapon with a switching completion time of 2 seconds have been reduced to 1.5 seconds. If the shortened time has two decimal places, round up the second digit.

Lunarsurface
Description: 
This property gives the machine an environmental suitability "Lunar surface". The Lunarsurface environment does not currently exist and may not be implemented in the future. So this is a delusion.

This property is applied while in contact with the ground in a low gravity environment. Applicable contents are walking speed + 3%, turning performance + 6%, and acquisition of Explosive Reactive Armor skill. This property has no correction during space action. Many machines that do not have space environment suitability have this property.

Describes the environment "Lunar surface". This environment is the ground without atmosphere as an environmental characteristic. In other words, most of it is a low gravity space. It's complicated, but from the point of view of game sortie restrictions, the environment in this area is outer space.

The method of maneuvering this environment is the method of maneuvering the ground environment. Most of them are the same as before, but the jumping behavior and the maneuvering method in the air are different.

In this environment, the machine can jump without accumulating and can jump to the maximum jump altitude of the machine without consuming thrusters. And while the machine is above the moon, it can move at high speeds. If you jump again while the machine is above the moon, it will switch to the method of maneuvering in outer space. During that time, the machine can act without falling to the ground due to gravity, but since it constantly consumes thrusters, the action time is limited.

You can end the state of outer space action. When the machine touches the ground by the descent action, it shifts to the ground action state. Alternatively, if you overheat your thruster during space action, it will shift to a gravity fall state. Also, if you are defeated by some kind of attack while in outer space, you will be in a gravity fall state.

Bawoo (GT)

Delusion-MS #078: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions. 

MS Name: 
AMX-107 Bawoo Glemy Toto Custom

Source: 
Mobile Suit Gundam ZZ
Gundam wiki: AMX-107 Bawoo, Gundam: Battle Operation 2 Wiki: Bawoo, Z Gundam. We referred from the article. 

Machine Concept: 
This machine is a modified version of Bawoo. The basic performance is exactly the same, but this machine has the function of separating and transforming the main body.

The upper body of this machine when separated and transformed is called the Bawoo Attacker. It is this part that operates in the transformed state of this machine. The remaining lower body is called Bawoo Nutter and is always placed behind the Bawoo Attacker. In the transformed state, this Bawoo Nutter becomes a flying unit that is treated as an unbreakable shield.

The machine can fire during the high-speed moving motion of the missile in the Bawoo Attacker state. Also, unlike the beam rifle in the Moblie Suit state, the Bawoo Attacker's beam rifle is capable of continuous shooting.

Equipped Weapons: Mobile Suit 
Bawoo Beam Rifle
Bawoo Beam Saber
Wing 3-Tube Missle Pod x2
Arm Granade Launcher
Shield w/ Internal Mega Particle Cannon
Mega Particle Cannon Equipped Shield

Equipped Weapons: Bawoo Attacker 
Bawoo Beam Assault Rifle
Wing 3-Tube Missle Pod x2

Skill: Mobile Suit 
High Proformancer Balancer
High-Spec AMBAC
Maneuver Armor: LV2
Forced Injector: LV2
Melee Combo Controller: LV1
Emergency Evasion Controller: LV1
High Proformance Radar: LV1
Wings Special Cushioning: LV2
Transform (Separating)

Skill: Bawoo Attacker 
Emergency Evasion Controller: LV1
Shock Dampeners
Ram Attack
Anti-Blast Stabilizer
Wings Special Cushioning: LV2
Transform (Docking)

Unit Type: Raid
Environment Usage: Space, Ground
Environment Specialization: None
Melee Priority: 3

Bawoo Beam Assault Rifle [Sub-Weapon #055]
Gundam: Battle Operation 2 Wiki:  Z Gundam. We referred from the article. 
Weapon type: 
Secondary Weapon, Beam, Beam Gun
Hit Effect: 
Wince 

Description: 
This weapon is a variation of the main weapon with the same name. This weapon cannot be charged. Instead, the cool time will be 0 and you will be able to shoot continuously. The heat rate consumption per shot is 8%, and the power is 300. The accumulated damage amount remains the same and has high performance. This weapon is not shared with the heat gauge of the main weapon. Therefore, even if this weapon overheats, it will not be affected by the main weapon.

Transform (Separating) / (Docking) [D-Skill #025]
Skill category: 
Mobility Skill, Action Expansion
Description: 
Separate from Mobile Suit form. Or return to the Mobile Suit state from the separated state.

This skill is in many ways the same as the Transform (Flight) skill, but in a very different state during transformation. The transforming machine is divided into two or more parts. The master machine will be the one you can operate. Slave machines other than the master machine hit the attack but absorb the damage like a shield. And when the accumulated damage is full, the master machine loses balance. The slave machine and the master machine are connected, and if the master machine loses balance, the separated state cannot be maintained. Therefore, it returns to the Mobile Suit state and knocks down.

The advantage of this skill is that the master machine is reduced in size, reducing the volume of the machine and making it less susceptible to damage. The weakness is that the area of the slave machine part tends to increase, making it vulnerable to accumulated damage attacks.

Asshimar (BB)

Delusion-MS #054: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions. 

MS Name: 
NRX-044 Asshimar Buran Blutarch Custom

Source: 
Mobile Suit Zeta Gundam
GUNDAM wiki: NRX-044 Asshimar, Gundam Battle Operation 2 Wiki: Asshimar (Large Beam Rifle (Tdansformed)), Z Gundam, Marasai Beam Rifle, Blow(Enhanced), Large Beam Rifle. We referred from the article.

Machine Concept: 
This machine is a modified version of Asshimar. Mobile Armor that enables land combat by transformation. To be exact, it is defined as TMA. Has high air combat capability with powerful beam rifle shooting.

The melee attack ability cannot use the melee attack combo, but it has power and knockdown effect. The attack power correction of the attack motion is 100% for N / upward / horizontal input and 150% for downward input.

The shooting ability has increased the responsiveness by acquiring weapons that can instantly upset the enemy's balance.

Equipped Weapons: Mobile Suit
Large Beam Rifle
Blow (Enhanced)
Marasai Beam Rifle

Equipped Weapons: Transformed
Large Beam Rifle (Tranformed)
Marasai Beam Rifle

Skill: Mobile Suit 
Damage Control: LV1
Maneuver Armor: LV2
Anti-Blast Stabilizer
Fall Prevention Control
Emergency Evasion Controller: LV1
Flight Control Program: LV3
Glide Structure: LV3
High Performance Balancer
Leg Shock Absorber: LV3
Optimized Cooling Efficiency
Heavy Melee Attack
Rapid Fire Control Device
Transform (Flight)

Skill: Transformed 
Ram Attack
Damage Control: LV2
Shock Dampeners
Emergency Evasion Controller: LV1
Deformation Mechanism Optimization Control
Transform (Flight)
Anti-Blast Stabilizer

Unit Type: Raid
Environment Usage: Ground
Environment Specialization: None
Melee Priority: 3

Marasai Beam Rifle [Sub-Weapon #032]
Gundam Battle Operation 2 Wiki: Marasai Beam Rifle. We referred from the article.
Weapon type: 
Secondary Weapon, Beam, e-cap Beam Rifle
Hit Effect: 
Stun

Description: 
Secondary weapon with the same name as the main weapon Marasai Beam Rifle. Performance is similar to the main weapon version. The difference is that the number of bullets has been halved to 3. 

Heavy Melee Attack [D-Skill #015]
Skill category: 
Offense Skill, Attack Enhancement
Description: 
Gives + 50% power of melee weapons and knock down effect to weapons.

This affects all melee weapons equipped on machines possessing this skill. Its power is 150% of normal, and the effect of hitting is that the enemy is knock down. Besides the benefits, there are also disadvantages. It increases the cool time of the weapon by +1.5 seconds and negates the melee combo skill.

When the cool time of approximately 2.5 seconds is increased to 4 seconds, no additional melee attacks can be made on knocked down enemies.

Rapid Fire Control Device [D-Skill #022]
Skill category: 
Mobility Skill, Attack Expansion
Description: 
Enables shooting attacks by omitting the motion at the end of high-speed movement or the motion of landing.

This skill is a shooting attack version of the High Performance Balancer skill. This saves the rigid time of the moving motion, so you can move on to a quick attack. Rechargeable weapons can be quickly attacked with this skill if they are fully charged. This skill cannot eliminate the rigid time that occurs after using a shooting attack. So please be careful about that part.