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GBO2 RX-93FF Nu Gundam (Post-Buff): It's back on top!
Avenger1_ GBO2

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This video contains two matches I had with the recently buffed RX-93FF Nu Gundam on Gundam Battle Operation 2. It is a 700 cost raid with incredible DPS within 300m range, incredible stagger accumulation, good instant stagger ability, a heavy stagger sub weapon, a heavy attack with good utility alongside funnels which are easy to hit with thanks to them firing large beams. Its weaknesses would be that it only has 22k HP only has LV3 Maneuver Armor, has the weakest normal melee ability of any LV1 700 cost raid, has relatively short range and that it is slow when compared with other 700 cost raids. This suit was recently buffed with 300m beam rifle range, 80% charged beam rifle heat, 5 seconds bazooka cooldown, 13 seconds bazooka reload time, 1 second bazooka swap time, 0.5 seconds shield beam swap time, 16 seconds handheld funnel overheat time, 5 seconds handheld funnel focusing time and 10 seconds shield missile reload time. I hope that you enjoy watching!

Its primary weapon is a beam rifle with 750x5 (3600) power, 11%x5 (80%) heat, 1 second cooldown, 20 seconds overheat, 0.77 seconds swap time, 300m (400m) range, 2 seconds focus time and 25%x5 (80%) stagger value. This has all round incredible performance, within 300m range you can spam uncharged shots to deal great damage and easily stagger enemies, at longer ranges you can start combos with the charged shot.

Its first sub weapon is a head vulcan with 120 power, 60 ammo, 200m range, 450 RPM, 13 seconds reload, 0.5 seconds swap time, 6% stagger value and 900 DPS. These have mediocre DPS and take about 2.3 seconds to stagger with, but they are a decent back-up weapon.

Its second sub weapon is a shield beam cannon with 1900 power, 85% heat, 350m range, 5 seconds cooldown, 18 seconds overheat, 0.5 seconds swap time and 10% stagger value. This has modest damage and high heat but instantly stuns, making it useful in a wide variety of situations.

Its third sub weapon is a long range fin funnel with 1000x4 power, 28%x4 heat, 300m range, 2 seconds cooldown, 18 seconds overheat, 0.5 seconds swap time and 25%x4 stagger value. This isn't as good as the funnels on the original Nu Gundam, but it has a fairly high hit rate due to it firing thick beams which are hard to avoid.

Its fourth sub weapon is a long range fin funnel cannon with 1800x2 (4200) power, 35%x2 (100%) heat, 400m range, 1 second cooldown, 18 seconds overheat, 0.77 seconds swap time, 25%x2 stagger value and 5 seconds focus time. This has high power uncharged and can be used to deal extra damage after a stun, but fully charged shots heavy stagger.

Its sixth sub weapon is a shield missile launcher with 700x2 power, 4 ammo, 300m range, 10 seconds reload, 0.5 seconds swap time and 25%x2 stagger value. This only has 100% stagger value in total, but it fires two missiles at once.

The LV1 Nu FF has 22000 HP, 22 ballistic/beam resist and 34 melee resist. This basically makes Nu FF the squishiest 700 cost LV1 raid, especially when considering that it only has LV3 Maneuver Armor and only one buffer. The fin funnel buffer is 35% damage reduction though, and it has the benefit of having LV3 Emergency Evasion.

In terms of mobility it has 135 (145) walk speed, 225 (235) boosting speed, 80 thrust (-25% consumed) and 81 (106) turning speed. It isn't that quick before Psychoframe Resonance activates at 30% HP. It has LV3 Forced Injectors and LV2 Flight Control as well.

It also has a skill called LV1 Counter Boost. This boosts damage dealt by 20% and halves focus time for melee/ranged weapons for 30 seconds after you successfully land a counter tackle. Furthermore, it reduces ranged damage taken by 20%, melee damage taken by 15%, and it buffs walk speed by 5.

In conclusion, I feel that the Nu Gundam FF has been improved quite a bit from these buffs, but it still has the fatal issue of not enough HP. This suit used to be considered meta defining when it first came out, it was actually so strong that supports became risky to take out at all, since you ran the risk of running into a team with multiple of these things. But as the devs do, they powercreep and powercreep, until the point where this once OP MS became a little mediocre. They fixed the issues it had with short range, since now it can safely operate within 300m, with its 400m range game improved as well. But, the low HP means that it will get instantly blown up if a general looks at it the wrong way. My conspiracy theory is, that rather than fix this issue, the devs decided to leave that job to players rolling for the new mechanic expansion skills. I rolled the LV5 mechanic skill that gives 400 HP for each attack part you have on, and it feels like this may be somewhat necessary for it to be properly good. It is too squishy otherwise, is this a sign of real bad Pay To Win? Thanks for watching, and I hope that you enjoyed it!

Music used:

Super Robot Wars Z2, Song of the Homicidal Doll

Dynasty Warriors Gundam 2, A Good Thing is Possible