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GBO2 Zock: "I hope it's as fearsome as it looks" 9 месяцев назад


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GBO2 Zock: "I hope it's as fearsome as it looks"

This video contains two matches I had with the LV1 Zock in last week's Tragedy in Jaburo situation battle on Gundam Battle Operation 2. It is a 450-600 cost support with access to Shock Dampeners, very high HP, a piercing heavy stagger, a chest cannon with decent DPS, extremely powerful melee alongside a reversal touchpad skill which allows it to instantly turn 180 while nullifying all stagger/knockdown. Its weaknesses would be poor mobility, 0 melee resistance, being big and easy to target with stagger accumulation, having very poor turn speed along with having no good way of breaking Maneuver Armor unless it can charge the head cannon. I was lucky enough to get the Zock a few times while playing last week's situation battle, so I decided to upload my games. The mode was pretty unbalanced since only the enemy Guntank stands a real chance at disrupting you, you can just muscle through the rest of them. It isn't really an accurate portrayal of how strong the Zock would be in normal matches, but I still hope that you enjoy watching! Its primary weapon at LV1 is a quad chest mega particle cannon with 300x4 (650x4) power, 40% (95%) heat, 1 second cooldown, 20 seconds overheat, 0.5 seconds swap time, 500m (600m) range, 3.5 seconds focus time and 10%x4 (20%x4) stagger value. This can be fired while boosting and has pretty decent damage potential, but it can sometimes be hard to hit every shot since the cannons aren't tightly grouped together. It is also difficult to break Maneuver Armor with this without overheating, so it would be better to use the head cannon for that. Its primary melee weapon at LV1 is a claw with 2500 power, 3 seconds cooldown, 0.5 seconds swap time, 100% side swing modifier and 150% downswing modifier. This has absolutely ridiculous power for a 450 cost suit, let alone a 450 cost support. The downswing modifier makes it hit about as hard as a 2900 power melee weapon, regular swings with it instantly knock down as well. Using this weapon properly is crucial to your self defence. In real matches you should be careful about going on the offensive to use this, because fast stagger accumulation options are commonplace. Its first sub weapon is a head phonon maser cannon with 600x7 power, 100% heat, 15 seconds overheat, 0.5 seconds swap time, 600m range and 4 seconds focus time. This must stop and focus before firing, but it fires a heavy staggering beam that deals massive damage and can hit up to 7 times. This weapon is where the true value of Zock comes from, proper usage can let you disrupt entire groups of enemies. Just be careful when stopping to charge it up. The LV1 Zock has 20000 HP, 23 ballistic/beam resist and 0 melee resist. It is obviously quite durable against ranged attacks thanks to its gigantic HP pool, but it falls apart quickly if enemies can close in to melee you. You can avoid taking too much melee damage because of Shock Dampeners though, which blocks all instant staggers (while doing nothing against stagger accumulation). This means that enemies cannot stagger lock you with melee or reliably use two swing combos on you. It also has a 10% damage reduction buffer for the head. In terms of mobility it has 110 (112 including ground affinity) hover speed, 155 boost speed, 50 thrust and 33 (39 including affinity) turning speed. This is quite poor mobility, though it isn't the end of the world either. You can avoid being stunlocked while you reposition thanks to Shock Dampeners anyway. The Zock has access to a unique skill called Reversal. As the Zock has no real front or back, with both sides being the same, it can swap between these sides at will by pressing the touchpad button. This consumes 15 thrust and completely nullifies all forms of stagger accumulation, instant stagger and knockdown while you are changing sides. This can help if you are flanked, it can also be used defensively. Overall, I feel like the Zock needs massive buffs to be viable in 450 again. Stagger accumulation wasn't much of an issue when it first came out, but now every suit can bully it with stagger accumulation because of how big it is. It might not seem like it from this video since I am playing in the unbalanced Jaburo situation battle, but it feels like every suit on the enemy team in real 450 matches can bully it. I think that it should get LV1 Damage Control, LV2 Damage Control at 550 cost, LV3 Damage Control at 600 cost, 35% uncharged heat for the chest cannon, 80% charged heat for the chest cannon, 5%x4 uncharged stagger value for the chest cannon, +30 uncharged power per level for the chest cannon and +8 melee resistance (more for higher costs). I feel like it could be a legitimately strong option for 450-500 cost if it got these changes, but otherwise it is a bit of a meme suit in actual matches right now. Thanks for watching, and I hope that you enjoyed it! Music used: Street Fighter 3: Third Strike, Snowland Dynasty Warriors Gundam 2, A Good Thing is Possible

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