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Скачать с ютуб GBO2 Sazabi Prototype: The first 700 cost 3 star! в хорошем качестве

GBO2 Sazabi Prototype: The first 700 cost 3 star! 3 месяца назад


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GBO2 Sazabi Prototype: The first 700 cost 3 star!

This video contains two matches I had with the recently released Prototype Sazabi on Gundam Battle Operation 2. It is a 700 cost raid with absurd heavy attack damage, long melee reach, decent mobility and powerful but short ranged funnels. It has many weaknesses however, such as short shooting range, weak regular melee damage compared with other raids, poor HP compared with other raids and an overall worse kit than the original Sazabi. I have been waiting for this suit for a while, all I can really say is that I am disappointed that the developers turned it into a heavy attack bot. I hope that you enjoy watching! Its primary weapon is a long beam rifle with 2500 (3500) power, 75% (90%) heat, 4 seconds cooldown, 15 seconds overheat, 0.77 seconds swap time, 400m (600m) range, 3 seconds focus time and 10% (60%) stagger value. Uncharged shots instant stun, charged shots consume extra heat but deals more damage and pierces. Its primary melee weapon is a pair of beam sabers with 2800 power, 2 seconds cooldown, 0.5 seconds swap time, 3 seconds focus time, 220%x3 heavy attack modifier and 70/49% combo modifier. These deal decent damage in combos but the downswing animation feels worse than on the OG Sazabi. The heavy attack can be cancelled after the second hit by boosting. Its first sub weapon is a chest beam cannon with 1500x2 power, 100% heat, 20 seconds overheat, 0.77 seconds swap time, 250m range and 20%x2 stagger value. This does pretty good damage, instant stuns and can be fired while boosting. However, it suffers from long overheat time and a pretty awkward spread on the two beams. Its second sub weapon weapon is a beam tomahawk with 3100 power, 3.5 seconds cooldown, 0.77 seconds swap time and 150% downswing modifier. This has long reach and good downswing damage, but the long cooldown means that you cannot start and end combos with a downswing. Its third sub weapon is a set of lock on funnels with 250x18 power, 100% heat, 18 seconds overheat, 0.77 seconds swap time, 250m range and 8%x18 stagger value. These have high damage if all the beams hit and they can also stagger suits on their own, but the short range makes them awkward to use. Its fourth sub weapon is a set of follow funnels with 340x3 power, 20% heat, 0.3 seconds cooldown, 22 seconds overheat, 0.5 seconds swap time, 250m range and 12%x3 stagger value. These have low power per shot, but are capable of staggering quickly and dealing good damage because of the short cooldown time. Be wary of the short range. Its fifth sub weapon is a shield missile launcher with 850x3 power, 3 ammo, 10 seconds reload, 0.5 seconds swap, 300m range and 35%x3 stagger value. These can be used for extra damage off your ranged stuns or as an extra source of stagger accumulation. The Sazabi Prototype has 23000 HP, 18 ballistic defence and 31 beam/melee resistance. For a raid of this size in 700 cost, it is squishy in comparison to its peers. It has a 25% damage reduction legs buffer and a 15% reduction back buffer to somewhat make up for this. It gets the combination of LV2 Emergency Evasion, LV3 Maneuver Armor and LV2 Damage Control for defensive skills. It also has 133 (143) walk speed, 230 (240) boost speed, 75 thrust (25% thrust usage reduction) and 75 (100) turn speed. Before Psychoframe Resonance activates it is fairly mobile, but once it turns on at 30% HP the values in brackets come into effect to increase mobility further. It also has LV3 Forced Injector alongside LV2 Flight Control for mobility related skills. Furthermore, it has LV2 Power Accelerator to turn clashes around from a disadvantaged situation into one where you can get in a free melee combo. In conclusion, I feel like the Prototype Sazabi is quite weak outside of its heavy attack. Despite being a raid, it is weaker than the general Sazabi in multiple areas including midrange DPS, weapon range, stagger accumulation, mobility and melee animations. This doesn't really make sense to me, raids should have (and usually do have) stronger kits than generals, they have a difficult job and often get focused down. As it stands, it is a melee focused raid that lacks the melee output to quickly take out supports, and it also lacks the ability to poke at them with shooting options from a safe distance. The only good thing here is the heavy attack, it can deal ridiculous damage even to generals, but this alone does not make a raid good. I feel like it should get 300m range for the funnels, 350m range for the shield missiles, less belly beam overheat time and spread, better regular melee damage output, LV4 Forced Injector, 25000 HP, +5 walking speed and 24 ballistic resistance. I am a big Sazabi fan, but even I cannot recommend this suit unless you too really like Sazabi, the anniversary is coming up and will surely have much stronger suits. Thanks for watching, and I hope that you enjoyed it! Music used: 1080 Snowboarding, Golden Forest Dynasty Warriors 2, A Good Thing is Possible

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