Mode 1 (Mobile Suit Mode)
GN Beam Saber
Melee combo of four hits.
GN Archer's melee extremely fast and smooth cancel
on the second and third hit to the point that if you blink, you might miss it.
GN Beam Rifle
Fires two shots at once and can be fired consecutively with an ammo of ten and reloads automatically, albeit slowly.
Fires very smoothly. It's hard to corner shoot with this since if you don't go out enough one of the rifles will damage the cover you're hiding behind and thus hamper your safety. If both of the rifles are to connect, it does arguably low damage especially for it's class. There is little reason to use this other than to be a scab for DPS
when your Mode 2 weapons have been exhausted and need time to reload. Additionally, it can be used for a little bit of pressure in an unexpected duel against a rock.
Melee Special Attack
You'd think this is useless since Mode 2 has a Ranged Spec but this can be used for some mind games. One example you could try is baiting a rock into thinking you're helpless by dashing backwards, unloading your rifle clips, then suddenly executing the SP.
Mode 2 (Fighter Mode)
This contains a total of five bursts and will reload after all of them have been drained.
Like most, if not all, beam machine guns, this has a fair amount of range. The damage drills an enemy's HP
like no tomorrow. If one happens to find herself on low ammo then you can just manual reload by shooting at something random since the ammo will replenish swiftly
GN Missile Launchers
This homing weapon will reload after both of it's bursts have been fired. Similar reload properties to it's GN Vulcans.
The missiles are shot out vertically from the GN Archer at a very high angle and relatively drops the same way. This makes it able to fire off shots while still being behind cover
--sometimes you will have to rise a bit or back up a bit so it doesn't crash into the cover but you'll still be safe. The trade off of this property is that the homings will crash into the ceilings and walls of indoor stages.
Ranged Special Attack
Most often, I'll use this like a zook and attack enemies who try to retreat from the onslaught DPS.
The unit's weapon reload rates are increased by 25%.
When the unit's health drops below 50%, the unit's damage is maximized and SP gains are increased. Latent Potential (Skill Part) has the same effects.
As you can deduce from it's skillset, DPS and pressure are it's specialty.
For the sake of being succinct:
This suit is arguably fragile.
Mode 1 is cumbersome, especially to unaccustomed players and in comparison to it's Mode 2. Additionally, the more you lag the harder it is to switch from the two modes.
If the enemy executes a mob attack on the GN Archer then you can consider it dead. If team mates assist the GN Archer it will still suffer quite a lot of damage.
GN Beam Rifles don't have a lot going for them.
Homings fire up high which means it crashes into ceilings or walls when indoors.
Mode 2 has an extremely large boost pool.
Mode 2 accentuates power, DPS, and pressure and does a great job of expressing those traits.
GN Vulcans can still drill down even a Rock's HP, eo ipso a Paper is no trouble at all either.
Homings fire up high which means you can fire even behind cover.
Can easily play as a stealth suit even though it doesn't have Hide/an invis. weapon.
Easy to paint; it looks good in a variety and combination of colors.
Despite this unit having Reload Up
and inherently admirable reload rates there is a small window where one needs to reload her weapons. If the enemies are still in viable range then Mode 1's Beam Rifles can be utilized as a scab until Mode 2's weapons have finished reloading
. Melee is there too but I don't really suggest it should be used in a mob battle.
All in all I think you should keep a low profile when playing this suit but some people (Merurun) have apparently been able to play it as a rock. Both beginners and experienced players alike will enjoy using this suit regardless.
Honestly I don't think there's any other viable build than all attack since the unit is very "hit-and-run" what with it's fragile, yet feral nature. You can enter in some Speed but I think the unit is already very comfortable in that area.
- Train your finger on that "v" button. You will need to descend a lot to replenish your boost and keep yourself out of crossfire.
- Try to switch often when Mode 2's ammo is gone, although there are times it is better to wait.
- Get used to how the homings fire.
- Don't sell yourself short of it's range which is a bit longer than it may belie.
- Even though you can stay behind cover while using homings you might want to move to closer cover at times so the missiles can curve more beautifully.