So we had a buff for WZC that made it extremely different from how it was before, and now I'm back here doing this guy again, not that I don't like the suit.
Part 1: Weapons
Mode1 (pretty much the same, with lower base attack, meaning it doesn't do nearly as much damage as it could do pre-buff, but it still is a bruiser at higher OC levels. On the other hand, you are not a squishy unit anymore, but you still are not a tanker so don't go trying any crazy stunts like solo rushing into scissors.)
A 3hit combo that is not really used as the 3rd hit is slower.
Wep2: Twin Buster Rifles
Most used ranged weapon mostly, it fires two shots that come out quick. However both shots are only just about as strong as one beam rifle hit, meaning if one shot misses you'll be doing alot less damage.
High rate of fire, decent damage and quick reload. Very useful against I-fields/laminate armour etc.
Mode 2: (The most changed mode, and you do most of your damage in this mode now, as you have more weapons to use in this mode, and also more defense means you don't get shot down as much. (The base atk is still near maximum attack so you will not feel any worse about this mode.)
Wep 1: Twin Buster Rifle (Maximum output)
Sniping Long range KD beam. Use sniping scope to only check out enemy locations and not randomly snipe stuff. Best used after 1-2 wep 2 shots since you can chain both shots after each other. (If the target is a MA that has KD counter of 2, you can use Wep 2 - Wep 1 - Wep 2 for faster chain fire.
Wep 2: Twin Buster Rifle
3 Shot non KD long range beam. This is extremely easy to poke shot with by jumping up and using V descent to fall quickly, mainly cause this weapon has no delay before firing the shot, but you can't just spam click wep 2 to multifire, you need to dash slightly left of right to cancel the cooldown animation after each shot and then shoot again. (Best to just shoot 2 in a row with this method, shooting 3 leaves you quite vulnerable to long range beams.)
Skill1: Booster Extension
Useful skill, helps to improve mobility. Increases boost duration.
Skill2: ZERO System
Damage is maximized. Attack speed is increased. Enemy positions are indicated on the radar. Search distance is increased. When HP drops below 50%.
WZC's trademark skill, when this mode is active, you can spam your vulcans and beam rifles so fast that you may run out of ammo alot. Disadvantage is that most of the time you'll waver between choosing to special the enemy or keeping ZERO system as it activates and at a risky time. With the additional defense, you will find this skill lasting longer, and making your mode 2 shots extremely fast and annoying to your enemies. (Of course you can use mode 1 as well to support, but if you can just kill with mode 2 just do it)
Part3:Compatibility (Same as before)
The booster extension skill is great for almost anything, so nothing to say there.
The ZERO system is a great skill for a unit like WZC because it can play a solid mid range game and the ZERO system increases the rate of fire drastically, which allows you to kill your enemies faster.
With the new stat changes, there are now two main methods to custom your WZC.
Full attack:To maximise damage caused and mainly focuses on the "kill before killed" strategy.
I prefer the this build as Specials are avoidable and it's ranged special can be abused to hit enemies behind a corner or to ensure a retreat. (same as before)
C HP OC Attack:Mainly to keep Zero system active for a longer period and also to try to defend against specials, causing less damage while also focusing on attack before defense.
Defense Builds: (I don't really like these styles to be honest.)
C HP OC Defense: Used to be more tanky and focuses on mode 2 camping style, not necessarily bad but loses out on mode 1 support damage.
C HP OC 2 Attack OC 7 Defense: Maxes out mode 2 attack, much more preferred as the attack really helps a bunch.
With the buffs, it's gameplay is changed drastically to being a mobile turret, almost like a beam version of HAC. Mode 1 is only used to position yourself, when you have no ammo in mode 2, or need to melee. Mode 2 is your main mode, and you will be using it constantly in the air to rain beams on your enemies on larger maps, and poking up and down from buildings in smaller maps. Get used to switching modes and using SP instantly, cause using beam SP in mode 2 is something very predictable and often will miss. (unless you are aiming for a MA to stop it's rush or escape.)
Never remain in the same area as before, and beware of being left alone while you are using mode 2. You need to be able to survive against a rock by your lonesome, and you cannot expect your teammate to fly back and save you every time. Fend for yourself and get back to beating the crap out of your enemies from long range.
Part6: Personal View
I like WZC alot since it was the first gundam series I was exposed to and it's unique design made me like it alot.
WZC is a force to be reckoned with in the right hands, having great potential.
Even though I said that, I never hesitate to use special when needed as ZERO system isn't neccesary to keep as WZC still can manage with out the increased weapon attack speed.
Ignore the lack of sound, blame youtube.
Interesting Snipe variation build, you need to spend for those skill parts though.
This time it's a NT awakening skill part for more boost.