[MSoTW] [30/05 - 05/06] RX-178+FXA-05D Super Gundam
RX-178+FXA-05D Super Gundam
WARNING - This article is a very big wall of text.
So, it’s my turn to write an MSoTW article! As you can see, I’ll be writing about Super “Blind Snipe King” Gundam <BR Rank> today. Below are the suit stats and the suggested build.
For an old suit, Super Gundam is beast. Wholly and truly beast. My reasoning? Super Gundam is one of the few suits that can max the attack stat, with a point to spare! If that’s not good enough for you, just take a look at the weapon damage on this guy:
For reference, Freedom’s beam rifle is 1300 and its railguns is 1960.
If you’ve ever fought against an OC6 full attack Super Gundam, you will know what I mean when I say that this guy is SCARY. At OC6, Super Gundam is liable to deal 50-60% hp damage, in one hit, to an A or B rank rock. That’s a normal hit; not even a smash. Yes I'm serious.
Pros & Cons
Ballistic AND beam weaponry
Low defence and HP
Not the best mobility, CLUNKY
Although I’ve sorta mentioned the weapon set already, here it is again.
Weapon 1 – Beast Smash ~ One hit to knockdown. 2700.
Quick execution ~ Smashes enemy with his bigass gun.
Weapon 2 – Double Zook ~ 2 shots at once, 4 ammo. Fast reload. 630x2
Fires 2 ballistic zooks from the top of the Defenser. <Hurr Hurr eat that iField>
Weapon 3 – Beast Beam ~ Can Scope. One hit to knockdown. 1 shot. Medium reload. 2100.
Slight delay as the gun is picked up. Long ranged thin beam.
Beam Spec ~ Thin-ish beam.
This weapon set lends itself well to battles at all ranges.
Short ranged | The one hit melee has a pretty fast execution, and it goes pretty far too. Not to mention the amazing damage this thing puts out. This weapon is generally used to save your ass against a rushing rock, or to finish off someone with a single hit to the back, for the lulz.
Mid ranged | The zooks fire quickly, and fly quickly as well. Due to the placement on top of the Gundam, they are pretty accurate, as well. Use this weapon whilst your sniper is reloading, or against people closing up on you.
Long ranged | Arguably the main selling point of the suit, the beam sniper. Although it has a noticeable delay, it’s easy to deal with moving targets with soon-lock. This is the main thing I use on Super Gundam. The amazing damage it has already allows you to forget about having to use sniper parts, earning Super Gundam the name “Blind Snipe King”.
Latent Potential – At 50% HP, damage is maximized and SP bar charge speed is increased. Red glowy aura.
Veteran Sniper – Reduces damage from beam rifles and other mid-ranged stuff.
Latent potential is a lurvely skill to have on Super Gundam. As if your damage wasn’t crazy enough, you get the ability to do max damage every time! Enjoy taking out enemies at the speed of light A_A The hi-speed charge of your SP is pretty nice, giving you quicker access to veteran sniper, which helps for its survivability.
As for Vet Sniper, it’s not as helpful as latent potential for Super Gundam. For the most part, you’ll be blind sniping people with Super anyway, lest you decide to play rush with it, which can be pretty effective. In any case, any skill that improves survivability is a good thing, though.
Generally speaking, Super Gundam is best used at mid-long range, allowing use of both the sniper and the zooks. What you aim to do with Super is to boost damage your teammates are doing, or to finish off the enemies your opponents are beating up. <Epic damage spiking!>
Super Gundam can function as a KD boss, stopping enemies in their tracks before they can get to your teammates, but you should end up doing this naturally anyway.
Alternatively, you can try rushing forward to the enemies with Super. Although a bit more dangerous, you can make use of the crazy melee. I generally wouldn’t recommend this type of tactic, unless your teammates are crazy good at covering you.
Just as a side note, if you choose to pack sniper parts, you should really try to stay further from the front lines, and make use of that crazy powerful snipe. Otherwise just go ahead and blindsnipe those invisible enemies over the horizon!
Anything based around maxing your attack is fine.
I recommend 2 Attack 1 Agi OC Attack, though. You can make use of the fact that you get SLIGHTLY more Agi from standard custom points.
Anything else really is missing the point of Super Gundam. It’s unfortunate that Super Gundam has kinda low defence and HP, but hell. If you can kill someone in 2-3 shots, who cares? <Excellent for those crazy attack-based clans, then.>
BS Qubeley <Active Cannon>
This Qubeley plays rather differently to Super, in the fact that you are based completely at mid-long range, spamming funnels and the active cannon. Still, it’s a B rank paper that is renowned for stupidly high attack.
The Qubeley is probably easier to kill people with. Funnels follow your enemy, which means you don’t have to wait for them to appear. Active Cannon doesn’t KD, which means you can get several hits in without having to wait for the reload. Ranged SP with an SP up skill!
However, Qubeley doesn’t have ballistic attacks. Hurr Hurr iField. Also, Qubeley is more liable to get shot at. Whereas Super can just KD *pew* whoever is shooting at him, Qubeley has to go run and hide. Super Gundam has more attack. Yess. Attack is EVERYTHING.
All in all, I’d say that Qubeley does do better than Super in some areas, though it is hard to say which is the better of the two. Maybe you guys can decide.
Well, you might be thinking “What? Why CGUE Deeparms?”
I’m gonna include this guy because he’s also a B rank paper with crazy damage. Heck. Attack up and Assault command hurts. Badleh. Not to mention you can get C4 Deeparms’. –Shudder–
So, onto the comparison. Deeparms ends up with an attack stat that exceeds the stat hexagon, as far as I recall. It also has a pretty nice melee that can be chained with the double beam thingeh for some pretty impressive damage. Deeparms also has more defence/HP.
But, Deeparms doesn’t have anything on Super Gundam’s insane weapon damage, nor does it have ballistic weaponry. <Once again, Hurr Hurr iField>
Videos section! - You'd be surprised how hard it was to find good Super Gundam gameplay.
...and now the mandatory advertising of my own videos.
Messala is the grenade king of papers (ReGZ is the grenade king of scissors). Though Messala and Super Gundam are sort of similar, Messala does less damage with the KD beam.
Messala = Moar zooks and grenades, KD blind sniper at mode 2
Super Gundam = Less Zooks (still deadly enough though) and has the Blind Snipe Gun at the same mode as the zooks.
Gelgoog Cannon = Very much like Super Gundam, though this suit has a legit Scope skill which makes it more of a QS unit rather than a blind sniper.
What makes these three very similar is that they have zooks and a snipe weapon.
I still can't compare BR Regelg over ReGZ because the difference in grenade bombing is just too great, though BR Regelg is faster and much more versatile. ReGZ is sort of clunky even with NT awakening, but the grenade spam is very satisfying. BR regelg on the other hand, has a longer ranged zook. If you can aim your Freedom's Xiphias railcannons, you can aim BR Regelg's zook.
BR regelg = outdated, but fast and has homings
ReGZ = superior grenade bombing, has reload up and NT awakening. Beam rifle is a plus too, but kinda slow and the grenades has short range like AS Kyrios.