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  • Complacent Gaming Syndrome:
    • The Qubeley became this upon its release, due to being a Game-Breaker, and considered the strongest native 650 unit at that point. It was to the point that not having one on your team while the opponent did was considered a huge disadvantage. It was eventually Nerfed and other high cost units on a similar level, such as the FAZZ, Ex-S Gundam, and Todesritter, were introduced, but it was this trope to such a degree the patch notes for the nerf flat out said that its previous strength outright made it difficult to launch anything that wasn't a Qubeley.
    • Arctic Base quickly picked up a tactic many players found annoying; At the beginning of a match, both teams typically would promptly circle to the right, around the launch pad. Any suit not doing so typically found themselves quickly steamrolled by the entire enemy squad. This was referred to by its detractors as the “Merry-go-Round”.
    • The Rebawoo rapidly gained this reputation in the community for being a general unit with melee capabilities that put some Raid units to absolute shame by virtue of it's two melee weapons. It also has an absolute plethora of weapons, all of which are capable of staggering with a bit of sustained fire on a target. It's only ever seen at the highest levels with it's 650 cost, but it has no problems going toe-to-toe with almost everything in cost range.
  • Fan Nickname: Unusually enough some of the weapons have these - for example, bazookas are practically exclusively called "zooks", both on the game's subreddit and 4chan.
  • Game-Breaker:
    • The Qubeley. Not only does its funnels do absurd amounts of damage, it has high mobility, an attack with its funnels that it can fire from behind cover with no real risk, and its beam and melee defense can easily be maxed out by custom parts. Note, when it finally got nerfed because of this, even the patch notes noted it was this:
      This is a downward revision because this unit has a higher-than-expected score, and it was difficult to launch other units in the current COST 650 battlefield, except for the Qubeley.
    • The Unicorn Gundam was this in its launch state and was nigh unstoppable. Released in July for the game's yearly anniversary event it was the introduction of NT-D into the game. Becoming available at 80% HP it what it gives when activatednote  essentially turns it into a Raid with the Weakness/Resistance profile of a General. Activating it also jams Psycommu weaponry in its immediate area and before the nerfs did so in a much wider area for much longer to the point it could persist through death. NT-D also activates the I-Field in the shield causing it to block 70% of beam damage dealt to it making it near impossible to destroy the shield. The Unicorn reigned absolutely supreme until two rounds of nerfs made it easier to defeat, but no less damaging in melee combat. It doesn't matter what range you fight the Unicorn at, you're in for trouble if it gets the upper hand.
    • The Unicorn has since been supplanted with the arrival of its younger sibling the Phenex, which is essentially a ranged counterpart to the Unicorn. The Phenex's NT-D turns it into a ranged god with more firepower than some supports. Think getting close will help? Because it won't. While in Destroy mode the Phenex still just as dangerous as it has access to the same brutal melee combo that the Unicorn is capable of even if it doesn't hit quite as hard. If that wasn't enough when it boosts with its Armed Armor DE attached it can enter an even faster boost that reduces cumulative stagger and turns the Phenex into a big gold battering ram.
    • Standing opposite of the Phenex is, appropriately enough, the Sinanju Stein. The Stein is a Raid and its kit is very basic consisting of a beam rifle, bazooka, beam saber, and vulcans but these four weapons make for an astonishingly lethal mobile suit. The beam rifle is high power, capable of rapid fire, and has a range just short of typical support weapons, meaning it can get into a ranged battle with supports and win. It also prefers to stay at range until 50% HP when its psycho frame kicks in and sends its melee power skyrocketing, which includes reducing the charge time on its heavy attack. It doesn't come with emergency evasion by default, but instead it gets to jettison its propellant tanks sending it backwards and creating a damaging, heavy staggering explosion at which point it does gain emergency evasion at the cost of a negligible amount of maximum thruster gauge. And on the subject of thrusters it also has flexible thruster like its brother, meaning its thruster consumption goes down immensely out of forced injectors or flight control program resulting in extreme agility even for a raid. What comes of this is a raid that can fight at all ranges with extreme aggression, functions almost outside of the type triangle, and an offensive evasion for when things start to get dicey. There's no small number of players that consider the Stein to be even stronger than the Phenex.
    • Once again bringing the RX-0 series into the forefront is the Banshee Norn. As opposed to the Unicorn or Phenex, which specialized at certain distances, the Banshee Norn is an all-rounded monster in ranged and melee combat owing to its absurd number of staggering tools, most notable of which is the underbarrel grenade launcher that ignores a level of ballistic resistance and does damage even if the shots stick to a mobile suit's shield. Its NT-D is also by far the most forgiving of the triplets as it can be activated sooner, doesn't damage it as quickly, can be pushed into an Awakened state faster, and suffers no drawbacks from doing so. Once it's in the Awakened state the Banshee Norn is at its most dangerous, as it gains life leech on melee damage and like its siblings it has access to twin beam sabers and the beam tonfa. To cap it off it the Banshee Norn has its beam jutte. While a melee weapon generally preferred for the mobility it grants with its downswing it has a charged attack that is a melee counterattack which, when timed right, will parry an enemy's melee swing and counter for devastating amounts of damage. And in the end even if you can't make especially good use of the melee kit don't fret, because the mid-line potential of the Norn is just as ridiculous with all its aforementioned ranged tools. The biggest "weakness" the Norn has is that its shield functions as a buffer rather than an actual shield. But of course this just means you can't break it and the defenses the Norn does have are consistent.
  • Porting Disaster: The Steam version of the game is a direct port in every way, but the game starts up and launches with the expectation of you using a game controller. The dialogue also reflects this expectation. There are keybindings assigned for the keyboard and mouse, and the tutorial is tuned for this, but they keybindings themselves can be a bit all over the place. Two basic maneuverability functions — the Jump/Ascend and Descend/Crouch — are assigned to U and Control, respectively, meaning you have to reach across the keyboard to switch between the two. The player will have to fumble around the keyboard just to find out that it is assigned to the U key. The Alt key can also interfere with other computer controls, such as Nvidia desktop functions. The keybindings can be customized, but you have to get through the tutorial before you are given a chance to do so. The sudden and short notice announcement of the Steam version going livenote  has a handful of players suspecting that Bandai forced the launch before the game was properly ready, possibly to get it out before the summer.
    • Despite multiple maintenance/hotfix attempts, there are also recurring complaints about low framerates/lag and a noticeable problem involving unstable server connections (particularly when first joining a match). It has been discovered that the port uses a largely obsolete form of peer-to-peer netcode for its server arrangements, resulting in an unpredictable server environment involving numerous disconnects if the randomly selected host is unable to connect to the other player, even if both players' setups otherwise meets the required specifications.
    • Players have also found that Bandai's direct porting of the original Playstation 4 game also causes the port to attempt to run everything off the detected primary CPU, and only the CPU. This means the game will not use any graphics cards on a computer by default other than the one integrated on the motherboard; players have to manually configure the game (outside of the in-game settings) to recognize the much more powerful dedicated graphics cards and prioritize using those in order to receive smooth gameplay.
  • Unexpected Character:
    • With the advent of the PC version of the game dataminers began to do what they do best and pick apart the game. As they did so they found in game renders for suits nearing completion in the data, most notably the Banshee Norn and Rozen Zulu. They also found many suits that only existed as ID data. With the arrival of the 5th anniversary of the game right, many people expected a second Unicorn themed anniversary with the Norn and Rozen Zulu as the four stars... so imagine everyone's surprise when the 5th anniversary began the two month hype build for anniversary with a slew of suit variations from Char's Counterattack, including alternate forms of the Nu and Sazabi. Come anniversary the developers shocked no small amount of people when the Hi-Nu and Nightingale from Beltorchika's Children, which on the build of the PC two months behind the Playstation were merely ID data, were announced as the 5th anniversary suits.
    • The Freedom Gundam. In celebration of Mobile Suit Gundam SEED Freedom, the game decided to start branching out of the Universal Century, with the Cosmic Era being the first on the list. Despite being exclusive to the PC version this has caused.... tension within the PlayStation fanbase boiling down to the people who actively want/don't mind the branching out and the people who believe that the game should stay UC only as was originally intended.

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