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Video Game / Mobile Suit Gundam Battle Operation 2

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Mobile Suit Gundam: Battle Operation 2 is a free-to-play third-person mecha combat game based on the Mobile Suit Gundam franchise, released for Playstation 4 in Japan in 2018, with a western release following in 2019 and a Playstation 5 version released in 2021. It is a follow-up to the original Mobile Suit Gundam: Battle Operation, which was released in Japan only in 2012.

Placed into the role of a mercenary, players engage in team battles against one another at the helm of a wide variety of mobile suits from the "Universal Century" setting of Mobile Suit Gundam, accumulating points for their team by destroying opposing mobile suits, taking control of relay beacons, and sabotaging enemy bases. Battles take place primarily between mobile suits, but players can also disembark from their mechs to accomplish specific tasks on foot, such as capturing relay beacons and performing emergency repairs. New to Battle Operation 2 are maps taking place in the depths of space, where players can move about freely in any direction.



  • Ace Custom: A wide variety of canonical ones are available, normally with a designation showing exactly who it belonged to, however players do have options to create their own. Most suits have multiple weapons options and custom parts can be used to modify mobile suits to better perform to the player's play style.
  • Attack Drone: With the release of the Qubeley, the game now has the franchise's signature funnel attack drones.
  • Attack Its Weak Point: The Psycho Gundam and other bosses one can face in the Battle Simulator have a weakpoint (often in the head), which takes increased damage and stun.
  • BFG: Aplenty. Many MS (especially Support types) have access to large, slow-firing handheld cannons that deal heavy damage and stun.
    • The standout example being the 135mm Anti-Ship Rifle, which is longer than some of the MS capable of wielding it are tall.
  • BFS: Fitting to their size, the ZZ Gundam and Gundam Mk-V have beam sabers much larger than the standard, giving excellent reach to their melee attacks.
    • On the physical side, the Rick Dom II (GH) carries a mecha-sized Buster Sword lookalike. It's so large that it acts like a shield blocking attacks that hit the blade, and can only be operated in space due to its immense weight.
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  • Blade Lock: If two mobile suits with the same melee priority attack each other at the same time with similar weapons, they will briefly lock weapons together before breaking off.
  • Bling-Bling-BANG!: The Hyaku Shiki's default paint scheme is its signature shiny gold. Like in the lore, it's justified as anti-beam coating, giving it the highest base beam resistance in the game at the time of its release. Also, any MS can become this once the player unlocks the ability to customize their paint schemes.
  • Boss Battle: While the game is mainly multiplayer team battles, one Battle Simulator scenario pits you against the gigantic Psycho Gundam and its squad of mooks. Other boss-like MS eventually make their appearance as well.
  • Chameleon Camouflage: Among the available patterns that can be applied to MS parts are map-specific camouflage patterns that match the primary colors and texture of a given map. How well they work depends on the map, but a well-positioned immobile MS can really fade into the background.
  • Counter-Attack: Tackling an enemy performing a melee attack will execute a counter attack that will leave the victim temporarily immobilized.
  • Dawn Attack: The Sunrise variant of the Port Base map is set at this time. The glare from the sun near the horizon really does affect visibility, being quite blinding when faced and casting deep shadows in the recessed parts of the map.
  • Death from Above: Supporting fire on ground maps take the form of widespread artillery strikes raining down on enemies.
  • Defeat Equals Explosion: All Mobile Suits explode when destroyed. If a unit without the proper skill is caught in it, they'll be heavy staggered.
    • Taking You with Me: The Zaku III Custom has a unique skill (based on its actions in the anime) that also deals heavy damage to enemy MS caught in its explosion, enough to finish off weakened units.
  • Deflector Shields: Defensive I-Fields are established tech for the Universal Century setting, but not many Mobile Suits have the capacity to mount them (as opposed to the huge Mobile Armors like the Big Zam). So far, only the Ex-S Gundam and Full Armor Hyaku Shiki Kai have them, and they only protect the suit's torso against beam attacks.
    • The Nu Gundam can form its well-known tetrahedral barrier using its Fin Funnels.
  • Dressing as the Enemy: The Fake Beacon skill allows a suit to appear friendly on the radars of enemies within range, as long as they aren't attacking.
  • Epic Flail: The Gundam's Hyper Hammer is used like one.
  • Excuse Plot: Players are part of a mercenary group and sent out to fight battles. That's it.
  • Falling Damage: While not affecting your suit's actual health, landing after a boost or jump causes temporary strain damage to the legs that recovers on its own. Normally this has no effect on performance, but if your legs are already damaged enough that they're close to being crippled, this can push you over the threshold and trigger the suit falling down, making you very vulnerable.
  • Fighter-Launching Sequence: You are treated to one of these each time you sortie for an actual match. The sequence is structured similarly for most suits, except for 4-star rarity MS which have some additional animation.
  • Fragile Speedster: Many Raid-type MS lean towards this, with high speed but low ranged defenses and health, though they do tend to have high melee defense. The Kampfer takes this to extremes and combines it with Glass Cannon, having horrendous defense and health for its cost, but compensating with great speed and agility, high attack stats, and a plethora of stunning weapons that can lock an enemy down until they die.
  • Friendly Fireproof: Partially averted. Friendly units do not take damage from your attacks, but stun and knockdown effects still apply, which can be quite deadly themselves. Also, support fire will deal damage to friendly units caught in the blast, though it won't kill them outright.
  • Gameplay and Story Integration: The Hizack's generator isn't canonically capable of handling its beam rifle and beam saber at the same time, but due to the game mechanics, it can here. Its MS Explanation states the specific Hizacks used by the player mercenary group were re-tuned to allow this.
  • Geo Effects: Aside from the importance of cover and vantage points, staying still near one's own base will slowly recover health and repair parts damage.
    • In the Arctic Base map, destroying the shuttle in the center will stagger any MS near it, along with changing the map layout.
    • Hovering suits, as well as any suit using boost movement, will raise a cloud of sand in the Tropical Desert map, possibly obscuring others' sight.
  • Gundamjack: During battle, you can approach an unoccupied enemy MS on foot and hijack it for your own use. This does activate the suit's Self Destruct, giving you one minute before it blows. If the original owner can retrieve the suit before the countdown ends, the self-destruct is cancelled.
  • Half the Man He Used to Be: Some melee attacks can cleave a mobile suit in twain if they are the last hit landed on them before being destroyed.
  • Heal Thyself: Pilots on foot can naturally recover HP (this being offset by their frailty), but outside of a few outliers, mobile suits do not automatically recover from damage inflicted. In order to restore HP, players will need to disembark from their mobile suit and repair it themselves. You can also retreat back to base and kneel next to it for repairs, if it hasn't been blown up.
  • Homefield Advantage: While many mobile suits can be used in space or on the ground, but some have specialization for one or the other and thus functions better there. An update eventually added water specialization, which is more pronounced than the other two. For most mobile suits, water causes a debuff, but for suits with water specialization, they get buffed and have an inherent advantage.
  • Hover Skates: The Dom and its variants, as well as several other suits. The hovering effect is significant gameplay-wise in that the suits have a tendency to continue sliding based on their momentum where standard MS would come to a full stop. This can affect attack motions and aiming for players not used to it.
  • Humongous Mecha: Standing outside of a mobile suit allows you to truly appreciate their sheer scale.
  • Improbable Aiming Skills: Helpful for players using sniper MS. Also, while AI-controlled units aren't especially smart, they do have very good aim.
  • Instant 180-Degree Turn: The huge, slow-moving Zock has this as its gimmick, due to being designed to be front/back reversible.
    • A newer skill (Quick Turn) allows some MS to do this while boosting.
  • Invisibility Cloak: Unlike the normal Stealth skill, which only applies to radar, the experimental Black Rider MS has an active camouflage system that lets it become visually invisible as well. However, it wears off after some time, and also deactivates if the suit does anything other than move (including using boost movement or even switching to a weapon).
  • The Juggernaut: The Gogg, with abysmal walking speed but very high health and defenses, anti-stun skills, and strong melee attacks, fits this to a T. Unprepared opponents will fire helplessly at it while it boosts unhindered into range and smashes them with its claws.
  • Lightning Bruiser: Many high-cost MS will end up in this category, due to their stats being generally high overall and needing to be competitive at their power level.
  • Luckily, My Shield Will Protect Me: Common, especially among Federation suits. Hits to the shield will drain the shield's own health instead of the suit's, and mitigate flinching in some cases.
    • Special mention to the GM Guard Custom and both variants of the GP-02, who carry enormous shields larger and with more health than the base suits themselves. The GM Guard Custom's shield also has machine cannons built into it, so it can attack from behind cover.
  • More Dakka: Machine guns and gatling guns are plentiful, while certain suits simply have loads of weapons that they can use in succession. Special mention goes to the Dom Barrage, with its 200-round Gatling Cannon that can fire non-stop for over twenty seconds.
  • Multi-Mook Melee: One of the scenarios in the Battle Simulator pits you against waves of low-cost AI suits, with more spawning as earlier ones are destroyed. You yourself can respawn as needed, and the challenge is not so much surviving as it is eliminating enemies quickly for rewards.
  • Ninja: The Efreet Nacht. Not only does it have Stealth and Jamming, its weapons include kunai used to stun targets, and either a single or a pair of katanas. On the Federation side, there's the Gundam Pixie, with the Stealth skill and a very ninjaesque dual beam dagger fighting style.
  • Nose Art: The player can customize their suits with a variety of markings and patterns.
  • Overheating: The common feature of most beam weapons, which have a heat gauge instead of a magazine. Firing as fast as possible will cause them to overheat and take a long time to recover, so one needs to manage heat effectively.
  • Power Levels: Units are each given a cost, ranging from 100 to 700. The higher the cost, the more powerful the unit, and these costs are used to make matches fair by separating them along cost ranges. Units can also have levels, with the higher level versions of that suit being higher cost.
  • Ramming Always Works: Many transforming mobile suits have a skill that lets them stagger and damage enemies by ramming into them at top speed.
  • Scenery Gorn: Some maps look like they've seen better days, such as the Impact Site and Derelict Colony.
  • Shed Armor, Gain Speed: Units with shields suffer a penalty to turning speed, which disappears when the shield is destroyed. This is most significant with LL-sized shields, such as those used by the GM Guard Custom and GP-02; destroying them (no small feat) doubles the MS's turning speed and adds a bonus to their walking speed as well.
  • Shield Bash: Several MS have clawed or spiked shields and an associated skill that enhances their tackle attacks while the shield is intact.
  • Short-Range Shotgun: Shotguns in the game have some of the lowest range values of all ranged weapons, but compensate by being very effective at stunning opponents.
  • Shown Their Work / Technology Porn: The MS models are very well-done and detailed, down to even having gun muzzles briefly glow from heat after firing.
  • Space Battle: Space maps allow for free movement, both horizontally and vertically (in relation to the players' orientations).
  • Spell My Name with an "S": The Capule amphibious mobile suit from Mobile Suit Gundam ZZ is for some reason spelt "Kapool" like the ∀ Gundam version. The Turn A Kapool is actually the same mobile suit as the ZZ Capule in universe, preserved by the Turn A's nanites for tens of thousands of years as a living fossil inside Mountain Cycles.
  • Stealthy Colossus: Several mobile suits have the 'Stealth' skill, allowing them not to show up on enemy radar unless they attack. Taken up to 11 by the Black Rider, which has an Invisibility Cloak similar to that of the Blitz Gundam from Mobile Suit Gundam SEED.
  • Subsystem Damage: If a mobile suit's head is critically damaged, radar will become nonfunctional and attack power will be significantly reduced. If the legs are critically damaged on ground maps, movement speed will be reduced to a snail's pace, and boosting will result in the mobile suit falling over. Critically damaged thrusters on space maps will reduce movement speed and prevent thrusting.
  • Super Mode: Several suits have a power up mode they can enter for greatly increased abilities. However, it's either timed and when it runs out causes critical damage to systems or only activates on low health.
  • Swiss Army Weapon: A few of these show up, such as the Pale Rider Cavalry's Shekinah, which combines a gatling gun, missile launcher, and beam gun in one single weapon.
  • Tactical Rock–Paper–Scissors: Mobile suits fall under three types: General, Support, and Raid. Well-rounded General MSs beat Raids, nimble melee-focused Raid MSs beat Supports, and sturdy range-focused Support MSs beat Generals. In practice, this translates to increased damage inflicted upon units you have an advantage towards, and reduced damage against units with an advantage against you.
  • Tank Goodness: The Assault Guntank and Hildolfr are able to transform into Tank mode, gaining much better speed in exchange for thruster consumption and fewer available weapons.
  • This Is a Drill: The rarely-seen Agg mobile suit makes an appearance here, in its ML loadout where it only has one of its drill arms while the other is replaced with a missile pod. That one giant drill, however, is insanely powerful for the suit's cost.
  • Transforming Mecha: Aside from the above mentioned Assault Guntank and Hildolfr, many other transformable MS have been added with the game progressing into the Zeta Gundam time period and beyond, starting with the title Z Gundam itself.
  • Walking Armory: Those MS with multiple subweapons tend to be this, as the game averts Hyperspace Arsenal by having all of a suit's weapons carried on its body when not in use.
  • Wave-Motion Gun:
    • Supporting fire in space maps take the form of powerful laser barrages that can melt unsuspecting mobile suits down to molten scrap.
    • Several mobile suits have one. They take a long time to charge and have a long cool down, but if they connect they hurt. The biggest example is the FAZZ with its Hyper Mega Cannon. It takes 25 seconds to charge and two minutes to cool down...but does the most damage of any weapon in the entire game, being presently the only weapon capable of flat out delivering a One-Hit Kill on certain mobile suits.