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. 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.
- Blade Lock: If two mobile suits of the same type attack each other at the same time with similar weapons, they will briefly lock weapons together before breaking off.
- Counter-Attack: Tackling an enemy performing a melee attack will execute a counter attack that will leave the victim temporarily immobilized.
- 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.
- Excuse Plot: Players are part of a mercenary group and sent out to fight battles. That's it.
- 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 retuned to allow this.
- 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 inherit advantage.
- Humongous Mecha: Standing outside of a mobile suit allows you to truly appreciate their sheer scale.
- Loads and Loads of Characters: There are several dozens of mobile suits to acquire and choose from in the game, encompassing the breadth of media based on the Universal Century setting: from the lowly Zaku and GM to the elite Full Armor Gundam and Psycommu Zaku, with new mobile suits added on a regular basis.
- Power Levels: Units are each given a cost, ranging from 100 to 650. 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 has a skill that let's 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.
- Space Battle: Space maps allow for free movement, both horizontally and vertically (in relation to the players' orientations).
- Stealthy Colossus: Several mobile suits have the 'Stealth' skill, allowing them not to show up on enemy radar unless they attack.
- 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.
- Tactical RockPaperScissors: Mobile suits fall under three types: General, Support, and Raid. Well-rounded General MSs beat Raid, nimble melee-focused Raid MSs beat Support, and sturdy range-focused Support MSs beat General. 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.
- 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.