Basic Mechanics

Wince, Stun, Stagger, Knockdown

Weapons can inflict hindering effects when used against enemies or yourself. There are 4 tiers of these effects, the first, Wince, is generally caused by small missiles, small beam guns, or other similar weapons, and will sometimes prevent a MS from boosting, firing, or jumping, if they were not already doing so.

The next effect, is Stun which fully stops a MS's motion, and ability to react for a short time. Stun is normally caused by bazooka-type weapons, large missiles and sturm fausts and grenade launchers, cannons, sniper rifles and charging beam weapons when charged, and melee strikes, however it can also be caused by some non-charging or uncharged beam weapons, or by a mechanic called 'build stun' which is a hidden feature which allows any weapon or combination of weapons to inflict a stun after enough hits have landed, however this varies with the individual weapon. The effect lasts 2.4 seconds.

Next is Stagger or "Heavy Stun" which causes a MS to recoil more sharply, and often, drop to a knee, forcing them to stand upright in order to resume normal behavior. Stagger is caused by a very select series of ranged and melee weapons, such as the 135mm Anti-Ship Rifle or Twin Beam Spear (Scythe), among others and some sub-weapons. The effect lasts 3.6 seconds.

Lastly, Knockdown forces a MS to collapse, and be entirely defenseless for the longest period, however, at the end of this period, the MS will stand up with damage invulnerability for a few seconds or until it takes an aggressive action such as charging a weapon, attacking, or tackling. Knockdown is caused by heavy-melee strikes, Counters, or by very select weapons such as the Heat Lance and Arm Punch. A player who is winced, or stunned, can perform dodge-rolls however to attempt to prevent follow up attacks, but Stagger and Knockdown are total restrictive statuses.

Players can dodge roll out of a stun after 1.4 seconds, and out of a stagger in 2.7 seconds[1]. Dodge rolling out of a stun can be a good way to weaken the popular "bazooka + melee knockdown" tactic. If you're stunned, you may be able to dodge roll out of the stun before the enemy can close the distance and melee combo you.

How Stats work.

Ranged Boost and Melee Boost stats increase a MS's corresponding weapon damage, by 1% per point. For example, the Hyper Bazooka and Zaku Bazookas have a power rating of 1250. Adding 10 Ranged Boost will increase the damage this weapon inflicts by 10% (1375 Power.) This relationship is exactly the same for both weapon types, and applies to beam weapons, charged, and uncharged as well.

Conversely, 1 point of Ballistic Resistance, Beam Resistance, or Melee Resistance will reduce damage taken from one of those sources by 1%. However, this is also occurs later in the damage formula, so the effect is ever so slightly stronger. Taken the example above, adding 10 Ballistic Resistance to the target, will cause the Bazooka do deal closer 10 1248 or 1249 damage. It is a minimal difference and should not be of any large concern though.

How Shields work.

Shields are an ablative defense, with their own HP value, separate from the MS. Shields share MS Typing, and thus, are easier to break from MS that have an Advantage against the target's type. When struck, a Shield lowers the type of stun or stagger by one stage, unless the shield is broken, or the effect is delivered via a Melee weapon. Shields are a passive defense that protect in coverage they display, meaning, if an attack hits the shield, the shield absorbs the attack instead of your MS, and the Shield's HP is reduced. However, some ranged weapons may have larger collision boxes which will cause them to be intercepted by a shield in situations where they normally wouldn't. Adjusting your shield requires adjusting your MS' position, but moving backwards will generally make your MS pull its shield in front of itself. Shields also take increased damage from Sniper weapons, and Melee strikes. When a Shield is destroyed, the equipped MS will be inflicted with a stun, unless they are prone or are already under the effects of Stun, Stagger, or Knockdown.

Head, Leg, and Back HP.

By default a MS's Head HP, is 40% of its total HP (4000 if a MS's HP is 10,000) and on ground, its legs are worth 60% of its total HP, while in space its Back HP is 30% of its total HP. Barring any parts, or special skills, this means that a MS with a larger HP pool, will have stronger Legs, Back, and Head than ones with lower HP, and increasing its maximum HP will increase its Leg, Head, and Back HP as well. Should a MS's Legs be heavily damaged or destroyed, the MS will be reduced to a slow walking speed, and any attempts to jump, or use thrusters will result in the MS tripping and entering a stagger-like state. When a MS's head is destroyed, there is a minor visual obstruction, as well as a reduction to melee and range damage, and the radar becomes obscured. Lastly, should a MS's back be destroyed, it loses the ability to use its thrusters or tackle, and similar to leg destruction, is forced to move at a very slow speed.

Also note that any damage done to Legs or Head is also duplicated and applied to the main health of the suit. So a 1000 damage attack on an target's Legs will cause 1000 damage to the Legs AND 1000 damage to the main health of the Suit.

Melee Directions, Damages, and Combo Damage.

When using Melee Weapons, there are 4 attacks a MS can perform, Pressing Forward or releasing the movement stick will perform a 100% damage Neutral/Front attack. Pressing Left, or Right will perform an 80% damage sweeping attack in the direction pressed in most cases, however some MS such as the Gyan will perform alternate linear attacks. Pressing backward will perform a Heavy attack which will knock down anything hit, and inflict 120% of normal damage.

MS with "Melee Combo Controller" skill, and an applicable weapon, can string together chains of different attacks, however each subsequent attack will have sharply lowered damage than it would if it were a single attack. For example, performing a Front Attack to a Heavy Attack will not inflict 220% damage, but rather, the first swing will inflict 100% damage and the heavy attack will inflict something closer half its normal expected damage resulting in 160% total damage approximately. However the damage reduction varies based on weapon and MS, and some MS have additional multipliers on select attacks, Like the Dwadge's Heat Tomahawk, or multiple strikes on a single attack like from the Hygogg. Heavy attacks also prevent additional attacks following them, and as such, are combo-enders.

Standing, Kneeling, Prone, Scoped, Stationary in Space.

The stance your MS takes, can have large effects on its performance. Trading the ability to move for a stationary stance rewards the MS with increased defense, and ranged offense bonuses, as well as positioning shields to cover more of the front of the Mobile Suit. Should a player use the scoping in function (R3 Button) their ranged attacks will gain 5% damage. Kneeling also rewards 5% damage, and a prone MS gains 10% ranged damage. Coming to a full stop in space also rewards a similar damage increase. A Kneeling, or Prone MS will also gain benefits of being Scoped for a total of 10% and 15% increased damage respectively.

Advantage, and Disadvantage.

Unlike Non-MS vehicles, every MS has a category it falls into, and the three categories form a triangle of Advantage and Disadvantage. Raids have Advantage over Supports, who have Advantage over Generals, who have Advantage over Raids in turn. Disadvantage follows this pattern in reverse. A MS with Advantage over its target inflicts 30% more damage with all of its weapons, and a MS with Disadvantage over its target inflicts 20% less damage with all of its weapons.

Tackles, and Counters.

Every MS can perform a Tackle (Triangle Button) which will inflict some damage to the MS struck and stun it.

Also, should a tackle be timed correctly with an enemy performing a melee strike, it will initiate a Counter which will render both MS invulnerable while its animation plays, then, moderate damage will be inflicted to the target, and it will be knocked down briefly. The Counter can also interrupt an enemy's melee attack from behind them, making it a great way to defend a teammate who is about to be hit.

Lastly, for a portion of a tackle animation, the tackling MS is invulnerable to damage, so in emergencies, it can be used to avoid damage, however, it is very difficult to time this effectively.

Advanced Strategies

When and Where to Repair.

Repairing is generally not suggested in Gundam Battle Operation 2, as most often, you will already be vulnerable, and targeted by the enemy team, and it is generally faster to die, and respawn to regroup with your team. However, there are times when repairing can be valuable.

First and foremost is if your MS's legs are heavily damaged or destroyed, as your limited ability to move will make you an easy target. Should this happen, retreating behind cover and repairing 30% or more of your legs is wise. If you suspect you will become the Ace and are low on health, it may be wise to take a brief period of time to restore your MS's HP, or help an important ally such as a Support, restore theirs, to prevent the enemy from getting an easy high score kill. It also may be wise to repair a bit should your team have cleared an area of enemy MS, as generally it will be at least 10 seconds before enemy MS are able to reengage your team in that area. Another good time to repair is if you are near your team's carrier at the end of a brief skirmish, and are relatively low on health.

As for where to repair, generally, behind cover when you are with your team is sufficient, or when capturing a neutral base as enemy forces are unlikely to arrive and disrupt you while you are forced to disembark anyway. Lastly, your main carrier, should it still be functional, will repair stationary, non-attacking MS, so should you be low on HP and near your carrier, disembarking and repairing next to the body of the base will allow you to repair twice as fast, and return to the fight sooner.

HP Or Armor Parts?

Generally, HP Parts are substantially more effective than Armor Parts. For nearly the same number of slots as it takes to increase your defense by 3 points, you could increase your HP by 500 points. HP has two large benefits that armor lacks, and a single 'downside' at its worst.

The first benefit is that HP reacts to all damage the same, after taking into account your MS's natural defenses. What this means is if you place melee armor on your MS, it is doing nothing to help against Beam or Live Ammo hits you take, while HP is factually allowing you to take additional hits before a death.

The second benefit is in your extremities, your Head HP, Leg HP, and Back HP are based on your Maximum HP. While 3 Live Ammo Defense will make your leg take 3% less damage from Live Ammo, if your MS has 10,000HP and you increased your HP by 1000, thats a 6% increase to your Leg HP, as well as a 4% increase to Head HP, and 3% to Back HP, to all attacks you take.

With this in mind, while it is always good to add HP, should you have a large number of middle slots, it is not a bad idea to add LV3 Anti-Melee Armor to it, as many Raid and General MS will attack you with melee weapons over the course of a match.

It is also not entirely bad to add some defense, should your MS have a particularly large HP pool to begin with, as those percentage increases may outpace the HP increase at higher HP values. For example, 1000HP is 10% increase in durability at 10,000HP, however, a MS such as a LV4 Early Production Gelgoog having near double that HP value, will be getting closer to 5% durability from that 1000HP, where 10% melee armor will make it far harder for Raids and Generals to kill you, as often, a bulk of their damage comes from Melee.

The downside HP has versus Armor however, only comes should you choose or need to Repair, as repair rates are a flat amount of HP restored per second, it will require longer to restore a High HP MS, and its extremities to usable levels, than it would for a lower HP MS.

Advanced Mobility and Control

There are many more advanced maneuvers, and abilities that players may employ such when playing Gundam Battle Operation 2 that may give them ease of control, or even an advantage in combat. Below are a few noteworthy things that many players think about, or use.

Remapping Controls

It may be wise to consider remapping your controls. Many players choose L1 or L2 as a preferred remap for thrust, as having it moved from the face button will allow easier, and more functions such as;

  • Easier ability to turn while using thrust.
  • Easier to aim weapons that can be fired during high speed movement (thrusting), such as Vulcans or torso Machine Guns and missiles, like those found on the Blue Destiny family of MS, or the Hygogg.
  • Allowing the player to use the Cross button Quick-swap without interrupting boosting.

The first two of these can be performed without remapping thrust, but will be more uncomfortable as the right thumbstick and X are traditionally operated by the same thumb, and the third ability is not possible without such a remap.

Emergency Avoidance, or "Dodge Rolling."

The emergency avoidance skill is a powerful tool, performed by double-tapping the Thruster button (Cross by default) and will cause a MS to perform an animation of a dodge in the direction chosen, as well as providing a brief period of invincibility at the cost of consuming all, or most of your thrust gauge, should the MS have the LV2 version of the skill.

However, this invincibility period is not particularly reliable, so the best uses of the dodge skill can be summed up in 3 situations. The first is to avoid an incoming enemy attack that will stun you. You are still likely to take the damage, but you will be positioned to counter-attack following your roll. The second, is after you are already stunned, to prevent follow up attacks from keeping you permanently stunned, again, you are most likely to take the damage, but potentially be in a position to retaliate, or escape further attacks, should you position yourself well.

The last is in desperation, should your health be low enough, a roll may save you a few seconds and allow you to inflict some damage before you die. Or a last second roll could prevent a death at the end of a match with a close score, or allow you to roll through enemy MS with higher HP in order to get at a heavily wounded MS they are protecting, such as an Ace, for triple score should the maneuver work. Or when potentially retreating with low HP, its possible to use a roll to turn a corner and deny your enemies a firing angle. And should your legs be destroyed, a tackle or roll can be used to maneuver away from or toward an enemy, should you have a hope of finishing them

Its also not necessarily a bad idea to perform a roll, or tackle, near the end of your thrust gauge when you are rushing from a spawn location toward the front line and are not likely to be hit, as this will put your thrusters into recovery mode sooner, that they may be ready once you are engaging the enemy in combat.

Maneuver Armor and Baiting Tackles and Rolls.

Maneuver Armor is a signature skill shared by most raids and a few other MS. This powerful skill allows you to ignore a single instant-stunning weapon's stun effect while using your thrust, however, while still receiving the damage. This is best used against enemy players using bazookas as their attempt to stop your approach will most likely fail, however this also has the effect of lowering non-melee inflicted status by one stage. A Staggering blow hitting a MS with Maneuver Armor while boosting will simply Stun them.

Using this skill, it is possible to close on an enemy MS using ranged weapons, such as a support. At this time, it would be wise to have your Melee weapon drawn. If a enemy player sees you with your melee weapon drawn, and boosting toward them, their reaction is going to be to tackle you in hopes your impatience will make you swing the second you are in range, or, to roll should they not have confidence in countering you.

In both situations, if you do not strike them, they have now exhausted their thrust gauge, and you are free to begin striking them with melee for several seconds with little risk of retaliation. This technique is almost required for close range combat and works hand in hand with Maneuver Armor. It may also be wise to use a sideways thrust maneuver at the end of the enemy's tackle, to try and dash behind them, and prevent them hitting you with another instant stunning weapon as your maneuver armor will not be in effect due to tackle causing you to be stopped. Another option should you bait a tackle effectively, and have enough thrust would be to quickly back-dash, and perform a tackle of your own in hopes of catching them in the same trap they had set for you, or ensuring more safety before you begin to melee.

Community content is available under CC-BY-SA unless otherwise noted.