Supports are an odd bunch in my eyes. From my perspective there is no one gameplay loop that fits every support. Their playstyles can vary so much you just cannot play them all the same way. Therefore you have to look at each suit on a case by case basis to decide how you can and will play it, leading to the opportunity to do great things with them. That's also why i love the class so much; it's like puzzle and it's a challenge. On that note i can see where so many have problems with that approach, they are just not a pick up and play class like everything else. But hey, I'm just some schmuck with an opinion.😅
Me with Supports.. Some Supports you can be pseudo Generals like the Shiki (AR) and Zeta C1 while other Supports stick purely to Mid/Long Range combat thanks to no Balancers such as the Eye-Zack and Dom Cannon Single Type. It's weird how Supports are layed out but at the same time I enjoy it. Nothing sets a Raid off more than getting downswung by a Support twice in a row.
Don't know about crossplay/progression because more separation and therefore more accounts can mean more $$ for the company. Dedicated servers are pricey to maintain but the current experience can drive players away. Therefore, I think that they might consider it or already have so don't get your hopes up
I think 2 changes that can be added that can fix supports/ help with infinite stun locks. A bracing skill where you are resistant to stun accumulation when crouched. Higher levels can even add flinch resistance if timed right. In conjunction a skill can be added that allows dashing out of crouch in exchange for higher thrust consumption on the initial dash.
Supports are underpowered so improve their power. Reduce ranged weapon cooldown and increase damage. That’s what they did to the Geara Doga, now they need to do it to the rest of the class.
For real. The damage they deal is not really worth it when raids can destroy them in a single combo and maneuver armor through all their attempts to stop them. Many of the better generals can beat them, too.
It’s a common problem in gotcha F2P games. Power creep continually makes the existing content obsolete, you have to pay cash to keep up with every new addition, and they also have a dedicated trash category (in this game, it’s supports) so the paying players have something they can easily beat so they feel like their purchase was worthwhile. I briefly made it to S- a while ago and the Ranked experience is awful because of all the sweaty players and severe imbalance. I can tolerate one of those but both is just terrible.
@@EohwaeTube the problem is Skill issue. Raids at the start had plenty of tools to survive but not enough that a support couldn't fend them off. The problem is that Because raids take so much more damage from Generals they could easily be picked off if the player is bad. this alone maid raids fall off in win rate because players just where not as good with them. Now, raids are much better blues, able to tank through stun and fuck generals up harder then generals can fuck up raids, that should not happen.
My mom did too she got us into games as a kid she played gta and loved dreamcast and donkey kong 64 my mom died too im really sorry you lost your mom too my mom was a gamer i miss her
80% the only moment i can be good with SUPPORT is, when opposite team's RAID is big o dumb who not chasing me. But that 80% chance only comes by 20% to come true. 😂💦 I hope SUPPORT have better _melee resistance_ and _hard to be staggered_ cuz, getting stun-locked to death without chance to fight is big o pain as a SUPPORT. 🤧💦
i personally find it to be the opposite, the counter/tackle has saved my life as a support more times than its worked against me, if you can use up most of your boost running from a raid and get a counter with the last of it you can use the refill and the fact you knocked the raid down to get a bit of distance and hopefully get back to your team while if the counter doesnt take you can usually fire off an instant stagger weapon before the enemy recovers from the tackle stagger and get some distance as long as you aim it right and dont catch yourself in the splash, hell i've even got a couple kills on raids using Prototype Stark Jegan by just tackling them then firing the big missiles right at my feet
@@axlejones6281 absolutely may not have been the precise word, but here's the litany of issues. Yes, it works out occasionally, but most often tackling is total damnation for a support. Miss your tackle? You're dead. Overestimate your follow up damage? You stayed too close and your dead. One of their allies is watching? Your lack of a dodge roll combined with your immobile time during counter means you have no recourse for being stunned until the raid stands up with I franes. Meanwhile, for a raid, the tackle is an extra attack, extra stun, extra mobility option, and a way to put out I-frames that they can basically throw out anytime they want. You can tell me that counters sometimes work for supports. But they aren't really serving the intended function of a break in a fighting game, and they definitely aren't serving every MS equally
@@axlejones6281 The short reply is, Time and Distance are working against supports when they counter. In the time it takes your animation to play out, another raid is already behind you ready to annihilate you. I think the supports need a unique counter equivalent that does not lock them in place, but allows them to keep moving.
@@paullilienthal449 Supports need a near-blanket skill that immobilizes a countered enemy longer than a gen or a raid does. Having the raid able to almost immediately stand up and resume the attack means many supports are almost better off just dying and respawning elsewhere faster.
I personally build for as much range damage as possible. For the Lvl 4 I also threw in the Heavy Armor and Range Overturning to boost my resistances and damage even further.
I find it kinda odd yet funny that the Doga HA exists as a 700 Cost Bronze tier suit. Imagine running as a 4 Star and getting repeatedly domed by this suit's heavy stagger Cannon. Oh wait. I don't have to imagine I can just watch DemolitionHound meme on them lol.
I love the pre/post video idea. Here's one request, though. Comment on the differences post-buff in the first half. For instance, at 1:35, "This cluster shot will stun now that it's been buffed."
Support just need to be able to survive the fist stun thats what usually gets me getting Stunde and not bing able to ready to do anything in time but i still love playing support
Its more than just the first stun and a big issue is their lack of turn speed and mobility. The supports that can take a hit (something like Heavy Gundam or Hamma Hamma) getting run up on by generals, then the general just runs into the back 180 degree arc from you, you can't turn fast enough to engage them, you can't run or boost fast enough to dislodge them from your back, and they get to control the fight until you die. Heavier more damaging long range supports like Guntanks? Okay, they have the thick skin and you can argue they trade their close range defenses for their long range domination. But more mobile supports, or lighter snipers without long ranged comboing (Think things like GM Sniper Custom, Gunner Gundam) should have some recourse against someone sitting on their spine.
It seems to me that what people are really complaining about are when you're a support that doesn't stick close to your team. When it's easy to 1 v 1 a raid and the odds are stacked against you. Even against a general you have good odds of being killed because of your lack of defensive capabilities. I think rather than dodge rolls the game should be giving stabilization device 1, 2, or 3 to suits with increasing damage reduction. That way it's not as if you're not just repeatedly stunned and unable to respond to an opposing threat. As well as increasing the mobility of these suits. Maybe this could be implemented in conjunction with a tweak for how long it takes for these effects to engage after crouching rather than the delay that's there now. Stuff like shock dampeners could be more common among suits with lore-accurate poor mobility or large size. Dodge rolls (or pseudo dodge rolls like the FF)can have their place but I think it really needs to be limited to the top end of suits like 700 cost or with restrictions like bio sensor modes that trigger at lower HP thresholds. The tradeoff for supports is their damage output at range so it's fair that one obvious flaw to them is that they can't easily 1 vs. 1 any other suit. People are repeatedly clamoring for dodge rolls and I think they've got it totally backwards.
Staying with your team is a mixed bag, it brings you closer to the thread and also to the enemy general line quuckly spotting and collapsing on you while your team tries in vain to get then off you, while simultaneously limiting your sightlines and ability to assist more of your team. It does make tt easier for an attentive team member to assist you though. I do think more mobile supports having the new pseudo-roll is a good start. I don't expect to see it done, but in my mind, theres two classes of supports, you have heavily armored, sluggish weapons platforms ( Full Armor/Guncannon types, Tanks, -Cannon flavor suits like Jesta Cannon, etc. Things with added weight either from all their weapons, or equipments) and the lighter "Pseudo-generals" (GM Sniper Custom, Zaku Desert Type DA, Gelgoog J, White Rider.) For me, I think heavy supports like Xamel or Zock are a bit closer to ideal, they should have toughness that matches their lack of mobility. Amd the Pseudogenerals should have mobility that reflects their more svelte kits. Many of those suits don't really have any reason they shouldn't or even couldn't do the same sort of roll as a general or raid, the GM Sniper II obviously can roll, since the white dingo version can, and its not the shield preventing the roll since nearly every other GM with that shield can roll.
@@savagemaelstrom9645 For additional context, or at least to share my perspective a bit more clearly, when I say "close" I'm not exactly talking about being on the front line. The sweet spot for me is the difference in space between an enemy and your suit as a support where if you're stunned once you have enough time to recover from the stun animation to boost or tackle but also close enough to your team that you're a second or two of boosting away to keep up with a moving front line. If you're close enough to the enemies where a single stun is a confirmed melee on you I think you're too close. Maintaining that distance would be an active effort. Obviously some suits will be better than others at this. I agree with you on your analysis of the Xamel and Zock. Like you say something like the Sniper 2 should easily be able to roll lore wise if the White Dingo version could. In my mind I would rather suits that fit into that category be equipped with balancers and maneuver armor. I guess a full on dodge roll could work in those cases or even the pseudo dodge roll the FF got. My only concern would be making pseudo generals too similar to generals but maybe I'm too attached to the idea of a lack of dodge roll being archetypical to the support type. Ultimately what I want is for the suits to have survivability in other ways distinct to the class which is why I tossed out the idea of stabilization device. Maybe that needs changing also where you're able to tackle out of it. Not sure. Whatever the case may be it seems like they're trying something new with the FF anyway. Maybe they'll add that to some older suits and see where it goes.
Currently you can't obtain most of them. That said, technically they're still not -pay to win- so much as -hoard to win- being you can have the tokens for them by saving up. Also, we did recently have a special 90 token stepup that had older overtune parts in it (Which I got screwed on and rolled boost overtune rather than either damage overtune) but yeah, they are likely to pop into tickets over time. Seeing as Nu and Sazabi have gone to platinum rewards, I would expect to see Psychoframe maaaaybe around mid to late July.
I have a couple of them. They're not terribly great as whatever level 4 or 5 suit you have them equipped to is usually completely outclassed by whatever is a level 1 or 2 in that cost (especially 700). The amount of level 4 suits getting bodied in my 700 matches suggests they are not pay to win hahahaha
Hy Flail.....some time ago i scored this awesome round With my brand New pale rider space type........could TH-cam please show on your channel.......thanks
If the type triangle was removed then several MS would NEVER get used. Lots of Support MS are slow and can't really defend themselves, so why use them when you have Generals/Supports that mulch things in a couple hits?
Supports are an odd bunch in my eyes. From my perspective there is no one gameplay loop that fits every support. Their playstyles can vary so much you just cannot play them all the same way. Therefore you have to look at each suit on a case by case basis to decide how you can and will play it, leading to the opportunity to do great things with them. That's also why i love the class so much; it's like puzzle and it's a challenge. On that note i can see where so many have problems with that approach, they are just not a pick up and play class like everything else. But hey, I'm just some schmuck with an opinion.😅
Me with Supports.. Some Supports you can be pseudo Generals like the Shiki (AR) and Zeta C1 while other Supports stick purely to Mid/Long Range combat thanks to no Balancers such as the Eye-Zack and Dom Cannon Single Type. It's weird how Supports are layed out but at the same time I enjoy it. Nothing sets a Raid off more than getting downswung by a Support twice in a row.
Honestly if crossplay/progression and dedicated servers were added, it would make this the perfect Gundam Game
Don't know about crossplay/progression because more separation and therefore more accounts can mean more $$ for the company.
Dedicated servers are pricey to maintain but the current experience can drive players away. Therefore, I think that they might consider it or already have so don't get your hopes up
perfect gundam game? what about gundam evolution 🤔
We don't talk about Gundam Evolution
@@obnoxiouscat6269 lol, lmao
@@obnoxiouscat6269 lol no, right now the only true perfect Gundam games are Gundam Breaker 3 and the Extreme VS series. Evolution is trash
I think 2 changes that can be added that can fix supports/ help with infinite stun locks. A bracing skill where you are resistant to stun accumulation when crouched. Higher levels can even add flinch resistance if timed right.
In conjunction a skill can be added that allows dashing out of crouch in exchange for higher thrust consumption on the initial dash.
Supports are underpowered so improve their power. Reduce ranged weapon cooldown and increase damage. That’s what they did to the Geara Doga, now they need to do it to the rest of the class.
For real. The damage they deal is not really worth it when raids can destroy them in a single combo and maneuver armor through all their attempts to stop them. Many of the better generals can beat them, too.
It’s a common problem in gotcha F2P games. Power creep continually makes the existing content obsolete, you have to pay cash to keep up with every new addition, and they also have a dedicated trash category (in this game, it’s supports) so the paying players have something they can easily beat so they feel like their purchase was worthwhile. I briefly made it to S- a while ago and the Ranked experience is awful because of all the sweaty players and severe imbalance. I can tolerate one of those but both is just terrible.
@@EohwaeTube the problem is Skill issue. Raids at the start had plenty of tools to survive but not enough that a support couldn't fend them off. The problem is that Because raids take so much more damage from Generals they could easily be picked off if the player is bad. this alone maid raids fall off in win rate because players just where not as good with them. Now, raids are much better blues, able to tank through stun and fuck generals up harder then generals can fuck up raids, that should not happen.
for the record Rob the dominating the battle field no spawns doesn't give the enemy points it drains your teams points
My mom did too she got us into games as a kid she played gta and loved dreamcast and donkey kong 64 my mom died too im really sorry you lost your mom too my mom was a gamer i miss her
80% the only moment i can be good with SUPPORT is, when opposite team's RAID is big o dumb who not chasing me.
But that 80% chance only comes by 20% to come true. 😂💦
I hope SUPPORT have better _melee resistance_ and _hard to be staggered_ cuz, getting stun-locked to death without chance to fight is big o pain as a SUPPORT. 🤧💦
I'm just happy the Sazabi FF has a dodge roll to start. True its not a traditional dodge roll but nullifying the stun is very nice
One of the defining problems with supports in this game is that the counter/tackle system works absolutely against them.
i personally find it to be the opposite, the counter/tackle has saved my life as a support more times than its worked against me, if you can use up most of your boost running from a raid and get a counter with the last of it you can use the refill and the fact you knocked the raid down to get a bit of distance and hopefully get back to your team while if the counter doesnt take you can usually fire off an instant stagger weapon before the enemy recovers from the tackle stagger and get some distance as long as you aim it right and dont catch yourself in the splash, hell i've even got a couple kills on raids using Prototype Stark Jegan by just tackling them then firing the big missiles right at my feet
@@axlejones6281 absolutely may not have been the precise word, but here's the litany of issues. Yes, it works out occasionally, but most often tackling is total damnation for a support. Miss your tackle? You're dead. Overestimate your follow up damage? You stayed too close and your dead. One of their allies is watching? Your lack of a dodge roll combined with your immobile time during counter means you have no recourse for being stunned until the raid stands up with I franes.
Meanwhile, for a raid, the tackle is an extra attack, extra stun, extra mobility option, and a way to put out I-frames that they can basically throw out anytime they want. You can tell me that counters sometimes work for supports. But they aren't really serving the intended function of a break in a fighting game, and they definitely aren't serving every MS equally
@@axlejones6281 The short reply is, Time and Distance are working against supports when they counter. In the time it takes your animation to play out, another raid is already behind you ready to annihilate you. I think the supports need a unique counter equivalent that does not lock them in place, but allows them to keep moving.
@@paullilienthal449 Supports need a near-blanket skill that immobilizes a countered enemy longer than a gen or a raid does. Having the raid able to almost immediately stand up and resume the attack means many supports are almost better off just dying and respawning elsewhere faster.
@@emiliodeguarda2005 Giving them the debuff that the Narrative Gundam's field gives Mechs on a successful counter would be a cool idea
Geara Doga is such a good suit even before the buffs for me. Does anyone have any build suggestions?
I personally build for as much range damage as possible. For the Lvl 4 I also threw in the Heavy Armor and Range Overturning to boost my resistances and damage even further.
Most Raids at 550+ are far stronger than they have any right to be.
I find it kinda odd yet funny that the Doga HA exists as a 700 Cost Bronze tier suit. Imagine running as a 4 Star and getting repeatedly domed by this suit's heavy stagger Cannon. Oh wait. I don't have to imagine I can just watch DemolitionHound meme on them lol.
I love the pre/post video idea. Here's one request, though. Comment on the differences post-buff in the first half. For instance, at 1:35, "This cluster shot will stun now that it's been buffed."
Support just need to be able to survive the fist stun thats what usually gets me getting Stunde and not bing able to ready to do anything in time but i still love playing support
Its more than just the first stun and a big issue is their lack of turn speed and mobility. The supports that can take a hit (something like Heavy Gundam or Hamma Hamma) getting run up on by generals, then the general just runs into the back 180 degree arc from you, you can't turn fast enough to engage them, you can't run or boost fast enough to dislodge them from your back, and they get to control the fight until you die. Heavier more damaging long range supports like Guntanks? Okay, they have the thick skin and you can argue they trade their close range defenses for their long range domination. But more mobile supports, or lighter snipers without long ranged comboing (Think things like GM Sniper Custom, Gunner Gundam) should have some recourse against someone sitting on their spine.
@@savagemaelstrom9645i agree what support really need i a way to disengage and get some distance
15:17 people still refuse to respawn. It usually happens in games where the other team get everyone in the first go.
the stuns seem like they will be infuriating in a game like this but gonna try it out
It seems to me that what people are really complaining about are when you're a support that doesn't stick close to your team. When it's easy to 1 v 1 a raid and the odds are stacked against you. Even against a general you have good odds of being killed because of your lack of defensive capabilities.
I think rather than dodge rolls the game should be giving stabilization device 1, 2, or 3 to suits with increasing damage reduction. That way it's not as if you're not just repeatedly stunned and unable to respond to an opposing threat. As well as increasing the mobility of these suits. Maybe this could be implemented in conjunction with a tweak for how long it takes for these effects to engage after crouching rather than the delay that's there now. Stuff like shock dampeners could be more common among suits with lore-accurate poor mobility or large size. Dodge rolls (or pseudo dodge rolls like the FF)can have their place but I think it really needs to be limited to the top end of suits like 700 cost or with restrictions like bio sensor modes that trigger at lower HP thresholds.
The tradeoff for supports is their damage output at range so it's fair that one obvious flaw to them is that they can't easily 1 vs. 1 any other suit. People are repeatedly clamoring for dodge rolls and I think they've got it totally backwards.
Staying with your team is a mixed bag, it brings you closer to the thread and also to the enemy general line quuckly spotting and collapsing on you while your team tries in vain to get then off you, while simultaneously limiting your sightlines and ability to assist more of your team. It does make tt easier for an attentive team member to assist you though. I do think more mobile supports having the new pseudo-roll is a good start. I don't expect to see it done, but in my mind, theres two classes of supports, you have heavily armored, sluggish weapons platforms ( Full Armor/Guncannon types, Tanks, -Cannon flavor suits like Jesta Cannon, etc. Things with added weight either from all their weapons, or equipments) and the lighter "Pseudo-generals" (GM Sniper Custom, Zaku Desert Type DA, Gelgoog J, White Rider.)
For me, I think heavy supports like Xamel or Zock are a bit closer to ideal, they should have toughness that matches their lack of mobility. Amd the Pseudogenerals should have mobility that reflects their more svelte kits. Many of those suits don't really have any reason they shouldn't or even couldn't do the same sort of roll as a general or raid, the GM Sniper II obviously can roll, since the white dingo version can, and its not the shield preventing the roll since nearly every other GM with that shield can roll.
@@savagemaelstrom9645 For additional context, or at least to share my perspective a bit more clearly, when I say "close" I'm not exactly talking about being on the front line. The sweet spot for me is the difference in space between an enemy and your suit as a support where if you're stunned once you have enough time to recover from the stun animation to boost or tackle but also close enough to your team that you're a second or two of boosting away to keep up with a moving front line. If you're close enough to the enemies where a single stun is a confirmed melee on you I think you're too close. Maintaining that distance would be an active effort. Obviously some suits will be better than others at this.
I agree with you on your analysis of the Xamel and Zock. Like you say something like the Sniper 2 should easily be able to roll lore wise if the White Dingo version could. In my mind I would rather suits that fit into that category be equipped with balancers and maneuver armor. I guess a full on dodge roll could work in those cases or even the pseudo dodge roll the FF got. My only concern would be making pseudo generals too similar to generals but maybe I'm too attached to the idea of a lack of dodge roll being archetypical to the support type.
Ultimately what I want is for the suits to have survivability in other ways distinct to the class which is why I tossed out the idea of stabilization device. Maybe that needs changing also where you're able to tackle out of it. Not sure. Whatever the case may be it seems like they're trying something new with the FF anyway. Maybe they'll add that to some older suits and see where it goes.
Why are players never stay together when playing this first map
Im still hoping this may become a model kit😭
Hey Rob
Can you obtain overtune parts without spending 200 tokens on banners, or are they just pay to win items?
Currently you can't obtain most of them. That said, technically they're still not -pay to win- so much as -hoard to win- being you can have the tokens for them by saving up. Also, we did recently have a special 90 token stepup that had older overtune parts in it (Which I got screwed on and rolled boost overtune rather than either damage overtune) but yeah, they are likely to pop into tickets over time. Seeing as Nu and Sazabi have gone to platinum rewards, I would expect to see Psychoframe maaaaybe around mid to late July.
I have a couple of them. They're not terribly great as whatever level 4 or 5 suit you have them equipped to is usually completely outclassed by whatever is a level 1 or 2 in that cost (especially 700). The amount of level 4 suits getting bodied in my 700 matches suggests they are not pay to win hahahaha
Okay thanks alot guys, hope you're right and they will be available soon.
See you on the battlefield.
Hy Flail.....some time ago i scored this awesome round With my brand New pale rider space type........could TH-cam please show on your channel.......thanks
th-cam.com/video/M-UdgE_rPaA/w-d-xo.html
If the type triangle was removed then several MS would NEVER get used.
Lots of Support MS are slow and can't really defend themselves, so why use them when you have Generals/Supports that mulch things in a couple hits?
How bout giving raids higher damage resistance and giving supports more health
Here is the solution to the "support problem"
5:36
IM QUITTING GBO2 BECAUSE I PLAYED 7 MATCHES IN A SINLE DAY AND COUDNT WIN A SINGLE ONE!!!MY GROUND RATING DROPPED FROM A- TO B
SKILL ISSUE 😂😂😂 ALAH PLEASE, JUST QUIT
Lost 7 times?
Man. I got 22 lost and still keep playing. 😂