GUNDAM EVOLUTION

GUNDAM EVOLUTION

View Stats:
Midas Sep 22, 2022 @ 9:12pm
How to use Turn-A gundam?
Anyone getting any good use out of it and has some tips? I find that it's just a gundam that's bad at everything. The stun/throw seems annoying to use because of the dash, the beam rifle primary fire is innacurate and low damage, while the charge/snipe has no zoom to make it reliable like a sniper rifle. The only quality that seems good is above-average health and a self-heal, but it's not an amazing self-heal.

Am I missing anything, or is this just an underperforming suit?
< >
Showing 1-15 of 21 comments
Ferrick Sep 22, 2022 @ 9:19pm 
this is just my opinion but;

the stun/throw is good for throwing off unaware enemies or a charging barbatos (you could say that it is the counter for barbs), as for the damage, they do this odd thing of having damage fall off especially for beam weaponry, so you should get to close-mid range fights with it.
Originally posted by Red Mage Ferrick:
this is just my opinion but;

the stun/throw is good for throwing off unaware enemies or a charging barbatos (you could say that it is the counter for barbs), as for the damage, they do this odd thing of having damage fall off especially for beam weaponry, so you should get to close-mid range fights with it.
yeah, beam weapon having fall off doesnt really make sense in my opinion but its probably just a balancing thing. i agree tho, he is a close-mid range fighter. he has a self heal and a throw that can only be used close range. its hard to dodge if the enemy isnt paying attention or isnt aware its off cooldown.
Arb Sep 22, 2022 @ 9:22pm 
Honestly outside of a barbatos charging you I would advise not to use the throw
Originally posted by TheArbiter:
Honestly outside of a barbatos charging you I would advise not to use the throw
gun tank too. id say use it if anyone is rushing you.
Last edited by possible skin walker; Sep 22, 2022 @ 9:30pm
Panda Sep 22, 2022 @ 9:30pm 
Judo through barb, zoom and shoot in face. Easy kill.
Rhiawhyn Zerinth Sep 22, 2022 @ 9:31pm 
Full charge does not have fall off. It does 100% damage, especially on a head shot. You use turn a as a constant pressure. The grapple isn't really useful even against barbatos unless he's missing a brain. Tap fire is pointless unless someone is at like 5hp left, then sure i guess? Otherwise, charge your rifle and hunt heads.

Pop your head out, start blasting. If you get shot and damaged, duck and regen. If you took a ton, grab a heal kit as well. Normal kits become full kits for you. If you apply constant endless pressure and hang at mid range, they have no choice but to deal with you. Either someone has to specifically snipe you out or you have to be rushed. Don't be afraid to pop around a corner to heal yourself, it's not made to be used while being shot at as it's heal rate is too low.

Type A is a hit and run marksman capable of doming people for 80% of their health in a single blast for light classes. If you see someone not paying attention who's on half health? Unless they are a sazabi/Gun tank/Dom trooper or anyone with 1200 or higher, you are probably going to one tap them if you hit their noodle. Don't sit there slugging, you don't have the damage sustain unless you are stupidly accurate nor do you have a shield/defensive option. If they push you, fall back and maintain the heat.
Shooter IXI Sep 22, 2022 @ 9:33pm 
just time shots. doesnt have to be fully charged to do a good bit of damage. aim down sites and dont just rapid fire 3-4 solid shots they go down. and the throw is very useful as previously stated when countering tanky/barbatos
Midas Sep 22, 2022 @ 9:38pm 
Maybe I've just had bad luck, but even when using the throw against barbatos he stuns me before I can connect it. I fee like it it would be better if it was instant instead of having the slow dash first.
carver Sep 22, 2022 @ 9:41pm 
If you hold right click, you can fire the weak shots at full accuracy. Any grab you get, especially on guys like Sazabi and Barbatos, can be followed up with headshots for an instant kill. Try charging for these headshots when you land the throw.
Dio Sep 22, 2022 @ 9:42pm 
Originally posted by TheArbiter:
Honestly outside of a barbatos charging you I would advise not to use the throw
the throw is a free kill lmao you should use it anytime you can
E. Sep 22, 2022 @ 10:18pm 
The throw has terrible wind up time
SalvoFatts Sep 22, 2022 @ 10:52pm 
Turn-A is just a strong straight forward dueler. Tanky and scary at all ranges against any opponent. Also has an insane ult. Hit your shots and learn how to use your grab.

The rifle is pretty obvious. The only thing you might not know is that you can keep it fully charged while dashing, sprinting, and jumping. Makes it easier to open up fights with a big chunky shot.

I got no tips on the grab, I don't know how to use it yet either. So far I've just been last ditch baiting people around corners and hard punishing Barbatos when they miss.
Majestic Sep 22, 2022 @ 10:59pm 
Originally posted by Griffith XV:
Originally posted by TheArbiter:
Honestly outside of a barbatos charging you I would advise not to use the throw
the throw is a free kill lmao you should use it anytime you can

Throw is not always a free kill, Outside of Niche situations. Turn can't even charge fast enough to get a killshot on his own after unless you somehow managed to get your hands on a Zaku or something with lower HP and with a pilot that has the awareness of a dead lobster. or the units took damage before hand. Its also very short ranged and easy to dodge.

It is however a decent defensive tool against Barb and 'probably' Exia if they charge you down. (Most good Barbs will Avoid and fight away from Turns because of this) Or you see one inside of grab range and your team is around for follow ups. Its also got a few uses against slow shieldy bois. But should 'ONLY' be used in the capacity of it being safe to do so even if you whiff. IE in most situations where you're team was going to win anyways.

Turn should always stick to Mid range pressure. Close enough to Disengage back into or Around your team, and Far enough away to be outside of brawling range. And only really ever push into Brawling range when the your team already has the upper hand to -maybe- support with a grab.
オナニー Sep 22, 2022 @ 11:13pm 
The grab is terrible to use as chase ability or even a general movement ability. You can build an entire civilization and watch it crumble before the animation finishes winding up
Bruh Sep 22, 2022 @ 11:31pm 
Originally posted by PiKK\/Mi:
The grab is terrible to use as chase ability or even a general movement ability. You can build an entire civilization and watch it crumble before the animation finishes winding up
The grab is NOT a chase ability NOR is it a movement ability AT ALL. I don't mean to single you out necessarily, but it's an opportunity to clarify:

The grab is AWESOME, but it's a MELEE ATTACK that just happens to have a couple steps of range to it. Ideally you want to throw yourself into someone and pop it or catch them around a corner, because anyone you hit with it takes a big chunk of damage and is stunned long enough for you to get up and shoot them a few times in the body/head. Only Sazabi can really tank that kind of damage and survive at all, and his shield's broken/down to boot. This works on GM, Gundam, Saz, and Barb the most, because it breaks shields AND pins them for like 1.5 seconds. It's an eternity under fire from your team, and then you once you stand back up. You also get invincible Super Armor during the run/grab animation, so it's a hard counter to anyone who wants to be/is all up in your face. Honorable mention goes to Zaku II, he's the best at baiting/dodging it but if it hits him he's DONE.

I've been playing Turn A a lot since the latter part of the net test/launch, and while he seldom takes me to MVP he definitely shuts down the slew of Barb mains who insta-lock him because they heard about the easy two-button instakill. The smarter ones are learning to avoid Turn A entirely.

___

On the long-range side, people aren't *wrong* about the gun being pretty mid-tier, but I view him as a semi-independent skirmisher. The self-heal allows you to peck at people close up with the mid-range fire or take a measured support-marksman role with the charged fire. He doesn't have as much pinpoint damage as Gundam, nor the DPS of Guntank, but he's solid in between and can switch modes/roles instantly. He won't be the "core" health of your team like GM or Saz, nor will he be the DPS monster like Guntank or Pale Rider, but he *contributes* from the middle-edges of the fight filling in where other suits are ill-equipped to fight at a given range. The fact that he can hard-counter Barbatos or surprise a Sazabi is a nice bonus.
< >
Showing 1-15 of 21 comments
Per page: 1530 50

Date Posted: Sep 22, 2022 @ 9:12pm
Posts: 21