GUNDAM EVOLUTION

GUNDAM EVOLUTION

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Turn A Gundam kinda weak ?
If you compare him to pale rider which is kinda similar he seems to be underperforming the abilities are fine but the gun feels weird
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Showing 1-15 of 16 comments
Annie Sep 24, 2022 @ 7:24am 
Yeah, Turn A is weak. It's because his gun has no damage drop off so you can shoot people from across the map if you wanted to. But if you're righting people at close range, his rifle is very weak compared to other units.
xCO2 Sep 24, 2022 @ 7:47am 
I feel his accuracy when not aiming is poor, could use a larger magazine size and double the cost of charged shots. His melee charge is easily countered by just walking backwards and is also second priority to all other melee animations. G-Maneuver has a strange hit box too. Overall I find its a safe pick, but not a strong one.
Vash108 Sep 24, 2022 @ 8:11am 
Not that big of an advantage with so much terrain in the way when a sniper can do the same and better
76561199400858199 Sep 24, 2022 @ 8:19am 
it's depend on the map actually, I am mainly using turn A and sazabi

in domination map I always use turn A, you can win againts barbatos easily with his grab
and with opponent close each other to conquer the base, it's easily shoot all of them by spamming charge using right click

and some capture point map like missile base is the best for turn a, with his G maneuver you can team kill and make your team win the capture point since missilbe base have huge area


some unit might be superior than other, but it's actually depend on choice with the map thing, some people use unicorn but they just wander alone without utilize the passive

and some stupid people pick sniper when your team on attacker side or some people just keep chasing for kill when got defender side
Last edited by kasumidoaxvv; Sep 24, 2022 @ 9:02am
PewPew Sep 24, 2022 @ 8:23am 
His sumo is really good, with decent ping it can cancel almost everyone's ultimate ability (g maneuver).
JanTran-Sama Sep 24, 2022 @ 8:44am 
Originally posted by Typhoon:
If you compare him to pale rider which is kinda similar he seems to be underperforming the abilities are fine but the gun feels weird


Because most gundam unit are bunch of bullet sponge, so even with zaku 2 you have to shoot all his bullet.
Paco Sep 24, 2022 @ 9:18am 
From the playtest they nerfed the damage of Turn A's charge shots by almost half, it used to one-shot headshot 800 hp units iirc, but now is considerably weaker than GM Sniper. I hope they look at what's being used in high-level competitive play and buff units that aren't getting picked by a little. It doesn't need to be meta, but at the very least the Turn A should have at least some of the feeling its supposed to as the canon strongest Gundam.
Annie Sep 24, 2022 @ 7:20pm 
Originally posted by Paco:
From the playtest they nerfed the damage of Turn A's charge shots by almost half, it used to one-shot headshot 800 hp units iirc,

In the test, his full charged headshot did 510. Now it does 465. It has been nerfed but not that severely. He's always been two shots to kill. He's my favorite Gundam but I remember complaining about him being bottom tier in the test as well.
Variance Sep 24, 2022 @ 7:25pm 
Originally posted by xCO2:
I feel his accuracy when not aiming is poor, could use a larger magazine size and double the cost of charged shots. His melee charge is easily countered by just walking backwards and is also second priority to all other melee animations. G-Maneuver has a strange hit box too. Overall I find its a safe pick, but not a strong one.
This is incorrect. Turn A's charge-grab has super armor and will go through other melee and CC abilities. I learned this the hard way when I was playing the RX-78 and watched the enemy Turn A take a Hyper Hammer to the face without flinching while charging straight at me.
Last edited by Variance; Sep 24, 2022 @ 7:25pm
Whirblewind Sep 24, 2022 @ 8:57pm 
Originally posted by E36 Variance:
Originally posted by xCO2:
I feel his accuracy when not aiming is poor, could use a larger magazine size and double the cost of charged shots. His melee charge is easily countered by just walking backwards and is also second priority to all other melee animations. G-Maneuver has a strange hit box too. Overall I find its a safe pick, but not a strong one.
This is incorrect. Turn A's charge-grab has super armor and will go through other melee and CC abilities. I learned this the hard way when I was playing the RX-78 and watched the enemy Turn A take a Hyper Hammer to the face without flinching while charging straight at me.
I can't comment on the Hammer vs Turn A sumo specifically, but I do want to defend his statement otherwise. I've been playing Turn A a lot this week and while not making any empirical statements, my impression has been that sumo definitely has really low priority. It's been deeply frustrating how many times the grab is ignored because of another animation. Such that I can't actually remember any examples where I won the animation cointoss. Just observations, it's not an argument I'm going to die on, but it's certainly not high on the animation totem pole.
Kamakura Sep 24, 2022 @ 9:08pm 
If you keep nailing those charge shots at distances in quick succession, he can do serious damage I feel. Sure, he doesn't have the headshot damage of GM Sniper, but I've been way more consistent with Turn A, even if his utility isn't good as say RX-78 or Pale Rider. The charge has been great for dealing with Barbatos, just dodge when he goes for the leap, grab, and he's most likely toast if you have the ammo.
Frosty Sep 24, 2022 @ 9:30pm 
I do wish there was a bit more to Turn A, but the suplex is good, especially against tanky mobile suits or ult abilities.
Mossy Snake Sep 24, 2022 @ 9:33pm 
Turn A hits extremely hard, pretty rapidly, and can counter all the melee suits - its nanoskin also lets it hold an angle vs wide dps abilities without care

Its just not flashy, but I've been very easily going 50-70 kills per game maining the thing
Last edited by Mossy Snake; Sep 24, 2022 @ 9:33pm
??? Sep 24, 2022 @ 9:46pm 
Originally posted by E36 Variance:
Originally posted by xCO2:
I feel his accuracy when not aiming is poor, could use a larger magazine size and double the cost of charged shots. His melee charge is easily countered by just walking backwards and is also second priority to all other melee animations. G-Maneuver has a strange hit box too. Overall I find its a safe pick, but not a strong one.
This is incorrect. Turn A's charge-grab has super armor and will go through other melee and CC abilities. I learned this the hard way when I was playing the RX-78 and watched the enemy Turn A take a Hyper Hammer to the face without flinching while charging straight at me.
They specifically made this change from the network test where it didn't, for the record. In the network test Turn A was borderline useless because almost every skill would take priority over the grab while now the grab actually does its job.
OnTour Sep 24, 2022 @ 9:55pm 
Turn-A is like a training unit for beginner for learning game mechanic, it can do a little bit of everything but not the best in any of them.
Last edited by OnTour; Sep 24, 2022 @ 9:55pm
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Date Posted: Sep 24, 2022 @ 3:21am
Posts: 16