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I question how much range they can actually get, though. So far on the thread I read it was up to 9.
Wing Zero models get the Twin Burster attack which starts at 8, then you can apply +2 range from Beam and Ranged Weapon perks on your pilot.
Could be more that you can do there too, I'm only at 73% completion with every series up Destiny finished on Normal.
2-7 range on all its ranged attacks plus 2-11 range on its Dragoon awakening attack with a pliot who has 999 awakening. Damage is 7200 for the awakening attack. Its pure destruction.
End game you can further cheese it with things like the Vainya system from IBO.
Runner up for me is Zabanya Final Battle. Couple of 2-8 range attacks, 2-5 and tan awakening skill. GN drive regenerates GN extremely well too.
Heavy Arms from Endless Waltz and Wing Zero(All forms) are honorable mentions. Vayate and its upgraded form too.
Gundam Virtue has 2-8.
Gadelaza has 3-7 on it's main attack, with a massive GN array that makes it easily sustain it's self without ever needing to return or pair up for EN recovery. However it's an XXL Warship Mobile Armor. Pretty sure the XXL size actually extends attack ranges though, otherwise 3-7 wouldn't have any deadzones on them.
Reborns Gundam can transform into a cannon mode with a 3-7 attack.
Griepe as well.
However none of these suits have the power rating that Wing Zero EW has. Usually they're 4000-4500 power vs the 5000 attack power Wing Gundam EW has. A few might have 4800.
Anyone ever do a "ranged melee" with epyon or barbatos for lulz?
Of course his awaken move can get more range eventually and Mikazuki has a decent Awakening stat growth to begin with.
Range Knowledge 2 + Beam or Physical Knowledge 2
Range Handling 3 + Beam or Physical Handling 3
Marksmanship 7
Weapon Container 3 (for MS)
This build basically takes up all of your free skill slots (or 1 extra slot if you complete the game), but it will result in a sniper build that can easily hit beyond 10 squares.
Make sure to set the pilot BGM to G-Unit BGM09 to set the proper mood when you use it.
It's actually not that high, it's like 24 or 25 EN or something along those lines. That's not bad compared to others that want 30-40 EN for their best attacks.
What sucks with the Gundam Wing is that it's EN is only 160 with no natural regen. Most Mobile Suits at that tier push closer to 200, and with SEED and 00, have ways to regen their EN.
IBO Units are similar, but tend to have better EN mileage with their attacks costing less than Wing Gundam models do.
Except there's exceptions, like the Flauros which is a potential "sniper" model. It's Dainsleif does damage on par with Wing Gundam's Twin Burster Rifles, but it costs 30 EN and drains the Flauros quick.
Edit: Checked on the Flauros and it's 36 EN for it's Dainsleif with 5000 Attack Power rating and a 4-9 attack range, which is longer than most Mobile Suits have at base. 150 base EN
Probably going to want to put an EN tank on that thing, if not spend many levels pumping up it's EN. Maybe even both. EN Regen don't help you much unless you get it's EN up.
Wing Gundam Zero EW's Twin Buster Rifle is 30 EN per attack with 5000 attack power and 3-7 range. 180 base EN.
Gundam Kimaris Vidar also has a Dainsleif with 36 EN, 5000 attack power, 4-9 Range, and 160 base EN. It's also a direct upgrade over the Flauros with much better melee options. What it doesn't have though, is the MAP weapon version of the Dainslief, which does 10,000 damage in a straight line for 12 tiles.
That or Barbatos. Tail Blade is an Awakening attack that is melee.
I guess Hashamal as well has the same thing as Barbatos, just not as powerful. It's also an XL unit.
Otherwise I am not sure if other Melee units are really worth investing into. Even Epyon doesn't quite get a lot of range by comparison, and range helps a lot if you start using support attacks often.
I'm just curious what the cap is for Awakening attacks and need to get a Pilot with 999 Awakening to find out. Cause I'm not expecting them to break 9-10 range that some non-awakening attacks do.
+5 range so they will go up to 2 - 9 for awakening attacks that are 2 -4. You can still add 2 more range for a max of 2 - 11 with the right knowledge perks matching the type of attack.