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You need 4 parts with more sp1 ammo (or any ammo). SP1 can be canceled by main shooter, giving you a good combo with main-sp1-main-sp1-main. This would allow you to get insane combo with a minimum of 50. In my build I have 9 shots of SP1 and gets me 60 combo+. And combos fill your skill meter and SPA efficiently. Then you use role skill to reload, and repeat. As you can see this gives you insane fire power far greater than any other.
Btw FA Unicorn is infighter, not sharpshooter.
It's SPA unlocks the infighter mode for 1min (with infighter role skill). And what you do in between that mode is use SP1-SP2 cancel to combo and build up SPA meter. And I would say it's the best infighter. Focus on physical dmg parts.
Also, to play either FAZZ or FA unicorn, you need a skill set of role action star + mind's eye, the third one is of your choice. I would recommend medic.
Banshee Norm's weapon attack damage are high, and SP meter fills up according to damage not hit count, with 20~30% reload and Beam Range Damage, another 600-700 Range depends on your luck with rolls, that leaves you 1 slot for a chip, which is obviously Theostrias Aphla then roll the 3rd effect for either beam or reload as well. You will have 1/3 of your meter up by the time you empty all ur ammo if you don't miss. Compare to Hi-Nu which requires specific parts for that 100% Main/Range use Limt for double ammo count, it is a very specific build with extremely intense parts farming on exact rolls. But i have yet to see anything out dps it so far, unleast someone got a dual negative god roll with 600+ Range or 60% Beam Damage.
you are essentially always doing something when using Full Armor Unicorn, and useful is every state it is in.
1. Banshee Norn
2. Phoenix Gundam
3. Full Armor ZZ
4. Command Gundam
Banshee Norn has the highest burst DPS in the game with its attacks hitting hard and fast, and both subweapons can cancel into each other.
Phoenix has a crazy fast funnel attack, meaning it can be comboed to its other attack, or even to itself if you're a bit close to the enemy. Also the funnel has 4 base ammo instead of the usual 1 or 2. Gains SPA mega fast since every attack is multi-hit, but unfortunately has crappy SPA attack (I suggest using it more for avoiding damage), otherwise it would be straight up the best unit in the game.
Full Armor ZZ is nearly identical to Phoenix but with much less useful melee and missile attacks instead of funnels. Much better SPA since it's the usual huge beam attack, but watch out with the map when using its missiles. If your back is on the wall/edge of arena, the missiles will hit the environment instead. Another negative is that its missile cannot pass through allies for some reason, meaning you won't get any damage in if your allies are in the way. Used to be my favorite until Phoenix arrived yesterday.
Command is the best physical sharpshooter. Great choice for when you don't have a damage convert to physical part yet. Kinda funny how physical damage is king in a Gundam game.
Hi-Nu is a good unit but the fin funnel is too slow and only have 1 base ammo. Bazooka is okay but the projectile is very slow compared to Banshee Norn's and Command's.
The ideal build for Sharpshooter unit is to get the Subweapon Limit up to +100% (mostly from farming the Neo Zeong bossfight) so that you can spam all your weapons and immediately reload with role action.
To be honest I basically ignore ammo skills of parts, so if they happen to be on there by chance cool, but my main focus is Primarily Ranged Damage + Beam Damage, with 1 good HP mod to pump Norns HP above 2000 (2400 currently with a 9* Part that has Beam damage+ on it)
But it cons is the main range can be block easy, but then all it sub is just break the boss to submition.
It more variety than Hi-Nu i think
Kamfer for solo damage dealer full physic so u dont have to worry about anti beam field if ur team pick ur own thing