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This video contains two recent matches I had with the Enhanced ZZ Gundam on Gundam Battle Operation 2. It is a 700 cost raid with excellent melee reach, great melee damage, a long range shooting game, incredible build stagger resistance and a Biosensor power-up that grants really powerful stat increases. Its primary weakness is that it has no dodge roll before the Biosensor activates. I have been meaning to make a video on this suit for a long time, but I was not able to get it before this event which added it to the RT store. It feels pretty good if you play it like the original ZZ Gundam, mostly shooting until the Biosensor activates at 50% HP, after which you can begin to play a lot more aggressive with melee. These were my second and third matches respectively with the suit. I hope that you enjoy watching!
Its primary weapon is a double beam rifle with 1500x2 (1700x2) power, 1.5 seconds cooldown, 55% (75%) heat, 15 seconds overheat, 0.77 seconds swap time, 400m (450m) range, 2 seconds focus time and 35%x2 (40%x2) stagger value. This does not instant stagger with uncharged shots, but it has high power and can shoot twice to accumulate stagger. Charged shots focus quickly, instant stagger and can pierce through enemies.
Its primary melee weapon is a hyper beam saber with 2900 power, 2.5 seconds cooldown, 0.77 seconds swap time, 3.5 seconds focus time, 70%/49% combo modifier, 85% side swing modifier, 150% downswing modifier and 450%x2 heavy attack modifier. This has long reach and high power, but a slow downswing animation. It can hit enemies from outside of their tackle range if spaced properly. The heavy attack has absurd power, but has an extremely long start-up animation which makes it very impractical.
Its first sub weapon is a head vulcan gun with 110 power, 40 ammo, 600 RPM, 6 seconds reload, 0.5 seconds swap time, 200m range, 1100 DPS and 6% stagger value. These have solid DPS and stagger in just 1.7 seconds on their own.
Its second sub weapon is a double beam cannon with 1500x2 power, 80% heat, 3.5 seconds cooldown, 22 seconds overheat, 0.77 seconds swap time, 450m range and 15%x2 stagger value. This stops to fire but instantly staggers.
Its third sub weapon is a backpack missile launcher with 300 power, 36 ammo, 360 RPM, 11 seconds reload, 0.5 seconds swap time, 400m range, 1800 DPS and 15% stagger value. This has great DPS and stagger value. The issue is that it has an awkward launching angle which makes it hard to hit moving targets.
Its fourth sub weapon is a head high mega cannon with 1800x6 power, 100% heat, 180 seconds overheat, 0.5 seconds swap time, 500m range and 6.5 seconds focus time. This needs to stop to charge and shoot, but fires a heavy staggering and piercing beam with gigantic damage. You cannot readjust the aim after firing.
Its fifth sub weapon is two hyper beam sabers with 3300 power, 2.5 seconds cooldown, 0.5 seconds swap time and 145% downswing modifier. This has very long reach and amazing power, the swap time means that you can go straight into the downswing from a stun.
The Enhanced ZZ has 25000 HP, 24 ballistic resist and 31 beam/melee resist. It has high HP and good defences across the board. It also has LV3 Maneuver Armor and LV3 Damage Control which equals to 280% stagger resistance while boosting, but no dodge roll before the Biosensor activates.
In terms of mobility it has 125 (185) walk speed, 235 (245) boost speed, 80 (-45% usage) thrust and 69 (48) turning speed. It has slow walk speed paired with really good boost speed, once the Biosensor activates your mobility becomes extremely high, which is useful for closing the distance for melee attacks. It has a transformation mode but it lacks Transformed Reinforcement and uses a lot of thrust, so it isn't that useful in combat. It also has LV2 Forced Injectors and LV3 Flight Control for mobility related skills
When Biosensor LV2 activates you get +10 walking/boosting speed, -45% thrust usage, +15 turning speed, +10 ranged modifier, +35 melee modifier, 30% less stagger accumulation taken, LV3 Emergency Evasion, LV1 Offence System and +15 to every resistance (does not go over 50).
Overall while I feel like the Enhanced ZZ is pretty decent for 700, it isn't worth using over other raids. It has good performance in areas like restagger capability, stagger accumulation, melee reach, melee damage, mobility and even ranged DPS, but it lacks some skills which are really common for raids at this cost now. I think it might be reasonable to give it some skills like LV2 or LV3 Leg Buffer, LV3 Forced Injector and LV4 Maneuver Armor alongside something like +6 turning speed. I feel like the performance of the weapons is fine though. The suit is pretty viable if used right but it would probably be better to use something like LV2 Varguil instead. Thanks for watching, and I hope that you enjoyed it!
Music used:
Armored Core VI, Rough and Decent
Dynasty Warriors Gundam 2, A Good Thing is Possible