This video is an old quick match I had with the GM Sniper II on Gundam Battle Operation 2. It is back from when my alt was only A+ so please forgive the old gameplay with poor accuracy. It is a 400 support that suffers from lack of MA break, poor damage and mediocre boosting speed. I am playing it in 500 here merely as a showcase of its loadout but I wouldn't recommend you use it outside of 400.
The Sniper II can choose from 3 primary weapons, the 75mm Sniper Rifle, Command Beam Gun or the Bullpup Machine Gun. The beam gun and machine gun offers higher damage than the sniper but comes at the cost of losing practically all of your stunning ability so it is recommended to use the sniper rifle. The sniper rifle has 1600 power, 6 ammo, 800m range, 4 seconds cooldown, 15 seconds reload and 0% stagger value. The sniper rifle has 1.5x leg damage modifier but this doesn't really make up for the complete lack of MA break ability and very low damage. The projectile from this rifle also has insanely tiny size so there is absolutely no margin for error unlike other support MS.
Its primary melee is the same as found on GM Command. It has 1850 power, 2.5 seconds cooldown, 0.77 seconds swap time and standard melee modifiers. Sniper II has balancers so it is possible to use this after a rifle shot at close range or very rarely to pull off a stunlock on targets without MA.
Its first and only sub weapon are enhanced hand grenades with 1100 power, 2.5 seconds cooldown, 3 ammo, 13 seconds reload and 50% stagger value. These have decent damage when considering type advantage and so you will be relying on them a lot to make your damage anywhere close to decent. This means that abusing the long range of the rifle is unoptimal for damage unfortunately.
Its stats and skills are a mixed bag. It has 120 walking speed which is quite high for a support but on the other hand has only 155 boosting speed which is quite low for a 400 native support. The GM Sniper Custom which starts at 300 cost has 120 walking and 160 boosting for a reference. It has access to High Performance Balancers which allows it to counter tackle more easily and enter melee more easily but this is of course quite risky for a support which prefers to keep at midrange. Unlike the much lower cost Zaku 1 Sniper, it lacks Stabilization Device and Precision Shelling which means it is easy to interrupt when crouched down and means that it is rewarded less for crouching in terms of damage.
Overall I would have to say that Sniper II is frustratingly mediocre and weak. It has a stunning rifle with fast 4 seconds cooldown and high leg damage modifier that is let down a ton by poor damage and no staggering value. It is ideally played at midrange right alongside the team for optimal damage with throwing grenades, shooting rifle and swinging the saber but other 400 supports such as Gelgoog Ground Type utterly obsolete the Sniper II in this role. I believe that it should get the same buffs which the Zaku 1 Sniper Type got. These would be buffing sniper rifle base damage (preferrably to 1900 or 2000 with +200 per level), adding precision shelling and adding stabilization device. Changing the bullpup from a primary weapon into a sub weapon similar to what the GM Dominance has would also improve its ability to do sustained damage at midrange after rifle shots. I can't really recommend you use the Sniper II if you want to play seriously but there are certainly weaker options at 400 cost which is the sad part. I hope that it gets a buff someday but with so many other suits equally deserving I wouldn't hold my breath.
Music used:
Devil May Cry 2, Cursed Giant
Dynasty Warriors Gundam 2, A Good Thing is Possible
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