Written by : TheAnnoyingBob
Reviewed by : Sei, Riefeld, NgJinXiang14
This guide will teach you the types of suits and their usage. Which “Mobile Suit” (MS) you should get and practice with. Basic strategies to use during combat. Upgrades for MS and weapons. Efficient ways to use your currencies and items. This may seem long but trust me, as I am condensing months of experience into one guide. If there’s any specific questions not included in the guide please refer to our Discord community. The members will gladly assist people in need.
This is an example of a Ground/Space terrain MS, and Grab MS. With ABILITY. No SHIELD.
RX-0 Full Armour Unicorn Gundam
This is an example of an Aquatic terrain MS, and a Non-Grab MS. Without ABILITY. No SHIELD.
Zock
This is an example of a Ground/Space terrain MS, and a Non-Grab MS. With ACTION KEY. With an equipable shield available.
(These are the symbols for each role, located beside the name of the MS.)
First off, each suit has different terrain they can be used on. A tag indicated in brown (地上, surface) means they can only be used on land operations.
Secondly, a purple tag (宇専用, shortened for space-use only or 宇宙, space) indicates that the MS should only be used for space-based operations, low to no gravity terrain.
Thirdly, Amphibian MS excel in aquatic environments, though they also operate on land. The tag is indicated in blue (水陸, amphibian).
Lastly, a half-brown, half-purple tag (地|宇) indicates that this type of MS can go anywhere, be it land or space. Non-amphibian MS get reduced performance underwater and space-use only MS cannot operate under atmosphere at all, even with modules.
There are also a few more things some MS can do that others can't.
GRABBING - Indicated by the hand icon besides the terrain tag, it shows if a MS can grab objects on the map. If it has a red cross mark it cannot carry anything.
COOLDOWN TIME – The higher the cost of the MS indicated by the “C” tag, the higher the cooldown time, shown in the stopwatch icon. The time is measured in seconds.
ACTION KEY – Some MS are outfitted with personal modules that are activated through use of your Action Key (default F), which is also used to pick-up objects on the map, for example. It cannot be removed, and does different things for each MS. Consult with the Discord or other resources to identify if any of your MS have an F button action. To activate it, press or hold the action key until the module activates. Popular examples are Trans-Am and Waverider transformations.
SHIELD – The shield icon just shows if your MS has an equipped shield, and it'll be faded out if it doesn't. Not every MS have a shield available, and the icon also changes to show if your MS has a non-shield optional part equipped.
These are the TAGS or SYMBOL for each role. Also located beside the name of the MS.
There is a total of 5 types of roles for each mobile suit. Determining how they are played in-game.
First, “Assault” is the most versatile MS to play in the battlefield. OK firepower, speed, boost capacity and health. A MS for all situations.
Secondly, “Heavy”. These guys tend to have more firepower than the others, in exchange for speed. Another all-rounder.
Thirdly, “Medic”. As the title suggests your duty is to heal the team and stay behind the front-line. Avoid fighting at all costs as its your last resort, due to your weak armor and firepower.
Fourthly, “Artillery”. These MS are useful in battles with large open spaces as you can bypass the front-line and hit enemies in the back via bombardment, extreme range but vulnerable to close range attackers.
Lastly, “Sniper”. It is currently the weakest class in the game, try not to use it unless you know how to aim your shots. Though the role can have some support options to help their viability, like being able to equip radar pods for enemy detection but that’s only a small niche.
When upgrading an MS upgrade the left side. As it is Armor (Health), Speed Boost and Speed Boost Capacity. As the other are Speed Boost Recovery (Became nearly useless due to an update a while back), Carry Capacity (Improves the carrying capacity of an MS at max you can get 20% extra speed boost and capacity, upgrade this after upgrading the first three), Emergency Recall (Decreases the time to teleport between bases via Z button).
When upgrading a weapon, upgrade the damage first then move on to reload. It’s the basic or general upgrade path for most weapons. But bazookas and melee weapons are different. For bazookas I recommend upgrading the damage or reload then move on to the AOE radius. For melee weapons just upgrade the overall damage nothing else really.
Speed is key. Speed boost allows you to dodge bullets and get from point A to B in no time. Boost capacity increases the duration of your boost. Plus, it allows you to do a bunch of emergency evade via button X which allows to break enemy lock-on which is extremely needed to survive.
REMEMBER:
Using Lock-on with the right mouse button will aid you in keeping an MS on your screen, thus increasing accuracy.
Damage is dealt to an enemy MS is 1/10 the number stated on the overall damage. Don’t ask me why that’s just how it works.
This is a full-automatic (FA) beam rifle, it’s a gun of which u can hold the trigger and empty the entire magazine out. It is a non-homing weapon as can be seen with the red icon in the top bar. The weapon has a much faster fire-rate than SA oriented weapons. Albeit shots spray more wildly. The damage, fire-rate and lock-on stats are the most important ones to upgrade. This weapon type is great for close to midrange. Close range can melt people faster than using SA and for long range tags are its forte. A very straightforward weapon type.
This is a semi-automatic (SA) homing beam rifle, it's a gun that fires once per click, with bullets that home into targets. You can see if it's homing or not via the curving beam tag. The top left stat (威力) indicates damage and the top right stat (リロード時間) indicates reload time. For the bullets to track your target, you must be in red lock-on distance, indicated by the red numbers in the lock-on (ロックオン) stat. (Upgrading this stat will not increase red lock-on range) In-game, your lock-on crosshair will turn red to indicate this. Red lock-on will also center your cursor on your target, which can actually be a drawback for weapons that require more leading for their shots. Outside of the red lock-on range, you will have the yellow lock-on. You will have to upgrade lock-on stat to near max in order to increase the accuracy and precision during yellow and red-lock. Keep in mind since the nerf of red-lock homing and the buff of Full-Auto oriented weapons. The usefulness of the SA variants has decreased. But still very much workable.
This is a bazooka; you might have noticed a number beside the weapon icon. That is its down point (DP) gauge damage dealt, in this case, 947 DP. With enough DP, a hit will knockdown or stagger a MS. Bazookas have a trait where hitting it directly will deal double the DP damage listed. All MS get staggered at 800 DP, but different MS have different DP levels which change how much total DP they need to be knocked down (lv1 -> 800 (1600 total), lv2 -> 900 (1700 total), lv3 -> 1000 (1800 total)). Most mobile suits have their DP level at 1, while heavier ones tend to have it at 2 or higher.
The bottom right stat is effect range (効果範囲), in this case, explosion radius. Most weapons with an area of effect have their damage and DP dealt fall off according to the explosion range, so you need to hit directly to deal all the DP and damage values listed. You need around to upgrade the yellow lock to 800-850 in order to have a better consistency at hitting. There are different types of bazookas. Catering for DP, AOE radius, charge bazooka and damage (The one listed above is a DP type). Each have their own pros and cons.
A Beam Saber, is one of many melee weapons of the game. Boosting whilst attacking with melee will allow you to do a dash melee, which deals more damage and DP to your opponent, often knocking down your target. Mousing over a melee weapon and reading its description will tell you how much the damage increases. Usually, the pattern is that dash melees with only one single stage will have tripled damage, while multi-stage dash melees will have double or nothing. Despite there being no 3x damage on a normal swing, it can be used as in-between combo, finisher, etc. because it doesn't consume boost and isn't rigid like dash melee, there are times and conditions where you'll want to do a normal melee instead of a dash melee. The only tag indicates that this weapon has melee homing. When your lock-on to an enemy and use a normal swing, your MS will boost over to your target, following them, and then will automatically swing once close enough. Your MS has increased DP resistance during the homing flight and will deal more damage and DP than a normal swing through this too.
These are the basic weapons of the game. Of course, there are more (Click here for more Weapon Type and Descriptions).
*There are numerous more weapons in the game than is listed here. For more clarifications ask discord members*
The moment you start playing, the game gives you these MS for you to use and play around with. For Order, you are given the RX-78-2 Gundam and Nemo. For Rebellion, you are given Char's Gelgoog and a Zaku II S. These MS teach you the basics of combat, of which can be built upon the more you progress throughout the game. The combos down below can be performed by these MS.
Basic Combos
Bazooka + SABR
As this combo suggests, you will be using this set of weapons. You will shoot the Bazooka first and then afterwards your SABR (Semi-Automatic Beam Rifle). Bazooka to inflict DP unto your opponent, which will lead to an opening with the knockdown, but this only happens if you hit the enemy directly. The moment they're downed you will shoot your SABR, right-clicking to enter red lock if within range. The downwise is that the TTK (Time-To-Kill) is high, so the opponent has the chance to take action after the stagger has worn off, either to flee or to fight back. On the plus side, this combo allows you to damage enemies from a safe distance.
Bazooka + Melee
This high-risk high-reward combo allows you to stagger your enemy on a successful Bazooka hit giving a brief opening for you to close in and perform a dash melee. This combo's TTK is a lot lower as in 1-2 dash melees your opponent will be killed, but on the downside, the combo is very risky as you will also be in very close range of your opponent and his team.
(These combos just equate to DP > Follow-up attack.)
You will get these MS once you have completed 10 battles initially for that faction. For Order it will the Aile Strike Gundam, for Rebel it will be Gundam Exia. Both are 340 cost MS. These MS are midcost, which makes them very flexible as they have a decent amount of firepower and versatility. These two ms are not meta, but can compete with them comfortably once you get used to it.
They also give you depending on the factions Graze 240 cost for Order and Gafran 240 cost for Rebel. Both are qualified to the best low costs. Graze is more defense oriented than the Gafran who focuses more on mobility and raw firepower.
Aile Strike Gundam
A standard assault suit with one gimmick. That it has a 300m red-lock bazooka which allows for longer homing capabilities. At the caveat of sacrificing more DP. I recommend bringing melee, bazooka and SABR. For the melee just pick the one listed as “Hot”. Standard combo goes with Bazooka > FABR/SABR or Bazooka > Melee (Beam Sword). Very viable in all ranks.
Gundam Exia
This suit is more melee oriented than range, but it excels in what it does. But it has a high skill ceiling in order to master. I would recommend bringing the loadout melee, SABR and FABR. For melee pick whichever one is listed as “Hot”. Though, another option is to use the loadout melee, stun dagger and SABR. This one has the capability to stun people, though the dagger is quite hard to hit. Standard combo is stun dagger > melee. Preferably you do these combos in trans-am mode. Trans-am mode is a buff activated with the F button. Buffs include damage increase 10%, speed increase, boost reduction on dash melee and on kill you restore boost. Caveat being that you get less base damage and you cannot carry containers. Very viable in all ranks, just has a high skill ceiling is all.
Graze
This is a standard assault suit with one gimmick. Is its tankier than most units in the face of beam weaponry. Standard loadout is melee, bazooka and FAMG. Pick the ones listed as “Hot” and its bazooka looks like an axe. Standard combo will be bazooka > melee and bazooka > FAMG. Very reliable and viable in all ranks.
Gafran
This is a standard assault suit with one gimmick. It can transform into flight mode. The caveat being is that this flight mode is mostly used for getting into battlefields or retreating from one. It is considered one of the best 240 costs. Due to the fact it offers a lot of firepower more than its cost should offer. Standard loadout will be melee, bazooka and FABR. Pick the ones listed as “Hot”, they also look like the tail of the MS. Standard combo bazooka > melee or bazooka > FABR. A very reliable and viable MS in all ranks.
All of these MS are a must keep in my opinion. Especially, since they are available only through the gaccha. Also, for the modules for all of these I recommend quick-switch. But that is just preference.
All of these MS listed above and their specified loadout will get you to higher rank plays mean higher rewards. You will also tend to win more if you learn how to use them efficiently. A worthy investment.
To obtain DX tickets, it's 1 ticket per match until the 10th match, where you get 5 DX tickets as a starting point. Soon after completing another 30 battle you will be awarded another 10 DX tickets total as you get 2 tickets every 5 matches. But after those battle the game won’t readily give you any more. So, to obtain more outside of this you need to play rank. Click the rank button (Refer To translation page). Youwill receive various of rewards depending on your rank. A DX ticket is one of them. Another way to get DX tickets is by doing the daily missions. You also get DX Tickets from the daily gaccha, once every week. Next, you have 3 missions per day completing them will net you one Haro Coin. Another Haro Coin Just by logging in. For a total of 2 coins a day. There is an exchange shop you can trade these Haro Coins in. Should you do so you have 2 options. Give 30 Haro Coins for 2 DX Tickets or 120 Haro Coins for 10 DX Tickets. But should you aim for a Haro Ticket (Allows you to pick whatever gold Non-Event MS you want) you need to save 777 Haro Coins to do so. This may seem much but the game often gives out dozens of Haro Coins if there are events or special occasions. There are also event trade ins but those values are random. I recommend you save up 120 coins for 10 DX tickets as it’s the most cost-efficient way to get more DX Tickets.
⦁ There is NO English patch for this game.
⦁ Down-Point/DP is overpowered. It is not. It is a part of the core gameplay.
⦁ Melee is overpowered. It is by no means overpowered or meta. It is simply a high risk and high reward scenario. You get more damage into the enemy you are dealing with but in exchange you get closer to them giving them or their teammates chances to deal with you. It also has a high skill ceiling in order to master.
⦁ Dynames is overpowered. It is by no means overpowered. It gets less DP pers shot from its charge sniper compared to its brethren. Adding to the fact it gets between 100-200 less range than most snipers. Skill ceiling is also quite high in order to use this MS properly. Sometimes it is also map dependent.
⦁ I expect my teammates to back me up and fight. Most likely you are in either bronze or silver. People in those ranks tend to be less reliable compared to those who are in gold rank. So best to not rely on your team.
⦁ Don’t take the commander role unless you know how to communicate in Japanese and know how to formulate strategies.
⦁ MS blue prints cannot be upgraded to higher rarities like rental to silver, silver to gold, gold to purple etc.
⦁ You cannot transfer upgrades from one suit to another.
⦁ You cannot unmake a built MS into a blueprint/BP.
⦁ The game will not hold your hand. You have to play the game to get better. There is always a caveat to everything.
As a beginner, try to keep your mobile suits within your deck mixed in terms of cost. Start with one High (400 cost and below), one Medium (340 cost and below) and finally, two low (260 cost and below) mobile suits. Doing so will mean you won't wait for your expensive suits to respawn while doing nothing, you'll be able to use your weaker suits while your stronger suits cooldown.
Abuse your cover, use hit and run tactics. By peeking and shooting even though it might not be fatal you are doing damage. Plus, you are keeping your MS safe. That is a winning exchange. Like this Acguy at the bottom using cover efficiently. Abuse the DP system of the weapons.
Always check your surroundings and keep an ear out for the sound of enemy mobile suits, it’s easy to not pay attention to your surroundings and be melee'd to death. On that topic, you will avoid many melee deaths by boosting upwards around corners, as melee suits like to dash straight into them.
If you want to RAT (A term we in the MSGO community describe a MS which sneaks up to a base and attempts to destroy it). Its fun at times but most times you will fail. To increase your chances. Try to be observant of the map and see if there are any enemy MS who see you. If they do retreat and attempt later. Also listen if you hear pings in your surroundings if you do that means an enemy radar saw you and enemy knows your exact location. This method can be attempted if you have a fast, or rat-oriented MS (Ask Discord for MS recommendations).
This are random passives that you will receive after a match has ended. It is only awarded to either a singular MS or any weapons your MS have. The left side contains the previous passives you have chosen. The right side contains the new passives you have obtained that match. We currently do not have a list for these passives so its best to ask our discord for the translation or use “Google Translate”.
Always follow your team. If you do stray away from the pack, especially in enemy territory you will often get shot down. If your unsure where your team is headed or your lost, press “M” to check your map. Your position will be marked as a small arrow. Your team color will depend on which faction you’re currently playing as. Rebel = Red or Order = Blue. There are also “Mixed Matches” where both factions are mixed together and fight another mixed team. Different colors as well.
Listen to the team commander (Strategic person in-command of the team) in the chat box located bottom left. There are various of commands they will say. Some in Japanese or some in simple code. Like this example in the bottom. He wants the team to spawn at capture point “1” and push into capture point “3”. You will also see similar formats across the time you play. Commanders will reference capture points or base letters to instruct your team. They will also instruct which time to push, referring to the in-game timer on the top part of the screen. Another example, “Z – C 15:00”. This means the majority of the team must spawn at base Z and push towards base C at the time of 15:00. Another thing, commanders will also say “Base/Capture Point + Number”. This is to say in that location a certain number of MS must be deployed there. Ex. “A40” this means that 40 MS must spawn at A.
Use the chat box. Even if you do not understand the foreign language there are always things you can do. Ex. “If your see an enemy or group attempting to capture one of your team capture points or attempt to destroy your base, identify which one it is and spam that number or letter in the chat to warn the team.”. This is also useful in terms of emergencies. Like when a whole team 30-40 enemy MS is charging towards your base. Spam that base letter, which will signify to the entire team that it requires immediate attention. Ex. “CCCCCCCC” Base rush at base C, need help ASAP.
If you see glitches like these better exit and restart the game. Quickly log in or u will be penalized for leaving and be hit by a 30-minute timeout. Why is this important? You will perform better if the game is running better. (There was supposedly a building underneath me).
Lastly, just try have fun and try out different strategies. Although this game has its flaws and shows its age, just make the best out of it. It’s a game after all. Goodluck and enjoy the journey pilot.
If you have any further questions please ask the discord members, as they will happily provide you a helping hand. If you also have any suggestions to improve this guide feel free to ping me @TheAnnoyingBob at the server.