FANDOM

7,632 Pages

(Mobile Weapons)
(40 intermediate revisions by 7 users not shown)
Line 1: Line 1:
 
{{Infobox/Gundam/Series
 
{{Infobox/Gundam/Series
|image=Gundam-battle-operation-ps3-online-exclusive-16.png
+
|image=Gundam-battle-operation-ps3-online-exclusive-16.png; Title Screen
  +
logo_Gundam Battle Operation.png; Logo
 
|english=Mobile Suit Gundam: Battle Operation
 
|english=Mobile Suit Gundam: Battle Operation
 
|kanji=機動戦士ガンダム バトルオペレーション
 
|kanji=機動戦士ガンダム バトルオペレーション
Line 6: Line 6:
 
|era=Universal Century
 
|era=Universal Century
 
|media=Game
 
|media=Game
|episodes=
 
|volumes=
 
 
|japanese start=June 28, 2012
 
|japanese start=June 28, 2012
|japanese end=
+
|japanese end=July 31, 2017
|english end=
 
 
|platform=Playstation 3,
 
|platform=Playstation 3,
|producer=
 
 
|publisher=Namco Bandai Games
 
|publisher=Namco Bandai Games
|magazine=
+
}}{{nihongo|'''''Mobile Suit Gundam: Battle Operation'''''|機動戦士ガンダム バトルオペレーション|Kidō Senshi Gandamu Batoru Operēshon}} is a free-to-play multiplayer team action game for the PlayStation 3, developed and published by Namco Bandai Games, released in Japan on June 28, 2012 via download from the PlayStation Network. The game is also released for Hong Kong and Taiwan servers on March 28, 2013.
|director=
+
|music=
+
The Hong Kong servers for Gundam Battle Operation were shut down in October of 2015. On April 27, 2017, it was announced that all sales related to the original Japanese version of Gundam Battle Operation would cease on May 31, 2017. The Japan servers for the game finally shut down on July 31, 2017.
}}
+
{{nihongo|'''''Mobile Suit Gundam: Battle Operation'''''|機動戦士ガンダム バトルオペレーション|Kidō Senshi Gandamu Batoru Operēshon}} is a free-to-play multiplayer team action game for the PlayStation 3, developed and published by Namco Bandai Games, released in Japan on June 28, 2012 via download from the PlayStation Network. The game is also released for Hong Kong and Taiwan servers on March 28, 2013.
+
Overall, the game ran for a little over five years in Japan, and roughly two and a half years in Asia.
  +
  +
A sequel, [[Gundam Battle Operation Next|Gundam Battle Operation NEXT]], was released for both Playstation 3 and Playstation 4 on August 27, 2015, featuring an expanded roster including mobile suits from later UC and AU timelines, and adopting faster-paced arcade-style gameplay mechanics.
  +
  +
Another sequel, Mobile Suit Gundam: Battle Operation 2, was announced for the Playstation 4 on September 19, 2017 at Sony's Tokyo Game Show conference with a release date scheduled for 2018. This sequel features gameplay mechanics more reminiscent of the original title as opposed to NEXT's, and introduces space combat.
   
 
==Gameplay==
 
==Gameplay==
   
Players are grouped into teams, minimum of four, maximum of six per side. If entering a Quick Match, the player will be randomly put into the Federation or Zeon forces with a starter unit (GM/Zaku II). The game will not begin until there is an equal number of participants and players from both sides confirm a complete launch preparation.
+
MS are categorized into 3 types: All-Purpose, Artillery, and Close-Combat.
   
MS are categorized into 3 types: All-Purpose, Artillery, and Close-Combat. All-Purpose types have balanced stats and can equip a variety of weapons, some can even perform an emergency barrel roll. Artillery units are durable and have powerful cannons and rifles but most of them cannot perform melee attacks. Some have a high-res snipe view zoom scope and a more powerful radar. Close-Combat units can only equip low-power weaponry, but most of them can perform a 3-stage melee combo attack with correctly-timed button presses.
+
*All-Purpose types have balanced stats and can equip a variety of weapons, some can even perform an emergency barrel roll.
  +
*Artillery units are generally slow-moving but have durable armor. Most units have either powerful cannons or rifles (sometimes both) but majority of them cannot perform melee attacks. Some have a high-res snipe view zoom scope and a more powerful radar.
  +
*Close-Combat units are agile, but at the cost of severely low armor and overall durability. Moreover, they can only equip low-power projectile-based weaponry. As their designation implies, they excel in melee combat; most of them can perform a 3-stage combo attack with correctly-timed button presses.
   
 
The above mentioned types also have a Rock-Paper-Scissors relationship between them in which each has a specific type that they are strong or weak against.
 
The above mentioned types also have a Rock-Paper-Scissors relationship between them in which each has a specific type that they are strong or weak against.
Line 30: Line 27:
 
*Artillery: Strong Against All-Purpose, Weak against Close-Combat.
 
*Artillery: Strong Against All-Purpose, Weak against Close-Combat.
 
*Close-Combat: Strong Against Artillery, Weak against All-Purpose.
 
*Close-Combat: Strong Against Artillery, Weak against All-Purpose.
  +
  +
All units can perform a desperation tackle that instantly overheats the boost gauge by pressing Triangle. The timing can be tricky, but if it successfully connects while an enemy is performing a melee attack, a counter with a special knockdown move (varies by MS type) will activate, inflicting some damage in the process. Otherwise, it will only result in a rather costly stunlock hit.
   
 
===Basic===
 
===Basic===
   
Once all launch preparations are complete, teams will emerge from their respective home bases and start a mission with several objectives:
+
Players are grouped into teams, minimum of four, maximum of six per side. New players entering a Quick Match will be randomly put into the Federation or Zeon forces with a starter unit (GM/Zaku II). The game will not begin until there is an equal number of participants and all players from both sides confirm a complete launch preparation. Once all preparations are complete, teams will emerge from their respective home bases and start a mission with several objectives:
   
 
*Defeat opposing Mobile Suits.
 
*Defeat opposing Mobile Suits.
Line 39: Line 38:
 
*Invade the opposing force's base to destroy it with a time bomb ''(or an Artillery MS' shell weaponry)''.
 
*Invade the opposing force's base to destroy it with a time bomb ''(or an Artillery MS' shell weaponry)''.
   
The player has the option to disembark from his/her unit to avoid detection when performing an invasion. However, there is always the risk of being hit by mobile suit weaponry (which will result in instant defeat), interception by other players on foot, and the unit being stolen/destroyed while unmanned. This is also the only way to capture an outpost/set a bomb on the enemy base.
+
The player has the option to disembark from his/her unit to avoid detection when performing an invasion. However, there is always the risk of being hit by mobile suit weaponry (which will result in instant defeat), interception by other players on foot, and the unit being stolen/destroyed while unmanned. Despite all of these disadvantages, getting off the MS is the only way for the player to capture an outpost, hack an enemy MS to commandeer it or set a bomb on the enemy base.
   
Unmanned enemy MS can be stolen to temporarily impair an opposing player's performance, though it does not allow for false flag tactics. A self-destruct timer will start after riding, and will kill the pilot of he/she does not disembark in time.
+
Unmanned enemy MS can be stolen to temporarily impair an opposing player's performance, though it does not allow for false flag tactics. A self-destruct timer will start after riding, and will kill the pilot if he/she does not disembark in time.
   
 
Aside from armor damage, head and leg damage is also calculated. If the head part is heavily damaged, the radar will be disabled and the camera view will become grainy (this will also reduce attack power). Severely damaged leg parts will affect walking speed, and will not be able to support the weight of the MS at the end of a boost dash or jump, resulting in a knockdown.
 
Aside from armor damage, head and leg damage is also calculated. If the head part is heavily damaged, the radar will be disabled and the camera view will become grainy (this will also reduce attack power). Severely damaged leg parts will affect walking speed, and will not be able to support the weight of the MS at the end of a boost dash or jump, resulting in a knockdown.
Line 53: Line 52:
 
Points are earned for performing objectives and foiling efforts from the opposition. The team with the most points at the end of the 8-minute mission will be the winners.
 
Points are earned for performing objectives and foiling efforts from the opposition. The team with the most points at the end of the 8-minute mission will be the winners.
 
===Maps===
 
===Maps===
Recently, there are eight maps in the game which each map having up to three different settings (Example; day or night, clear or foggy).
+
There are nine maps in the game. Over the course of several updates, most maps gained up to three different environmental settings (Example; day or night, clear or foggy). The condition is decided by the room host prior to the match proper.
 
*Mountain Area (Clear/Evening/Foggy)
 
*Mountain Area (Clear/Evening/Foggy)
 
*Desert (Clear/Night/Sandstorm)
 
*Desert (Clear/Night/Sandstorm)
Line 61: Line 60:
 
*Canyon (Day/Rain)
 
*Canyon (Day/Rain)
 
*Supply Base
 
*Supply Base
*Artic Base
+
*Arctic Base
 
*Jaburo
 
*Jaburo
   
Line 83: Line 82:
 
*When the 10-minute limit expires, the team with the higher amount of resource points will be the winners.
 
*When the 10-minute limit expires, the team with the higher amount of resource points will be the winners.
 
*If one side's resource meter is fully depleted, the game will instantly be stopped in a cease-fire.
 
*If one side's resource meter is fully depleted, the game will instantly be stopped in a cease-fire.
  +
 
===Ace===
 
===Ace===
Like Siege match, base bombing is disabled in this mode and each side started with 18000 resources points. The main objection in this match is simple, defeating the opposing team and gaining most team points.
+
Like with Siege, base bombing is disabled in this mode and each side starts the match with 18000 resource points.
  +
  +
The faction with the highest score will win the match.
   
When the match time is about to expire (3 minutes remaining), player with highest score on each team will be designated as Ace.  Ace player can gains Ace Bonus by getting Mobile Suit kills or assists, making their own scores even higher than usual. At the same time,  an opposite team player who defeating or kill assist enemy Ace also gains Ace Bonus as well.
+
When the timer is down to the last three minutes, players with highest personal score for each faction will be designated as an "Ace".  Ace players can get bonus points from defeating players (pilot/MS or both) or by assisting a teammate's offensive efforts. A special bonus can also be gained by any player who directly or indirectly takes down an ace.
   
 
===Combat Training Exercise===
 
===Combat Training Exercise===
Line 109: Line 109:
   
 
==Mechanics==
 
==Mechanics==
==='''[[Earth Federation Forces]]'''===
+
===[[Earth Federation Forces]]===
 
====Mobile Weapons====
 
====Mobile Weapons====
 
*[[RGM-79 GM]]
 
*[[RGM-79 GM]]
Line 118: Line 118:
 
*[[RX-77-2 Guncannon|RX-77-2 Guncannon with Spray Missile Launchers (SML)]]
 
*[[RX-77-2 Guncannon|RX-77-2 Guncannon with Spray Missile Launchers (SML)]]
 
*[[RX-78-1 Prototype Gundam]]
 
*[[RX-78-1 Prototype Gundam]]
  +
*[[FA-78(G) Full Armor Gundam Ground Type]]
 
*[[RX-78-2 Gundam]]
 
*[[RX-78-2 Gundam]]
 
*[http://gundam.wikia.com/wiki/RX-77D_Guncannon_Mass_Production_Type RX-77D Guncannon Mass Production Type]
 
*[http://gundam.wikia.com/wiki/RX-77D_Guncannon_Mass_Production_Type RX-77D Guncannon Mass Production Type]
 
*[[RX-75-4 Guntank]]
 
*[[RX-75-4 Guntank]]
 
*[[RGM-79FP GM Striker]]
 
*[[RGM-79FP GM Striker]]
  +
*[[RGM-79FP GM Striker|RGM-79FP GM Striker Heavy Combat]]
 
*[[RGM-79C GM Type C]]
 
*[[RGM-79C GM Type C]]
 
*[[RGM-79SC GM Sniper Custom]]
 
*[[RGM-79SC GM Sniper Custom]]
  +
*[[RGM-79KC GM Intercept Custom]]
 
*[[RX-79(G) Gundam Ground Type]]
 
*[[RX-79(G) Gundam Ground Type]]
 
*[[RX-79(G) Gundam Ground Type|RX-79(G) Gundam Ground Type with Weapon Rack (WR)]]
 
*[[RX-79(G) Gundam Ground Type|RX-79(G) Gundam Ground Type with Weapon Rack (WR)]]
Line 130: Line 133:
 
*[[RX-79BD-1 Blue Destiny Unit 1]]
 
*[[RX-79BD-1 Blue Destiny Unit 1]]
 
*[http://gundam.wikia.com/wiki/RX-79%28G%29Ez-8_Gundam_Ez8 RX-79(G)Ez-8 Gundam Ez8]
 
*[http://gundam.wikia.com/wiki/RX-79%28G%29Ez-8_Gundam_Ez8 RX-79(G)Ez-8 Gundam Ez8]
  +
*[[RX-79[G]Ez-8 Gundam Ez8|RX-79[G]Ez-8 Gundam Ez8 with Weapon Rack (WR)]]
 
*[[RGM-79G GM Command]]
 
*[[RGM-79G GM Command]]
 
*[[RGM-79(G) GM Sniper]]
 
*[[RGM-79(G) GM Sniper]]
Line 141: Line 145:
 
*[[RGM-79V GM Night Seeker]]
 
*[[RGM-79V GM Night Seeker]]
 
*[[RGM-79LV GM Night Seeker II]]
 
*[[RGM-79LV GM Night Seeker II]]
*[[RX-77-3 Guncannon Heavy Arms Type]]
+
*[[RX-77-3 Guncannon Heavy Custom]]
  +
*[[RX-77-3D Guncannon Heavy Arms Type D]] (Slave Wraith Colors)
 
*[[RX-78-3 Gundam "G-3"]]
 
*[[RX-78-3 Gundam "G-3"]]
 
*[[RGM-79D GM Cold Climate Type]]
 
*[[RGM-79D GM Cold Climate Type]]
 
*[[RX-78NT-1 Gundam "Alex"]]
 
*[[RX-78NT-1 Gundam "Alex"]]
 
*[[RX-78GP01 Gundam "Zephyranthes"]]
 
*[[RX-78GP01 Gundam "Zephyranthes"]]
  +
*[[RX-78GP02A Gundam "Physalis"]]
 
*[[RGM-79F Desert GM]]
 
*[[RGM-79F Desert GM]]
 
*[[RGM-79HC GM Guard Custom]]
 
*[[RGM-79HC GM Guard Custom]]
Line 152: Line 157:
 
*[[RX-78-6 Mudrock Gundam]]
 
*[[RX-78-6 Mudrock Gundam]]
 
*[[RAG-79 Aqua GM]]
 
*[[RAG-79 Aqua GM]]
*[[RGM-79C Powered GM]]
+
*[[RGM-79 Powered GM]]
 
*[[RX-80PR Pale Rider]]
 
*[[RX-80PR Pale Rider]]
  +
*[[RX-80PR-3 Pale Rider Dullahan]]
 
*[http://gundam.wikia.com/wiki/RX-81LA_G-Line_Light_Armor RX-81 LA G-Line Light Armor]
 
*[http://gundam.wikia.com/wiki/RX-81LA_G-Line_Light_Armor RX-81 LA G-Line Light Armor]
 
*[http://gundam.wikia.com/wiki/RX-79%EF%BC%BBG%EF%BC%BD_SW_Slave_Wraith RX-79(G) SW Slave Wraith]
 
*[http://gundam.wikia.com/wiki/RX-79%EF%BC%BBG%EF%BC%BD_SW_Slave_Wraith RX-79(G) SW Slave Wraith]
  +
*[[RX-79[G]WR Full Armor Slave Wraith]]
 
*[[RMV-1 Guntank II]]
 
*[[RMV-1 Guntank II]]
*[[RX-81ST G-Line Standard Armor]] (Full Armed)
+
*[[RX-81ST G-Line Standard Armor]]
 
*[[RGC-83 GM Cannon II]]
 
*[[RGC-83 GM Cannon II]]
 
*[[MS-06F2 Zaku II F2 Type]] (EFF Colors)
 
*[[MS-06F2 Zaku II F2 Type]] (EFF Colors)
 
*[[RGM-79N GM Custom]]
 
*[[RGM-79N GM Custom]]
*[[RX-80PR2 Pale Rider Cavalry]]
+
*[[RX-80PR-2 Pale Rider Cavalry]]
 
*[[RX-81AS G-Line Assault Armor]]
 
*[[RX-81AS G-Line Assault Armor]]
 
*[[RTX-440 Ground Assault Type Guntank]]
 
*[[RTX-440 Ground Assault Type Guntank]]
Line 169: Line 176:
 
*[[TGM-79 GM Trainer]]
 
*[[TGM-79 GM Trainer]]
 
*[[RX-78-4 Gundam Unit 4 "G04"]]
 
*[[RX-78-4 Gundam Unit 4 "G04"]]
*[[ RX-78-5 Gundam Unit 5 "G05"]]
+
*[[RX-78-5 Gundam Unit 5 "G05"]]
 
*[[RX-78GP02A Gundam GP02A (Type-MLRS)]]
 
*[[RX-78GP02A Gundam GP02A (Type-MLRS)]]
  +
*[[RX-78SP Gunner Gundam]]
   
 
====Support Units====
 
====Support Units====
Line 176: Line 184:
 
*[[Medea]]
 
*[[Medea]]
   
==='''[[Principality of Zeon]]'''===
+
===[[Principality of Zeon]]===
===Mobile Weapons===
+
====Mobile Weapons====
 
*[[MS-06 Zaku II]]
 
*[[MS-06 Zaku II]]
 
*[[MS-06FS Zaku II]] (Garma Zabi Custom)
 
*[[MS-06FS Zaku II]] (Garma Zabi Custom)
 
*[[MS-06S Zaku II Commander Type]]
 
*[[MS-06S Zaku II Commander Type]]
 
*[[MS-06J Zaku II Ground Type]]
 
*[[MS-06J Zaku II Ground Type]]
  +
*[[MS-06JK Zaku Half Cannon]]
 
*[[MS-05B Zaku I]]
 
*[[MS-05B Zaku I]]
 
*[[MS-06K Zaku Cannon]]
 
*[[MS-06K Zaku Cannon]]
Line 189: Line 198:
 
*[[MS-06FZ Zaku II Kai]]
 
*[[MS-06FZ Zaku II Kai]]
 
*[[MS-07B Gouf]]
 
*[[MS-07B Gouf]]
  +
*[[MS-07B Gouf]] (Visch Donahue Custom)
 
*[[MS-09 Dom]]
 
*[[MS-09 Dom]]
 
*[[MS-09 Dom|MS-09 Dom Heavy Combat]]
 
*[[MS-09 Dom|MS-09 Dom Heavy Combat]]
  +
*[[MS-09R-2 Rick Dom II]] (Colony Attack Colors)
 
*[[MSM-07 Z'Gok]]
 
*[[MSM-07 Z'Gok]]
 
*[[MSM-07E Z'Gok-E]]
 
*[[MSM-07E Z'Gok-E]]
Line 200: Line 211:
 
*[[MS-14S Gelgoog Commander Type]]
 
*[[MS-14S Gelgoog Commander Type]]
 
*[[MS-14G Gelgoog Ground Type]]
 
*[[MS-14G Gelgoog Ground Type]]
  +
*[[MS-14G Gelgoog Ground Type]] (Visch Donahue Custom)
  +
*[[MS-14GD Gelgoog G]]
 
*[[RX-79BD-2 Blue Destiny Unit 2]]
 
*[[RX-79BD-2 Blue Destiny Unit 2]]
 
*[[MS-05L Zaku I Sniper Type|MS-05L Zaku I Sniper Commander Type]]
 
*[[MS-05L Zaku I Sniper Type|MS-05L Zaku I Sniper Commander Type]]
 
*[[YMS-15 Gyan]]
 
*[[YMS-15 Gyan]]
  +
*[[YMS-15E Gyan Eos]]
  +
*[[YMT-05 Hildolfr]]
 
*[[MS-06FZ Zaku II Kai|MS-06FZ Zaku II Kai (B Type)]]
 
*[[MS-06FZ Zaku II Kai|MS-06FZ Zaku II Kai (B Type)]]
  +
*[[MS-14B Gelgoog High Mobility Type]]
  +
*[[MS-14B Gelgoog Uma Lightning Custom]]
 
*[[MS-14C Gelgoog Cannon]]
 
*[[MS-14C Gelgoog Cannon]]
 
*[[MS-06FS Zaku II]] (Shin Matsunaga Custom)
 
*[[MS-06FS Zaku II]] (Shin Matsunaga Custom)
Line 215: Line 232:
 
*[[RX-78GP02A Gundam GP02A Beam Bazooka Type]]
 
*[[RX-78GP02A Gundam GP02A Beam Bazooka Type]]
 
*[[MS-14F Gelgoog Marine]]
 
*[[MS-14F Gelgoog Marine]]
  +
*[[MS-10 Pezun Dowadge]]
 
*[[MS-11 Action Zaku]]
 
*[[MS-11 Action Zaku]]
  +
*[[MS-11 Action Zaku|MS-11 Action Zaku Commander Type]]
  +
*[[MSM-04N Agguguy]]
 
*[[MSM-07N Ram Z’Gok]]
 
*[[MSM-07N Ram Z’Gok]]
*[[MS-10 Pezun Dowadge]]
 
 
*[[MSM-08 Zogok]]
 
*[[MSM-08 Zogok]]
 
*[[MS-17 Galbaldy α]]
 
*[[MS-17 Galbaldy α]]
Line 234: Line 253:
 
*[[MSM-07S Z'Gok Commander Type]]
 
*[[MSM-07S Z'Gok Commander Type]]
 
*[[AGX-04 Gerbera Tetra]]
 
*[[AGX-04 Gerbera Tetra]]
*[[MS-14BR Gelgoog A Baoa Qu Battle Type]] (Vincent Gleissner Custom)
+
*[[MS-14BR Gelgoog High Mobility R Type]] (Vincent Gleissner Custom)
 
*[[MS-14D Desert Gelgoog]]
 
*[[MS-14D Desert Gelgoog]]
 
*[[MS-05S Zaku I Commander Type]]
 
*[[MS-05S Zaku I Commander Type]]
*[[MS-06R-1 Zaku II High Mobility Test Type]]
+
*[[MS-06R-1A Zaku II High Mobility Type]]
  +
*[[MS-06R-2 Zaku II High Mobility Type]]
 
*[[MSM-03C Hygogg]]
 
*[[MSM-03C Hygogg]]
 
*[[RX-80PR Pale Rider]] (Vincent Gleissner Custom)
 
*[[RX-80PR Pale Rider]] (Vincent Gleissner Custom)
Line 247: Line 266:
   
 
==Gallery==
 
==Gallery==
<gallery>
+
<gallery hideaddbutton="true">
 
gundam-battle-operation-ps3-online-exclusive-1.png
 
gundam-battle-operation-ps3-online-exclusive-1.png
 
gundam-battle-operation-ps3-online-exclusive-16.png
 
gundam-battle-operation-ps3-online-exclusive-16.png

Revision as of 23:54, May 22, 2019

Mobile Suit Gundam: Battle Operation (機動戦士ガンダム バトルオペレーション Kidō Senshi Gandamu Batoru Operēshon?) is a free-to-play multiplayer team action game for the PlayStation 3, developed and published by Namco Bandai Games, released in Japan on June 28, 2012 via download from the PlayStation Network. The game is also released for Hong Kong and Taiwan servers on March 28, 2013.

The Hong Kong servers for Gundam Battle Operation were shut down in October of 2015. On April 27, 2017, it was announced that all sales related to the original Japanese version of Gundam Battle Operation would cease on May 31, 2017. The Japan servers for the game finally shut down on July 31, 2017.

Overall, the game ran for a little over five years in Japan, and roughly two and a half years in Asia.

A sequel, Gundam Battle Operation NEXT, was released for both Playstation 3 and Playstation 4 on August 27, 2015, featuring an expanded roster including mobile suits from later UC and AU timelines, and adopting faster-paced arcade-style gameplay mechanics.

Another sequel, Mobile Suit Gundam: Battle Operation 2, was announced for the Playstation 4 on September 19, 2017 at Sony's Tokyo Game Show conference with a release date scheduled for 2018. This sequel features gameplay mechanics more reminiscent of the original title as opposed to NEXT's, and introduces space combat.

Gameplay

MS are categorized into 3 types: All-Purpose, Artillery, and Close-Combat.

  • All-Purpose types have balanced stats and can equip a variety of weapons, some can even perform an emergency barrel roll.
  • Artillery units are generally slow-moving but have durable armor. Most units have either powerful cannons or rifles (sometimes both) but majority of them cannot perform melee attacks. Some have a high-res snipe view zoom scope and a more powerful radar.
  • Close-Combat units are agile, but at the cost of severely low armor and overall durability. Moreover, they can only equip low-power projectile-based weaponry. As their designation implies, they excel in melee combat; most of them can perform a 3-stage combo attack with correctly-timed button presses.

The above mentioned types also have a Rock-Paper-Scissors relationship between them in which each has a specific type that they are strong or weak against.

  • All-Purpose: Strong against Close-Combat, Weak against Artillery.
  • Artillery: Strong Against All-Purpose, Weak against Close-Combat.
  • Close-Combat: Strong Against Artillery, Weak against All-Purpose.

All units can perform a desperation tackle that instantly overheats the boost gauge by pressing Triangle. The timing can be tricky, but if it successfully connects while an enemy is performing a melee attack, a counter with a special knockdown move (varies by MS type) will activate, inflicting some damage in the process. Otherwise, it will only result in a rather costly stunlock hit.

Basic

Players are grouped into teams, minimum of four, maximum of six per side. New players entering a Quick Match will be randomly put into the Federation or Zeon forces with a starter unit (GM/Zaku II). The game will not begin until there is an equal number of participants and all players from both sides confirm a complete launch preparation. Once all preparations are complete, teams will emerge from their respective home bases and start a mission with several objectives:

  • Defeat opposing Mobile Suits.
  • Capture outposts scattered around the map area.
  • Invade the opposing force's base to destroy it with a time bomb (or an Artillery MS' shell weaponry).

The player has the option to disembark from his/her unit to avoid detection when performing an invasion. However, there is always the risk of being hit by mobile suit weaponry (which will result in instant defeat), interception by other players on foot, and the unit being stolen/destroyed while unmanned. Despite all of these disadvantages, getting off the MS is the only way for the player to capture an outpost, hack an enemy MS to commandeer it or set a bomb on the enemy base.

Unmanned enemy MS can be stolen to temporarily impair an opposing player's performance, though it does not allow for false flag tactics. A self-destruct timer will start after riding, and will kill the pilot if he/she does not disembark in time.

Aside from armor damage, head and leg damage is also calculated. If the head part is heavily damaged, the radar will be disabled and the camera view will become grainy (this will also reduce attack power). Severely damaged leg parts will affect walking speed, and will not be able to support the weight of the MS at the end of a boost dash or jump, resulting in a knockdown.

If defeated, the player can respawn in certain points (near the base, where the MS unit was left after disembarking, captured outposts etc.) either on foot or with an MS (unless the player was subdued on foot, in which case no new MS can be assigned until the unmanned/stolen unit is recovered/destroyed).

Bases and outposts have utility vehicles near them. The player can opt to utilize said vehicles to perform an infiltration, retreat to safety, or in the case of tanks, have an alternative offensive option when unable to access a usable MS.

Heavily damaged MS units can be repaired by returning to base and standing idle within its vicinity. The pilot can also do a field repair by switching to a repair tool. Base repairs can no longer be done if it has been destroyed.

Points are earned for performing objectives and foiling efforts from the opposition. The team with the most points at the end of the 8-minute mission will be the winners.

Maps

There are nine maps in the game. Over the course of several updates, most maps gained up to three different environmental settings (Example; day or night, clear or foggy). The condition is decided by the room host prior to the match proper.

  • Mountain Area (Clear/Evening/Foggy)
  • Desert (Clear/Night/Sandstorm)
  • Deserted City (Day/Night/Rain)
  • Quarry (Day/Night/Dusty)
  • Military Base (Day/Foggy)
  • Canyon (Day/Rain)
  • Supply Base
  • Arctic Base
  • Jaburo

Game Modes

Team Deathmatch

In this mode players choose a side, either Federation or Zeon and fight to accumulate the most points before the match timer runs out. The team size for a battle ranges anywhere from 4v4 to 6v6.

Seige

Each side will start with 18000 resource points in the same tradition as the Gundam Vs. games. There are two main objectives for this mission:

  • Defeat opposing Mobile Suits.
  • Capture outposts scattered around the map area.

Base bombing is disabled in this mode.

The outposts in this game are situated in alternate spots and have shelter structures unlike in Basic. Outposts are not only for respawning. Each controlled outpost will increase the rate in which the opposing side's resource meter depletes.

The game can end two ways:

  • When the 10-minute limit expires, the team with the higher amount of resource points will be the winners.
  • If one side's resource meter is fully depleted, the game will instantly be stopped in a cease-fire.

Ace

Like with Siege, base bombing is disabled in this mode and each side starts the match with 18000 resource points.

The faction with the highest score will win the match.

When the timer is down to the last three minutes, players with highest personal score for each faction will be designated as an "Ace".  Ace players can get bonus points from defeating players (pilot/MS or both) or by assisting a teammate's offensive efforts. A special bonus can also be gained by any player who directly or indirectly takes down an ace.

Combat Training Exercise

Petty Officer 2nd Class players can now participate in combat training before moving on to face other players. This mode can be used until the player reaches Petty Officer First Class.

Post-Game

After viewing the mission results, development points, rank EXP and equipment research progress will be tabulated. If an item/MS research path is completed (progression is selected at random) it can be developed on the spot for the next mission. If the player sorties more than 4 times in one day, bonuses will be awarded.

Upon reaching Chief Petty Officer rank, players can customize MS colors to suit personal preferences and apply decals earned from level-ups and research paths.

Certain achievements and rank-ups will unlock medals. Medals have varying effects, like increasing MS HP, boosting outpost conquer or bomb setting speed, etc. Only one medal can be equipped at first, but more can be used in later ranks. Recent updates have also introduced preset medal slot settings and "Commendation Plaques" the latter of which when obtained grant passive beneficial effects and need not be equipped.

Players can have 3 sortie energy items by default at a given time. Extra sortie energy items can be gained by rank level-ups (regular grants stop upon promotion to Petty Officer First Class, but will still be given at certain levels) or purchasing them at the PlayStation Store. Once all sortie items have been expended, the player cannot sortie again until after a minimum grace period of 2 hours. (6 hours maximum to fully restore regular sortie energy)

The game has a penalty system for players who disconnect from a match. If their disconnection rating reaches 10%, they will lose the ability to host matches. If it hits 25%, rank progression and blueprint drops will be suspended. Finishing matches normally will gradually decrease the percentage.

Ranking

New feature are now available that functions as leaderboards. Player can gain Rank Points at the end of the match. Player can toggle between showing National Rankings or Private Rankings (between player and their friends) but they cannot see other people's rank in the match lobby. However, player can turn off the ranking feature in the option menu.

Mobile Suit Gundam Battle Operation - 079 EFF Gameplay

Mobile Suit Gundam Battle Operation - 079 EFF Gameplay

Prototype Gundam in action

Mechanics

Earth Federation Forces

Mobile Weapons

Support Units

Principality of Zeon

Mobile Weapons

Support Units

Gallery

References Gallery

Notes

  • The Blue Destiny Unit 1 is available via a Product Code bundled with the Gundam G-Generation Overworld PSP game. As of the 10/31/2013 update, the Blue Destiny Unit 1 is now available as a regular release Mobile Suit, the same goes for the Efreet Kai.
  • Several promotional campaign runs were conducted in which certain newly released MS can be obtained by any user regardless of rank for about two weeks. Some units exclusively appear during the event while some are permanent. Units appearing under this condition are as follows:
    • Guncannon SML
    • Zaku Cannon Rabbit Type
    • Blue Destiny Unit 2
    • Blue Destiny Unit 3
    • Gyan
    • Gundam Pixie
    • Zudah
    • Gundam Alex
    • Kampfer
    • Gundam Zephyranthes
    • Gundam GP02A Beam Bazooka Type
    • Gundam G-3
    • Action Zaku
    • Guncannon II
    • Pezun Dowadge
    • Mudrock Gundam
    • Galbaldy α
    • Powered GM
  • Players (especially room hosts) have a chance of earning a "Lucky Haro" at the end of a mission. Getting this guarantees a 1 stage development of a 1~3 Star Plan Path.
  • The Slot Modification Hangar option allows players to modify certain MS to increase part slot capacity. The success rate depends on level, and usually averages about two days (completing Point Chips will shorten the time). During modification, the MS being worked on cannot be used.

External links


Community content is available under CC-BY-SA unless otherwise noted.