General guide that can help beginners and intermediates become more advanced Gabriel players.
Isenção de responsabilidade
Some of these builds and techniques are subject to change due to patches and nerfs, as well as these builds are based off my opinion and performance, yet your opinion and performance may differ.
Attack Module
For the Attack module I highly recommend you use the Large Energy Bank instead of Penetrating Blast.
Por que? I believe that it’s far more useful than the Penetrating Blast module for various reasons.
The most obvious reason is that more shots are far more beneficial for your damage output than extra damage against shields.
Penetrating Blast is completely useless once your opponent’s shield is down, offering you no real benefit afterwards.
I could talk more about why I recommend against using Penetrating Blast, but then the video wouldn’t get done.
Penetrating Blast is good against mecha with a lot of shield such as Neutron Star, anyone with an Alborada shield, or someone who’s using the Gravity Amplifier pilot ability, which turns 5 para 10 percent of your mecha durability into shield.
Defense Module
For the Defense Module I recommend you use Blind Warp instead of Energy Tag.
Por que? Blind Warp essentially increases your health by 15 para 25% due to the 15-25% damage reduction for 5 segundos, which makes a big difference while in a pinch, or if you make an aggressive push.
Energy Tag isn’t quite as useful due to the fact that you should be trying to predict where your enemies are going to go if you cannot see them.
However if you yourself don’t trust yourself in knowing how you enemy will maneuver, you can use Energy Tag, but you should always be pushing yourself to learn the habits of your opponents to improve your future self.
Propulsion Module
For Propulsion I recommend Rapid Charging instead of Hyper Warp.
Some of the reasons behind this is you’re going to be running into more situations where you may want to have a full charge or half charge for extra damage.
Gabriel’s teleportation already goes 90 meters by default, so the extra 30 at best isn’t the biggest difference but can make a minor impact.
Hyper Warp is good in a flat arena, mas há’t a lot of flat space in a lot of engagement areas or Team Deathmatch maps, aside from Extreme Sportsground
Offensive Tech
I would highly recommend running
Hyperfire, Ranged Attack and Sniper Round
for your attack tech.
They give a 4.5% increase to long ranged damage which is your primary goal, but give some other neat bonuses as well.
Defensive Tech
In terms of defense tech, personally I like to run impact armor, self healing and the defense tech.
The defense tech I run I
personally wouldn’t recommend running
, instead I’d say try to build towards shield and long range damage reduction and/or close range damage reduction.
Pilot Abilities
Fatal Verdict actually isn’t as good for Gabriel in Team Deathmatch without his Judgement module, but is more viable in Battle Royale, which is where Tactical Terminals help accelerate Fatal Verdict and Judgement.
For Team Deathmatch I would recommend Gravity Amplifier, as it helps a lot when countering another Gabriel or Snow Mirage, while also increasing your maximum regeneratable health.
For Battle Royale I would recommend both Fatal Verdict and Gravity Amplifier.
It comes down to preference in the end, e eu’ve always preferred Gravity Amplifier over Fatal Verdict, as Fatal Verdict alone cannot make a large impact on your damage.
Additionally having more shield can at times be
more decisive
in a Gabriel duel as you have no weakspot for longer if they don’t fully charge their shot or have Penetrating Blast.
Basic Attack Information
Did you know Gabriel’s AP Energy Cannon goes through opponents? Well it can also damage and penetrate Doomlight’s Photon Shield, damaging the shield and anyone behind it.
Gabriel’s AP Energy Cannon and Sniper Cannon both have an AoE which is reduced in damage the further a pilot is from the impact, but stays relatively the same if they are in a mecha.
An enemy mecha cannot be headshot if there is an active shield, however if you get a headshot with the Sniper Cannon against a mecha who has a little bit of shield, you will get a critical damage bonus for anything that wasn’t absorbed by the shield.
Movimento
Just like any mecha, you can jump and shoot.
Combine this with your Sniper Cannon and AP Energy Cannon to deal damage while also being evasive. Lá’s nothing easier to hit than a Gabriel who only strafes left and right or stands still.
Teleportation is good to get the high ground, teleport around an enemy, or to get behind cover.
Mix both of these and you will get the hang of positioning yourself as well as being agile during combat.
Positional wise you will want to pick a spot that supports your team, while also trying to think of an escape route if worst comes to worst, that way you can make a quick escape if you cannot stay to fight the battle.
Aim/Sensitivity
Aim is very important, but especially important with sniper mecha.
I play a lot of shooters on a lower sensitivity with not a lot of mousepad space.
Find a comfortable sensitivity for you and your mousepad space.
For example my sensitivity settings are 2% for unscoped and the rifle, and the rest are at 1%.
Specifically for Gabriel I use 8% for Swipe Screen and 18% for scope sensitivity.
If you try to lower your sensitivity, it will feel like lifting weights at first but if you give it a week or two, you will miss a lot but
eventually you will start to get more consistent with small adjustments to your aim.
Try tracking the moving targets inside the training grounds, or try jumping around while keeping the head of a mecha at the center of your crosshair.
If you keep aiming ahead of your target while doing this, try lowering your sensitivity and train with it a little to see if it improves.
If you keep aiming behind your target, try raising your sensitivity.
Try flicking to a target constantly, while also having a place to put your crosshair after you take a shot, that way you reset your aim and generally improve your ability to flick and snap to your targets.
Nobody is perfect and you will miss a few shots, então não’t give up if you keep missing. The more you miss, the more your brain will correct your mistakes, slowly making you a lot more accurate and consistent.
Jumpshots
Jumpshots are when you jump and shoot at the same time, its important to have a sensitivity you are comfortable with and can track well with, as you will need to adjust your aim while you jump.
Best way to think about it is, if your target is standing still and you jump straight up, all you have to do is aim down at the same speed of your jump, then aim up at the speed of your descent.
If you jump right, aim down to the left, then as you descend aim up to the left.
In a Gabriel duel, you may have to occasionally mix up when you jump and when you don’t, as jumping repeatedly might be predictable, however most of the time you can just keep jumping and you’ll be fine.
In the event you notice a Gabriel taking advantage of your jump pattern, try to mix up the timing between your jumps very slightly.
CQC
For the sake of simplicity, I will be calling the AP Energy Cannon the normal attack.
You can shoot your normal attack, quickly scope in, shoot and immediately unscope and do a normal attack immediately afterwards.
This technique has a few names, however I don’t call it anything. Isto’s up to you to adopt a name or come up with one for yourself in this case.
The purpose of it is to significantly increase your DPS in close range engagements, and combining it with jumping is extremely important, as it makes you just as deadly close range as you are at long range.
I advise practicing it in the training ground and trying to get consistent at it.
Additionally you can teleport to make distance in the event you are in an uncomfortable spot, giving you a defense boost with Blind Warp during your fight.
Popshots
Eu não’t know if there’s a name for it that isn’t popshot, but I always called it that.
Popshots are when you down a pilot as they eject, whom of which just got their mecha destroyed either by you or someone else.
It is a very effective way to comeback from an unwinnable situation, removing an enemy in Battle Royale, ou 2 total points from the mecha destroy and pilot kill.
EU’ve personally had multiple buzzer beaters from a popshot in Team Deathmatch, and comebacks in squads.
How do you do pop shots?
There isn’t an easy way to teach popshotting, as it is something you learn through gameplay more than looking it up.
The best way to start learning and getting more consistent, is by pre-aiming the area you think the pilot will be at the apex of their ejection, and taking a shot after that.
Eventually you will get familiar with ejection heights, however ejection heights are different based on the mode you are playing.
In Team Deathmatch modes, the ejection height is significantly reduced compared to Battle Royale.
Potential Mix-Ups Vs. Popshots
In Battle Royale, there is the Swift Chameleon terminal, which gives you 20% ejection velocity.
Adicionalmente, Yutong’s pilot ability increases the ejection height when ejecting from a destroyed mecha by 30%, of upwards to 50%, while also increasing gliding speed.
Combine these as well as influencing your eject momentum by holding a direction, to make it harder for a Gabriel to popshot you.
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