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[Developer Newsletter] Regarding the Update of May 2026

■[PDT] 05/26/2026 02:00
■[CEST] 05/26/2026 11:00
■Kicking things off…
Greetings pilots! This is Nakagawa from the Development team.
Let me bring you this month’s Dev. ewsletter.
Coming first, Gundam Conference Spring 2026 took place on 15 May, wasn’t it?
The theatrical release “Mobile Suit Gundam SEED FREEDOM ZERO” was also announced in the program.
There’s still no information on when it will be released and such yet, but I’m already excited for it!
If you haven’t checked out the Gundam Conference yet, definitely take a look!

※You can check the PV from here.

Alright, lets back to this month’s update.
■P.M.U. Material Enhancement Campaign is Coming Soon!
We are having MS for login bonus such as GQuuuuuuX and Red Gundam for weekly login bonus!
On top of it, custom parts like “Spaced Armor” and “New Anti-Melee Armor” will be lined up in the Recycle Counter.
Be sure to log in every week, collect and exchange all the items, and use them to strengthen your forces.
■New MS “Zeta Gundam [IFC & IFB Equipped]”!
New 700 cost Raid unit, Zeta Gundam [IFC & IFB Equipped], from “Mobile Suit Gundam U.C. ENGAGE” is now joining GBO2!
In GBO2, this unit is positioned in close to mid-range, making good use of the skills “Heavy Attack Kai” and “Bio-Sensor K Ability Boost” LV2.
It has sub-weapon “I-Field Generator” to reduce reactions from the ranged beam attacks, also the damage taken, and stagger due to cumulative damage.
In situations where you need to get close to the enemy, try making active use of it.
In addition, the skill “Bio-Sensor K Ability Boost” LV2 will help shortening the charge time by the skill “Heavy Attack Kai”
You can take this advantage, launch melee from the air and strike your enemy hard!
<Unit features>
・Raid unit with cost of 700.
・This Zeta Gundam is equipped with an I-field claw and a bladed I-field blaster.
・Zeta Gundam serves as the AEUG’s flagship model and was completed as a prototype mobile suit under Project Zeta.
Thrusters along the suit’s body can all swivel to face the same direction, using the total thrust available to the suit to improve mobility, allowing for sub-flight caliber high speed hit-and-run maneuvers.
・Gundarium Alloy and a movable frame allow the suit to transform into a configuration known as the Waverider, which can enter the atmosphere unassisted and achieve flight under gravity.
Additionally, since the suit’s thrust can exceed its mass ratio, a Bio-Sensor, which is a simpler version of the Psycommu, was secretly installed to assist with controls.
・Overall, this equipment variant’s claw-shaped I-field generator and blade that doubles as a beam rifle provide enhanced capability in sustained combat and a significant boost in battle power.
・Can be deployed both on the Ground and in Space.
※This video may not be representative of the actual product.
  • <Skills introduction>
  • Skill “Bio-Sensor K Ability Boost” LV2
  • ・Activates once HP reach 50%, the following effects will be granted.
  • ・Boosting mobility and ATK power
  • ・Melee Weapon charge time is reduced
  • ・Main ranged weapon can be used during high speed movement
  • ・Power Accelerator LV3, Flap Booster LV2, and Offense System LV2 skills are provided
  • ・Nullifies all reactions except for stagger due to cumulative damage, but only at the point of skill activation.
■Large-scale Unit Adjustment!
With this update, we’ll be implementing “Large-scale Unit Adjustment”, which many of you have been requesting!
In addition to the usual parameter adjustments and skill additions, this update will also include the addition of new weapons and the customization of shared weapons for specific units.
As a result, we’ll be carrying out a large-scale balance adjustment affecting more than 30 units, three times the usual number!
●Phenex [NT]
This unit specializes in close- to mid-range combat, making use of the Armed Armor DE.
In this adjustment, we will be adding the sub-weapon ‘Armed Armor DE [Defense]’ to its normal form, allowing it to safely transition into NT-D mode while deflecting high-powered attacks upon initial enemy engagement.
Furthermore, the skill “NT-D Ability Boost” will be changed to “NT-D Phenex Ability Boost”, and after transformation it will gain “Flap Booster” and “Aerial Melee System”.
This will enhance its aerial combat capabilities.
With this adjustment, we aim to expand the unit’s range of tactics and make it a more resilient fighter capable of sustained combat.
●Nightingale
This unit is designed as a close-range specialist that makes use of two types of long-reach melee weapons.
However, in the current environment, it has often been difficult to break enemy posture and close the distance.
Therefore, we will be implementing enhancements focused on ranged weapons to increase the unit’s options for approaching enemy targets.
Additionally, the skill “Psycho-Frame Resonance” will be changed to “Psycho-Frame Resonance (C)”.
While active, the main ranged weapon “Nightingale Large MBR” can now be used during high-speed movement.
The skills “Aerial Melee System LV2” and “Power Accelerator LV3” will also be granted.
This adjustment improves its ability to restrain opponents while enabling aerial ambush attacks.
●Gundam Ground Type [WR]
This unit specializes in mid- to long-range combat, making full use of the range of its 180mm Cannon.
We have added new sub-weapons: “[WR Equipped] R Launcher” and “[WR Equipped] Sticky Grenade”.
These additions improve its usability in close- to mid-range engagements, increase opportunities to attack enemy units, and enhance overall stability in both offense and defense.
In addition to the above, we are also making adjustments to many other units, so please wait for the update.
Alongside these upward adjustments to various unit parameters, we are also planning a nerf to “V2 Gundam” and “Gundam Barbatos Lupus” in the late June 2026 update.
These two units have consistently maintained high performance results.
The main factors are their frequent use of ranged weapons that significantly break enemy posture, as well as their high-damage follow-up capabilities.
We have previously implemented balance adjustments within their cost brackets, but as we have not seen sufficient improvement, we will proceed with nerfs at the end of June.
This adjustment is intended to improve overall combat balance, and we appreciate your understanding.
■Adjustment around the COST 750
This is related to the previously mentioned nerf of “V2 Gundam”, but we have confirmed balance issues in the COST 750 range.
In addition, user survey feedback has included comments such as feeling that “the amount of active combat time per match on ground maps is too short”.
We believe the contributing factors are the high offensive performance of “V2 Gundam” and the insufficient performance of COST 750 support units (resulting in high MS losses).
As a result, players are spending more time being out of combat, which we believe leads to the perception that “active combat time per match on ground maps is too short”.
▼Partial performance data for Support units across each cost bracket on ground maps
Support MS
Before the implementation of V2 Gundam After the implementation
COST Win rate Rival win rate Damage dealt MS losses Win rate Rival win rate Damage dealt MS losses
300 50.6 48.5 53,835 3.1 51.2 50.2 56,718 3.0
350 50.0 48.1 61,981 3.1 50.7 49.5 64,711 3.0
400 50.1 47.8 61,870 2.9 50.2 48.5 65,715 3.0
450 50.7 50.6 74,661 3.2 50.2 49.5 75,880 3.1
500 51.1 49.3 77,898 3.3 51.0 50.1 81,342 3.3
550 51.2 50.2 84,387 3.4 50.0 49.1 85,592 3.0
600 50.4 48.9 92,118 3.5 51.0 50.7 93,881 3.3
650 50.7 50.1 99,988 3.2 51.6 50.9 102,513 3.2
700 49.2 44.8 99,352 3.4 50.5 47.8 105,589 3.4
750 51.1 47.9 106,208 3.6 50.4 45.5 98,529 3.7
As shown in the performance data above, COST 750 support units currently have a higher number of MS losses compared to other cost brackets.
Since these trends had already continued even before the implementation of “V2 Gundam”, we are considering both nerfing “V2 Gundam” and strengthening support units in order to improve the COST 750 environment.
For the strengthening of COST 750 support units, we are primarily increasing unit HP to reduce MS losses.
However, because the numerical increases will be larger than in past adjustments, we believe the impact on battle balance and gameplay feel will also be significant.
Therefore, in order to proceed carefully, we will first conduct a Situation Battle for testing purposes before implementing these adjustments officially.
Based on the results of this test and feedback from all of you, we will use the findings to guide future adjustments for the COST 750 bracket.
We hope you will participate in this Situation Battle and help us create a more comfortable combat environment.
※Remark
・Regarding the game mode and rules:
This test will take place in Quick Match (Situation Battle).
After reviewing performance data from both Rating Match and Quick Match, we confirmed that there are no major differences in overall trends between the two modes, and therefore determined that conducting the verification in Situation Battle would be acceptable.
For example, we confirmed that the average number of kills by Support units is 3.7 in both rule sets.
・Regarding the units used in the test:
In order to keep the environment as close as possible to the current live environment, and to make players’ shortcut settings easier to apply during the test, the test units will primarily consist of units that are owned and frequently used by as many players as possible.
・Regarding Custom Parts:
Situation Battle restricts pilots from changing Custom Parts.
However, our development team will preconfigure what we consider to be standard custom part setups based on the current live combat environment, designing them to minimize major differences from actual gameplay conditions as much as possible.
・Regarding MS losses for units other than support units:
General and raid units are being excluded from this test because their MS loss numbers are not exceptionally high at any particular cost bracket.
Additionally, units with insufficient performance data will receive separate buffs at a later time.
・Regarding “V2 Gundam”:
Since “V2 Gundam” is already scheduled for a separate nerf adjustment, it will be excluded from this test so that evaluations can be conducted independently.
■To wrap thing up…
That’s all for this month’s Dev Newsletter.
The update will be applied on [PDT] 05/27/2026 22:00 / [CEST] 05/28/2026 07:00.
Hope you would enjoy this update.
(Development: Nakagawa)
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