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[Developer Newsletter] Team Formation Situation and Unit Adjustment

■ [PDT] 3/18/2020 16:00
 [CET] 3/19/2020 0:00
Hello Pilots!
I can’t believe it’s already March! It’s been a while since I said hello. This is Ota, Supervisor for Unit and Action related content.
Today, I’m going to share some information regarding team formation and winning percentages.
Related to a previous [Developer Newsletter] about “Advantages and disadvantages between unit categories in each COST zone”, today’s letter is mainly about the situation and adjustments of Raid units.
■Introduction
For quite some time now, I’ve been hearing “Isn’t it better not to include a Raid unit into the team formation as it will make it easier to win?”
As I mentioned a bit in the past developer newsletter, general units in some COST zone are equipped with high-speed movement capability and instantaneous firepower, which are the characteristics of a Raid unit.
We have been gathering feedback on previous unit adjustment and will share our findings, including issues and countermeasures.
As we have gathered data within a sufficient data collection period on the various unit adjustments that were conducted at the beginning of the year,
I will share our findings on the actual situation, issues, and countermeasures.
■Team win rate with the inclusion of Raid unit into the team formation (Ground)
To begin with, in order to understand the team win rate when a Raid unit is included/ not included, we calculated the average “team win percentage when Raid unit(s) is included into the team formation”.
The figure below shows the “team win percentage” and “sortie percentage” when Raid unit is included into the team formation during 6 vs 6 match.
・The team win percentage when there is no Raid unit in the team is 51.5% (21.37% of the total number of sorties)
・The team win percentage when there is only one Raid unit in the team is 49.7% (60.86% of the total number of sorties)
Using this data as a key, along with detailed results for each unit, we are considering on how to respond to this matter.
  • * Conditions to data aggregation are as follows.
  • ・Within data collection period: 01/17/2020 (FRI) – 02/25/2020 (TUE)
  • ・Counting is done only from Rating Battle sorties and when the rating rank (Ground) is B or higher
  • ・Rare team formations with less than 1% sortie percentage are excluded from the count
■The Issue
As seen in the above figure, teams in the 550, 500, 250, and 200 COST zone with ZERO inclusion of Raid unit is seen to have high winning and sortie percentage.
As there are factors such as “The units that can be used for sortie and the unit performance differs for each COST zone”, “Assessing each other’s team formation”, etc.
It is not always easy to say “This is the best team formation!”,
but we would like to avoid a situation where “team formation with ZERO inclusion of a specific MS category is stronger”.
I think that the inclusion of at least one unit from each category (General, Raid, and Support)
into the team formation is the ideal state for a three-way deadlock and performing their roles properly.
Still, the team win rate is high when there is at least one Support unit in the team.
Hence, we aim to make the number of sorties and the winning rate for Raid units similar with the Support units.
■Response Direction
Based on this data, it was found that the problem lies not with the entire Raid unit category, but with particular COST zone of the Raid unit category.
As a result, we will be making adjustments.
■Details and Response
Next, we recalculated the results of each units within the specified COST zone.
The following describes the situation and response.
◆COST200 (Ground)
There are three Raid units that can be used for sortie within this COST zone: “Zaku I”, “Acguy”, and “GM Light Armor”. When we checked the results of each game, we found that “GM Light Armor” and “Zaku I” results were as expected.
However, “Acguy” has a sortie ratio of over 15%, with a low win percentage as low as 46.5%, resulting to a drastic change in the overall average value.
When we look at the accumulated data by excluding “Acguy”, the win rate increased by 1.7%.
Therefore, we will make adjustments on “Acguy LV1” for the 200 COST zone.
◆COST250 (Ground)
The team win rate with a single Raid unit included was not bad, but the team with ZERO Raid unit has an even higher win rate with also a high sortie percentage.
After checking the performance of each unit, similar to COST 200 zone, Acguy’s win rate was low and it affects the overall winning percentage. Therefore, “Acguy LV2” will be adjusted, along with some other unit LV because they have low performance.
◆COST500 & 550 (Ground)
As the performance of some General units are high, and the performance of Raid units is generally low, we will make some adjustments to improve the following Raid units that have not reached the target performance.
・Efreet Custom
・Gundam Unit 5
・Gundam Pixy
・Gyan
・Gouf Custom
・Blue Destiny Unit-2
・Prototype Gundam
・G-3 Gundam
  • * As described in a previous [Developer Newsletter], the basic policy is to make “balance adjustment by upward adjustments (Buffs)” based on accumulated data.
  • * Details of the adjustment will be explained in later date.
  • * Units for adjustment is subject to change.
■Team win rate with the inclusion of Raid unit into the team formation (Space)
Next, I will talk about the battle results for Space category.
If there were no Raid unit in the COST500 or COST550 zone,
the win and sortie percentage are high, and the situation is similar to the results from Ground battle.
  • * Conditions to data aggregation are as follows.
  • ・Within data collection period: 01/17/2020 (FRI) – 02/25/2020 (TUE)
  • ・Counting is done only from Rating Battle sorties and when the rating rank (space) is B or higher
  • ・Rare team formations with less than 1% sortie percentage are excluded from the count
■Details and Response
After we recalculated the results of units within the specified COST zone, the situation was as follows.
◆COST500 & 550 (Space)
Similar to Ground category, the performance of some General units was high, and in particular, the performance of Raid units within the COST500 zone was generally low. In addition to this, the following aspects were discovered.
・A unit with unsuitable COST was found to be used for sortie and ultimately affects the reduction in win rate.
The Striker Custom LV1 (COST450 unit) was used in battles within COST500 range, with a winning rate of 36%.
Unit LV2, which is the proper COST range, is deemed as the expected value.
・Full Armor Gundam [TB], which has a large number of sorties, had a low win rate of 43.8%, greatly reducing the overall win rate.
Based on these aspects, we will make some improvements mainly to the following Raid units that have not reached the expected results.
・Gundam Unit 5
・Gyan
・Blue Destiny Unit-2
・Full Armor Gundam [TB]
・Prototype Gundam
・G-3 Gundam
■Summary
The objective of this title is to expand the range of team formation and how to operate certain units by taking into account the three-way deadlock aspect with advantages/ disadvantages between the MS categories.
Therefore, if there is an environment that puts a certain MS category at a disadvantage, we would like to improve this as appropriate.
We are also looking into revising “Damage correction between MS categories”, such as reducing the damage of General units towards Raid units, etc, if our current changes do not resolve the issue.
The unit adjustments announced above will be implemented in March.
That’s it for now. We look forward to your continued support for Battle Operation 2.
– Development team, Ota
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