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INFORMATION

Unit Adjustments (August 2020)

■[PDT] 8/26/2020 22:00
 [CEST] 8/27/2020 7:00
ver.0131.04xx
■Unit-related adjustments
■Results Report (from September 24, 2020)
・The results for before and after the balance adjustments on August 27, 2020 (see below for details).

・We will consider readjusting any unit that have not achieved the expected results.
However, a short period of a few weeks is not sufficient for the sample size to be significant,
so the policy is to allow for a bit more time to compile and obtain sufficient data, and then readjust if the sample size is still lower than expected.

※Since the data was collected since the last balance adjustment,
adjustment, the data collection period is short, and there may be some errors in the various battle records.
There are always changes in the environment due to new unit and LV coming each week,
so we will continue to monitor the data, including those that were within our expectations.

■General Type
Zaku Ⅱ Late Type
Unit Performance ・Fire correction increased from “10” to “20” (also for other levels)
・LV2 unit HP increased from “13750” to “14,000” (also for LV3)
Adjustment Intent
・To increase [Sortie Percentage] and [Win Rate].

・Although this unit has multiple ranged weapons,
its low ranged compensation and difficulty in dealing ranged damage was the main reason for its low [win rate]!

・Therefore, we have enhanced the fire correction from shooting to increase the damage.
Since this does not increase the win rate to 50%, we have also enhanced HP from LV2 onwards.

Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
300 LV1 1.91% 47.3 45.4 45038 3.4
Average 50.4 49.6 47828 3.3
After adjustment 4.39% 48.6 48.3 47807 3.3
Within the expected range
350 LV2 0.70% 46.6 43.3 48298 3.2
Average 49.7 48.3 51561 3.2
After adjustment 1.71% 48.4 45.9 49175 3.1
Within the expected range
400 LV3 0.17% 46.5 42.6 49031 3.1
Average 49.7 48.4 53093 3.0
After adjustment 0.44% 48.4 45.8 53473 3.0
Within the expected range
GM (White Dingo)
Unit Performance ・LV2 unit speed increased from “110” to “115”
・Medium-range parts slot for LV2 unit increased from “7” to “11”
・LV 3 unit speed increased from “110” to “120”
・Medium-range parts slot for LV3 unit increased from “8” to “12”
Ranged Main Weapon Early Prototype Beam Rifle ・Increased power from “5250” to “5600” (also for other levels)
Adjustment Intent
・To increase [Sortie Percentage] and [Win Rate].

・Its main feature, the Early Prototype Beam Rifle, is powerful,
but it is a high-risk, high-return weapon that cannot be used for long period after use.
This risk is the reason for its low win rate,
but since this is its gimmick, we deliberately decided to leave the risk as it is and increase the return.

・The adjustments include increasing the power of the Early Prototype Beam Rifle.
Also, after LV2, it was determined that the above adjustments alone would not be enough to reach 50% win rate,
so the number of custom parts slots and speed have been increased

Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
300 LV1 0.82% 48.2 46.0 49429 3.1
Average 50.4 49.6 47828 3.3
After adjustment 1.59% 49.8 46.8 51818 3.1
Within the expected range
350 LV2 0.24% 46.7 44.3 52485 2.9
Average 49.7 48.3 51561 3.2
After adjustment 0.71% 47.9 46.1 51625 2.8
Within the expected range
400 LV3 0.11% 44.5 36.4 47150 2.8
Average 49.7 48.4 53093 3.0
After adjustment 0.33% 49.0 46.3 54988 2.7
Within the expected range
Barzam
Unit Performance ・HP of LV 2 unit increased from “16500” to “17500” (also for LV 5)
・LV2 live ammunition correction increased from “21” to “24”
・Increased LV2 beam resistance correction from 21 to 24
Ranged Main Weapon Barzam Beam Rifle ・Convergence from “4.5” to “3.5
Adjustment Intent
・Although this unit’s [damage done] is above average, it was difficult to maintain the front line and contribute to allied teams because it was not easy to break the enemy’s stance with the normal attack of the “Barzam Beam Rifle,” its main armament, and therefore was not contributing to the [win rate].
・For this reason, we have accelerated the time it takes to complete the convergence of the “Barzam Beam Rifle” so that it is easier to break the enemy’s stance with converging attacks. Also, we decided that the above adjustments alone would not be enough to achieve a 50% win rate for LV2, so we made them stronger in defense.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
450 LV1 48.7 52.4 61394 3.0
Average 49.3 47.4 53131 3.0
After adjustment 50.0 51.4 59366 3.1
Within the expected range
500 LV2 45.2 42.2 59153 3.0
Average 48.1 44.3 54470 2.9
After adjustment 49.2 49.0 62028 3.0
Within the expected range
G-Line Standard Armor
Secondary Weapon Gatling Smasher Unit ・LV2 increased power from “65” to “70” (also for LV3)
Adjustment Intent
・This unit is equipped with the “Gatling Smasher Unit” which is used to form a barrage of bullets from mid-range and for follow-up attacks, etc., and while its LV1 results were within acceptable range, its [win rate] was far below the average LV2.
・We believe the cause is simply a lack of firepower, so we have increased the power of the “Gatling Smasher Unit,” which is the main damage source of this unit, to increase its attack power in fights.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
400 LV1 49.0 50.9 54513 3.1
Average 49.7 48.4 53093 3.0
450 LV2 47.1 48.0 52714 3.0
Average 49.3 47.4 53131 3.0
After adjustment 48.8 50.7 55878 3.0
Within the expected range
500 LV3 47.4 45.8 53856 2.8
Average 48.1 44.1 54129 2.9
After adjustment 49.9 48.6 58064 2.9
Within the expected range
Zaku I (GS)
Unit Performance ・LV2 unit HP increased from “12,000” to “13,000” (also for LV3)
・LV2 fight correction increased from “17” to “24” (also for LV3)
Ranged Main Weapon Raketen Bazooka ・LV2 increased power from “1732” to “1800” (also for LV3 and above)
Adjustment Intent
・This is an adjustment to increase the [rate of sortie] and [win rate].

・This unit is slow, but has the ability to equip high-powered armaments of other models.
However, as the COST of the battlefield increased, this feature faded, and from LV2 onwards, the [win rate] and [damage done] decreased.

・The adjustments have been made to further expand the character of this unit’s “slow and powerful attacks.”
We have increased the return on successful attacks mainly by strengthening attack power, and also strengthened defense, as the number of MS losses is slightly higher.

Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
300 LV1 0.62% 49.2 45.6 47757 3.4
Average 50.4 49.6 47828 3.3
350 LV2 0.10% 46.6 42.2 49571 3.2
Average 49.7 48.3 51561 3.2
After adjustment 0.46% 50.5 51.1 54112 3.0
Within the expected range
400 LV3 0.06% 46.7 40.5 48697 3.2
Average 49.7 48.4 53093 3.0
After adjustment 0.12% 51.9 53.2 59453 3.1
Slightly higher than expected
Dom Tropen
Unit Performance ・Given “Optimal Waste Heat Efficiency LV 1” skill
・LV 2 unit HP increased from “14250” to “15,000” (also for LV3 and above)
・From LV3 and above, the “Special Legs Buffer LV1” skill is increased to “LV 2”
Ranged Main Weapon Raketen Bazooka ・LV 2 power increased from “1732” to “1800” (also for LV3 and above)
Adjustment Intent
・While this unit’s LV1 win rate is acceptable, its relatively large size makes it susceptible to damage, and as it rises in its level, its results get low.
・We’ve also increased the power of the “Raketen Bazooka” to increase the damage it deals as it increases in level.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
350 LV1 49.1 46.1 49449 3.4
Average 49.7 48.3 51561 3.2
After adjustment 51.1 47.1 47038 3.2
Slightly higher than expected
400 LV2 47.4 41.6 47618 3.2
Average 49.7 48.4 53093 3.0
After adjustment 49.5 42.7 48264 3.3
Within the expected range
450 LV3 45.9 39.6 46390 3.1
Average 49.3 47.4 53131 3.0
After adjustment 49.7 46.1 48843 3.1
Within the expected range
500 LV4 44.1 34.3 47132 3.2
Average 48.1 44.3 54470 2.9
After adjustment 49.3 45.1 52126 2.8
Within the expected range
Zero-Shiki
Unit Performance ・Firing correction increased from “30” to “40” (also for LV 2)
Ranged Main Weapon Zero-Shiki Beam Rifle ・Increased power from “1200” to “1300” (also for LV2)
・Heat rate improved from “25%” to “20%”
・Increased the accumulation of staggering
・Reduced heat rate during focused fire
Adjustment Intent
・Due to the low power of the fuselage compensation and the low power of the main weapon “Zero-Shiki Beam Rifle,” it is difficult to break the stance of the enemy. It was difficult to maintain the front line and contribute to allied teams, and this was not leading to an appropriate [win rate].
・As a result, we have enhanced the fuselage compensation and the power and stagger accumulation value of the “Zero-Shiki Beam Rifle.”
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
550 LV1 45.3 39.2 55786 2.9
Average 50.9 49.4 62840 2.8
After adjustment 50.4 52.6 70823 2.8
Slightly higher than expected
600 LV2 45.8 42.2 55549 2.7
Average 50.1 47.9 58088 2.6
After adjustment 50.1 50.9 67880 2.6
Slightly higher than expected
■Raid Type
Bolinoak Sammahn
Unit Performance ・HP increased from “17500” to “19000” (also for LV2)
・Increased live ammunition resistance from “16” to “25” (also for LV2)
・Anti-beam correction increased from “9” to “18” (also for LV2)
・High speed travel from “210” to “225”
・Thruster increased from “65” to “75”
・Increased “Back Special Buffer LV2” to “LV 3”
・Increased “Special Buffer Equipped with Right Arm Lv 2” skill to “LV 3”
Secondary Weapon Shoulder Grenade Launcher ・Increased the accumulation of staggering
Adjustment Intent
・This unit had a high [MS loss] and below-average [damage done] due to its large hit boxes and ease to be hit.

・For this reason, we have increased its various defensive capabilities, as well as enhanced its mobility, making it easier to disrupt the enemy team with its unique “disguise transmitter.” We also increased the “Stagger Accumulation Value” of the “Shoulder Grenade Launcher,” which can be used while moving at high speed, to make it easier to stall support units, giving them more opportunities to attack.

Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
500 LV1 44.2 36.7 55832 3.6
Average 49.8 46.3 57295 3.2
After adjustment 50.6 46.9 61041 3.3
Within the expected range
550 LV2 44.6 37.8 61399 3.5
Average 50.5 49.3 65653 3.0
After adjustment 51.9 47.9 68316 3.1
Slightly higher than expected
■Support Type
Zaku Cannon (Rabbit Type)
Secondary Weapon Big Gun ・Increased power from “250” to “330” (also for other levels)
・Expanded hit detection to make it easier to hit the target
・Increased firing performance
・Increase the accumulation of staggering
Adjustment Intent
・Compared to the similar machine “Zaku Cannon,” this machine can only be equipped with a lower level of main weapon, so it was intended to deal high damage by utilizing the secondary weapon “Big Gun.”
However, due to the inferior performance of the [Big Gun], [damage done] did not increase, and [win rate] was also low.
・Therefore, we have enhanced the power of the secondary weapon “Big Gun,” which is the characteristic of this unit, and the hit decision, etc.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
250 LV1 44.7 39.2 42171 3.0
Average 51.5 50.9 46034 2.8
After adjustment 46.8 41.8 49306 3.1
Slightly lower than expected
300 LV2 46.5 41.2 45212 2.9
Average 51.4 51.4 50177 2.8
After adjustment 48.0 47.9 53589 3.0
Within the expected range
350 LV3 48.0 44.8 47654 2.9
Average 51.8 50.3 52489 2.8
After adjustment 50.1 48.2 51922 2.9
Within the expected range
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