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INFORMATION

Unit Adjustments (October 2020)

■[PDT] 10/21/2020 22:00
 [CEST] 10/22/2020 7:00
ver.0133.0542
■Unit-related adjustments
■General Type
Gundam GP01
Unit Performance ・HP increased from “15,000” to “16,000” (also for higher levels)
Melee Main Weapon Beam Saber (Enhanced Type II) ・Increased the resistance for lower melee attacks
Adjustment Intent
・”Win rate” and “Damage done” were below average for all ranks.
・However, compared to general units in the same cost range that excel at close quarters combat, this unit’s melee power was inferior.
For this reason, we have enhanced the power compensation value of the lower melee attack to make it easier to deal damage from the quick lower melee attacks that are characteristic of this unit.
In addition, to increase the rate of damage during melee attacks, we have also enhanced “HP” to allow for more stable close quarters combat.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
550 Average 49.7 46.9 60366 2.8
LV1 47.9 47.7 58275 2.8
600 Average 50.0 49.5 62531 2.6
LV2 47.9 46.3 54455 2.5
650 Average 49.4 46.2 59204 2.6
LV3 47.5 46.3 53911 2.5
Gundam GP03 Stamen
Unit Performance ・HP increased from “14,000” to “15,000” (and for higher levels).
Ranged Main Weapon Folding Bazooka ・LV 2 power increased from “1,890” to “2,000” (also for higher levels).
・Cool time was reduced from “6.7” to “6.0”.
・Increased the accumulated value of staggering.
Secondary Weapon Stamen Beam Rifle ・The number of bullets increased from “3” to “5”
Adjustment Intent
・”Win Rate” and other scores are generally low. Although this machine is good at short- and medium-range combat, its shooting and defense performance is poor compared to other machines in the same cost range, so we’ve made some adjustments. ・We made “Folding Bazooka” easier to use by shortening its cool time and increasing its Stagger Accumulation value.
Also, since Damage done has decreased significantly since Lv2, we adjusted its power. ・The “Stamen Beam Rifle” has been increased to “deal more damage” in firefights by increasing the number of rounds. ・Also, we’ve adjusted HP to improve survivability, as “MS loss” was above average at all levels.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
550 Average 49.7 46.9 60366 2.8
LV1 45.3 41.6 58171 3.0
600 Average 50.0 49.5 62531 2.6
LV2 45.7 41.9 54877 2.8
650 Average 49.4 46.2 59204 2.6
LV3 45.9 41.1 53355 2.8
Nemo
Unit Performance ・LV 2 unit HP increased from “14,000” to “15,000”.
・LV 2 unit Ranged boost increased from “33” to “40”.
Ranged Main Weapon 170mm Cannon ・Reload reduced from “18.0” to “12.0”
・Added accumulated value of staggering.
・Expanded blast range at the time of impact
Adjustment Intent
・This unit’s [Win Rate] and [Damage done] were below average. This is due to its long [Win Rate] and [Damage done], which is caused by the “170mm Cannon”, the main weapon. As the only other weapon in the ship’s arsenal is the “Head Vulcan”, the unit was unable to take effective damage firing actions for long periods of time while the main weapon was reloading. ・Therefore, we’ve made adjustments to shorten the main weapon’s [reload time] to increase its turnover rate and increase the number of times it can attack (timing) to increase the amount of damage it deals. We have also increased the [Explosion Radius] and added a [Staggered Accumulation Value] to improve attack performance. ・In addition, due to the large drop in level 2 results, we have increased HP and ranged corrections for level 2 only.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
400 Average 49.6 48.3 53148 3.0
LV1 48.7 50.6 45648 2.5
450 Average 49.3 47.9 54247 3.0
LV2 47.3 41.5 45698 2.8
Methuss [Heavy]
Unit Performance ・Adjusted the shooting correction from “45” to “40” (also for higher levels).
Secondary Weapon Methuss Clay Bazooka x2 ・Cool time from “5.0” to “7.0”.
・Adjustment of weapon switching time.
Adjustment Intent
・We have made the following downward adjustments to this unit because its Win Rate and Damage Done were higher than expected at all levels. ・Due to the higher-than-expected damage, we have lowered the [Damage Compensation] setting. ・The [Heat Rate] of the secondary weapon [Arm Beam Gun x2] at the time of transformation was low, allowing it to fire many rounds in a short period of time, which caused more damage than expected. Therefore, we have increased the heat rate of this weapon to reduce the number of times it can fire continuously. ・The secondary weapon Methuss Clay Bazooka x2’s [weapon switch time] and [cool time after use] were very short compared to other similar weapons, allowing it to stagger multiple times in a short period of time against enemy unit, creating an unreasonable situation for the attacked side. To alleviate this, we have adjusted the armament changeover time and cool time for this armament.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
500 Average 49.5 46.8 58216 2.9
LV1 53.1 56.9 66241 2.9
550 Average 49.7 46.9 60366 2.8
LV2 53.4 55.6 70758 2.6
Methuss [Heavy] (Transformed)
Secondary Weapon Beam Gun x2 ・Heat rate adjusted from “15%” to “30%”
Gelgoog Ground Type (VD)
Unit Performance ・LV 3 unit HP increased from “16,000” to “17,000”
Secondary Weapon Arm Grenade Launcher ・Increased LV2 power from “367” to “400” (also for higher levels).
・Increased the rate of fire.
・Reduced blurring when firing while on the move
・Reduced blurring when firing while jumping.
Adjustment Intent
・Since this unit’s [Win Rate] and [Damage Done] were below average, we have enhanced the Arm Grenade Launcher, a secondary weapons used frequently in combat to increase [damage]. ・Initially, [Damage Done] was lower than average, especially from level 2 onwards, so [Power] will be strengthened. We have also increased the [Continuous Fire Performance] and reduced the [Blur when firing while moving], making it easier to use in a variety of situations, such as breaking an enemy MS’s stance or chasing them down. We’ve also made it easier to use it in various situations, such as to break the enemy’s body count or chase them down. ・In addition, since [Win Rate] of LV3 [Win Rate] was greatly reduced due to high MS loss, [HP] has also been enhanced.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
400 Average 49.6 48.3 53148 3.0
LV1 48.3 48.2 52617 3.1
450 Average 49.3 47.9 54247 3.0
LV2 47.9 45.4 50299 2.8
500 Average 49.5 46.8 58216 2.9
LV3 46.1 45.3 54767 3.0
■Raid Type
Zudah
Unit Performance ・Added skill “High-Spec AMBAC LV1”
・LV 3 unit speed increased from “105” to “110”.
・LV3 unit thrusters increased from “70” to “75”.
・LV4 unit skill “Forced Injector LV1” increased to “LV 2”
・Space Aptitude added
Adjustment Intent
・This unit has been adjusted to increase its [Win Rate] in space and [Sortie Rate] from LV3 onwards. One of the reasons for Zudah’s low space battle record was its low mobility in space. As a result, we have given it Space Aptitude and High-Spec AMBAC skills, as well as enhanced her mobility, as its battle record has declined significantly since LV 3. ※Regarding the unit performance adjustments. In the past, only the environmental suitability, speed, and High-Performance Balancer were given. As a result, Win Rate and Damage done increased by about 3% and 10% respectively, we have used these improvements as a reference.
Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
250 Average 50.2 47.5 49243 4.2
LV1 15.4% 45.3 43.4 44036 3.7
300 Average 50.5 51.8 50605 3.3
LV2 7.8% 45.1 50.0 45999 2.9
350 Average 50.4 49.0 57962 3.4
LV3 3.0% 44.0 40.5 45924 3.2
400 Average 51.7 50.9 62918 3.4
LV4 0.13% 42.3 30.8 47172 3.5
Psycommu System Zaku
Unit Performance ・Turn increased from “51” to “54”
・Increased movement speed for moving up and down
・Increased the movement from inertia from stopping downward movement
Ranged Main Weapon 5-Barrel Mega Particle Cannon x2 (Low Output) ・Heat rate improved from “40%” to “35%”.
Adjustment Intent
・This unit is good at three-dimensional combat, utilizing its high mobility and psychological armament, but its [Win rate] and [Damage done] were low. ・We have eased the heat rate to increase the frequency of attacks, making it easier to extend the amount of damage dealt. Also, we enhanced its normal movement [ascent and descent speed] and [rotation] to make it easier to perform its characteristic three-dimensional combat.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
400 Average 51.7 50.9 62918 3.4
LV1 47.2 46.1 57542 2.9
450 Average 51.8 49.2 61972 3.1
LV2 47.3 45.1 59462 2.9
500 Average 51.6 48.3 55806 2.9
LV3 47.8 38.9 49992 2.9
■Support Type
Gelgoog Ground Type
Secondary Weapon Arm Grenade Launcher ・Increased LV2 power from “367” to “400” (also for higher levels).
・Increased the rate of fire.
・Reduced blurring when firing while on the move
・Reduced blurring when firing while jumping.
Adjustment Intent
・This unit’s [Win Rate] and [Damage done] were below average.
・In order to increase [Damage done], we have strengthened the secondary weapon “Arm Grenade Launcher”, which is frequently used in combat.
・In addition to increase in [power], especially after LV 2, where [damage] is lower than average, we have increased the [continuous fire performance] and reduced the [blur when firing while moving], making it easier to use in various situations, such as to break an enemy MS’s stance or to chase them down.
Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
400 Average 50.4 48.3 57210 2.6
LV1 5.6% 48.8 50.8 56577 2.7
450 Average 49.3 51.3 61441 2.5
LV2 0.58% 47.5 44.3 53717 2.5
500 Average 51.4 49.0 60525 2.7
LV3 0.44% 47.3 44.2 52086 2.7
■Selectable main weapon related adjustments
Zaku Machine Gun [Long Barrel]
Weapon Performance ・Increased power from “375” to “450” (also for higher levels).
・Expanded ASL (automatic aiming correction) range
Adjustment Intent
・In order to make it an option since it is used less often, we have made adjustments to this weapon.
・The main reason for this is a lack of firepower and difficulty in hitting attacks, and to improve this, we have enhanced the [Power] and expanded the [ASL] area.※The Recon Type Zaku and Zaku I Sniper Type have about a 2% difference in win rate, but the Zaku Machine Gun [Long Barrel], which can be equipped with multiple MS, has uniformly enhanced [Power] and [ASL Region].
This is due to the fact that there are more general units on the battlefield, and support units that have an advantage over general units tend to have better results in terms of [damage done].
※Available for MS: Recon Type Zaku, Zaku I Sniper Type
Recon Type Zaku (when equipped with Zaku Machine Gun [Long Barrel])
Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
200 Average 50.5 48.9 40637 3.5
LV1 1.88% 47.7 36.2 32286 2.8
250 Average 50.2 48.9 45866 3.4
LV2 0.58% 47.8 34.2 33461 2.6
300 Average 50.0 48.9 48178 3.2
LV3 0.23% 47.6 32.1 36201 2.4
Zaku I Sniper Type (when equipped with Zaku Machine Gun [Long Barrel])
Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage done MS Loss
300 Average 51.7 51.9 51407 2.8
LV1 0.39% 45.8 41.7 38368 2.5
350 Average 51.6 51.2 53282 2.8
LV2 0.19% 45.7 39.9 40238 2.4
400 Average 50.4 48.3 57210 2.6
LV3 0.11% 45.0 33.3 40150 2.3
Fedayeen Rifle [Prototype]
Main ranged Weapon Fedayeen Rifle [Prototype] ・Heat rate improved from 55% to 50%.
・Overheat reduced from “15.0” to “12.0”
・Reduced focusing from “1.5” to “1.0”
・Reduced heat rate during focused firing
Secondary Weapon F Rifle Beam Saber [Prototype] ・Increased LV2 power from “2415” to “2500”
Adjustment Intent
・Win Rate was low when equipped with this weapon.
・This weapon is a ranged weapon that can attack from medium to long range, but it was difficult to contribute to the team because it was not able to break the body of the enemy unit with a single shot without converging fire.
・Therefore, we shortened the [Focus Time] to allow for a quick focus attack, lowered the [Heat Rate] to make it harder to overheat, and shortened the [Reload Time] to increase the frequency of use.
Also, we enhanced the power of “F Rifle Beam Saber [Prototype]” to reduce the damage it deals at LV 2.
Marasai (equipped with Fedayeen Rifle [Prototype])
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
450 Average 49.3 47.9 54247 3.0
LV1 46.5 42.4 54426 3.0
500 Average 49.5 46.8 58216 2.9
LV2 45.8 36.8 54295 3.0
GM Night Seeker (V) (equipped with Fedayeen Rifle [Prototype])
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage done MS Loss
500 Average 50.4 48.2 59491 3.2
LV1 46.2 38.0 51648 2.9
550 Average 50.9 47.8 64219 3.0
LV2 45.2 37.9 54902 2.7
Beam Gun
Weapon Performance ・Power increased from “830” to “1100” (also for higher levels)
・Heat rate improved from “50%” to “45%”
・Increased the speed of the bullet when firing
・The hit detection is expanded and improved to make it easier to hit the target.
Adjustment Intent
・This weapon is adjusted to be used as an option because the number of times it is used was low. Since the number of sorties when equipped with this weapon is extremely low, the data of this weapon is not available, so the data of this weapon is not provided.
・This weapon was positioned between the “Beam Rifle” and the “Beam Spray Gun”, but its performance was currently low in terms of [Power] and [Heat Rate], and it was not an option.
・To improve this, we have enhanced [Power] and reduced [Heat Rate], and increased [Bullet Speed] and expanded [Hit Points] to make it easier to hit enemy unit.
※Available for MS: GM Command, GM Command Space Type, Armored GM, GM Striker Kai, GM Sniper II
Hyper Hammer
Weapon Performance ・Cool time was reduced from 5.0 to 4.0
・Increased corrections for left/right and downward melee attacks
・Increased the compensation for attacks on the secondary weapon “Shield”
Adjustment Intent
・This weapon is adjusted to be used as an option because the number of times it is used was low. Since the number of sorties when equipped with this weapon is extremely low, the data of this weapon is not provided.
・This weapon is very difficult to use because of the large gaps it creates, and we believe that it does not have the firepower to match the risk. To address this, we have increased the power corrections for lower and left/right attacks, as well as the power corrections for shields.
Also, we have shortened the long cool time after use to make it easier to handle.
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