2021.02.25
Unit Adjustments (February 2021)
- ■[PST] 02/24/2021 21:00
- [CET] 02/25/2021 06:00
- ver.0138.0706
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- ■Unit-related adjustments
- ■About the results report (added on 2021/03/25)
- ・The results before and after the balance adjustment implemented on February 25, 2021 have been added (see below for details).
・This data has been adjusted based on the data compiled by Rate B to S-,
so the data used in the adjustment results is also the data compiled by Rate B to S-.・We will consider readjusting units that have not reached the expected results
However, since the number of samples cannot be said to be sufficient for only a short period of a few weeks,
our policy is to secure a longer period of aggregation to obtain sufficient data and then readjust if the number is still lower than expected.※Since the data was collected after the last balance adjustment, the period of data collection was short,
there may be a small amount of “error” in the various battle records.
Also, since the environment is constantly changing with new units and LV openings every week,
we will continue to monitor the data, including those units whose results were within the expected range. - ■General Type
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Zaku II Kai Unit Performance ・Speed increased from “122” to “125”
・Turning speed increased from “51” to “54”
・”Leg Shock Absorber LV2″ skill increased to “LV3”
・Increased movement speed when moving left, right, and backward
・Added “Melee Combo Controller LV1” skill for LV1 unit
・LV2 unit shooting correction increased from “23” to “28” (also for higher levels)
・Added “Melee Combo Controller LV1” skill for LV2 unit -
Adjustment Intent ・This unit was designed to support allies by shooting from a position one step back from the front line. However, due to its low mobility performance, it was often unable to accompany other general unit when the front line moved, making it impossible to provide effective support.
・The following adjustments have been made: – Speed, movement correction, and turning have been enhanced to make it easier to follow other general unit and provide more effective support.
・In addition to adding the “Melee Combo Controller LV1” skill to unit LV1 and LV2, the [Shooting Compensation] of LV2 and later has been enhanced to make it easier to gain [Damage]. -
Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage Done MS Loss – 250 Average – 50.4 48.6 48143 3.4 – LV1 2.56% 48.7 42.9 42544 3.5 – After adjustment 6.55% 50.0 47.4 44922 3.5 – Within expectations ▲ ▲ ▲ ▲ – – 300 Average – 51.2 51.6 51956 3.4 – LV2 0.42% 47.8 47.8 46573 3.3 – After adjustment 1.14% 49.7 48.5 45891 3.1 – Within expectations ▲ ▲ ▲ ▼ ▲ – 350 Average – 50.0 48.8 51173 3.2 – LV3 0.34% 47.6 44.1 46581 3.1 – After adjustment 0.81% 49.9 43.7 48339 3.1 – Within expectations ▲ ▲ ▼ ▲ – – 400 Average – 49.5 48.5 54056 3.0 – LV4 0.09% 47.5 41.5 44391 2.9 – After adjustment 0.14% 49.0 45.2 50229 3.0 – Within expectations ▲ ▲ ▲ ▲ ▼ – -
Zaku II FZ (Fritz Helmet) Unit Performance ・Combat correction increased from “21” to “26” (also for higher levels)
・Increased speed from “122” to “125
・Turning increased from “54” to “57
・”Leg Shock Absorber LV2” skill increased to “LV3”
・Increased movement speed when moving left, right, or backward
・LV1 Unit Skill “Emergency Evasion System LV1” increased to “LV2”
・LV2 Unit Skill “Emergency Evasion System LV1” increased to “LV2” -
Adjustment Intent ・However, like the Zaku II Kai, its mobility was low, making it difficult to approach enemy unit, so we have made the following adjustments.
・We have strengthened the [Speed], [Movement Compensation], [Turning], and other aspects of the undercarriage to make it easier to connect to melee attacks.
・To increase the damage dealt by melee attacks, we have strengthened “Fighting Compensation”. -
Reference data COST Unit LV Sortie Rate Win Rate Rival’s Win Rate Damage Done MS Loss – 300 Average – 51.2 51.6 51956 3.4 – LV1 1.02% 48.8 44.6 44679 3.6 – After adjustment 6.00% 51.1 50.1 46839 3.3 – Slightly above expectations ▲ ▲ ▲ ▲ ▲ – 350 Average – 50.0 48.8 51173 3.2 – LV2 0.27% 47.9 37.0 38480 3.1 – After adjustment 1.85% 49.5 48.2 47995 3.3 – Within expectations ▲ ▲ ▲ ▲ ▼ – 400 Average – 49.5 48.5 54056 3.0 – LV3 0.08% 47.7 39.4 45844 3.1 – After adjustment 0.23% 50.0 47.0 50000 3.2 – Within expectations ▲ ▲ ▲ ▲ ▼ – -
Slave Wraith Unit Performance ・Increased live ammunition resistance from “15” to “22” (also for higher levels)
・Increased combat resistance from “12” to “15” (also increased to higher levels)
・Added “Observational Data Link LV1” skill
・Increased “Fake Beacon LV1” skill to “LV2”.
・LV2 unit HP increased from “15,000” to “16,000” (also for higher levels) -
Adjustment Intent ・This unit was designed to stay on the battlefield for long periods of time and disrupt the front line by utilizing its high armor value and skills “Fake Beacon LV1” and “Explosive Reactive Armor LV1”, but its [Victory Rate] was declining, so we have made adjustments to improve its strengths.
・We have improved its survivability by increasing its [Live Ammunition Resistance] and [Fighting Resistance], and since its [Victory Rate] has been on the decline since LV2, we have further strengthened its [Unit HP].
・By increasing the level of the “Fake Beacon” skill, the range in which friendly unit can be detected by radar has been expanded, making it easier for enemy unit to misidentify them.
・The “Observational Data Link LV1” skill has been added, allowing you to share enemy unit HP information with your allies. This allows you to benefit your teammates even when you are blending in with the enemy team using “Fake Beacon”. -
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss – – 350 Average 50.0 48.8 51173 3.2 – – LV1 48.4 45.5 47218 2.9 – – After adjustment 51.8 43.6 47676 2.6 – – Slightly above expectations ▲ ▼ ▲ ▲ – – 400 Average 49.5 48.5 54056 3.0 – – LV2 47.2 41.8 45545 2.6 – – After adjustment 51.8 47.8 47774 2.6 – – Slightly above expectations ▲ ▲ ▲ – – – 450 Average 49.5 47.7 54698 3.0 – – LV3 47.7 38.1 43175 2.6 – – After adjustment 50.5 44.9 46398 2.4 – – Within expectations ▲ ▲ ▲ ▲ – – -
Dijeh SE-R Unit Performance ・Added the “Offense System LV1” skill
・LV2 unit fighting correction increased from “27” to “32” -
Adjustment Intent ・This unit was designed to use its Overboost LV2 and Maneuver Armor LV1 to close in on enemy units and deliver a high-intensity combat attack for a one-hit getaway strategy. However, due to the unit’s large size, it was getting hit at a high rate, and in particular, its combat attacks were often interrupted, which was thought to be leading to an increase in [MS Losses].
・The skill “Offense System LV1” has been added to make it more difficult to stagger during combat attacks. Also, since the [Damage] of LV2 tended to decrease, the [Fighting Compensation] has been strengthened. -
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss – – 600 Average 49.9 48.6 60042 2.8 – – LV1 48.3 48.2 61380 3.0 – – After adjustment 50.2 50.6 68217 3.0 – – Within expectations ▲ ▲ ▲ – – – 650 Average 50.0 49.6 66433 2.9 – – LV2 47.0 45.7 62810 3.0 – – After adjustment 48.4 47.8 68639 3.1 – – Below expectations ▲ ▲ ▲ ▼ – – -
Xekueins Type 3 Loadout Unit Performance ・Unit HP increased from “19,000” to “20,500” (also for higher levels) Main Ranged Weapon Xekueins Machine Gun ・Increased range from “300” to “350”
・Increased range of ASL (automatic aiming correction) -
Adjustment Intent ・However, due to its large size and the fact that it is easily hit by bullets, it is unable to perform continuous fire attacks, resulting in an increase in [MS Losses], so the following adjustments have been made.
・The range of the main weapon, the Xekueins Machine Gun, has been extended to reduce the rate of damage, and the ASL area has been expanded to increase the rate of hit. The [ASL Area] has been expanded to increase the hit rate, and the [HP] has been increased to compensate for the unit’s size and improve survivability. -
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss – – 550 Average 49.4 47.0 60984 2.8 – – LV1 48.8 46.9 62759 3.0 – – After adjustment 51.4 51.2 68741 2.8 – – Slightly above expectations ▲ ▲ ▲ ▲ – – 600 Average 49.9 48.6 60042 2.8 – – LV2 47.8 45.2 59956 2.9 – – After adjustment 53.2 55.1 71687 2.7 – – Above expectations ▲ ▲ ▲ ▲ – – - ■Raid Type
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GM Night Seeker II Secondary Weapon LA SubMachine Gun x2 ・Power increased from “60” to “70” (also for higher levels)
・Range increased from “120” to “180
・Increased the accumulated value of stagger
・Reduced spread when shooting -
Adjustment Intent ・The [Victory Ratio] and [Damage] were below the average.
・In melee combat, this unit was designed to use its secondary weapon the “LA SubMachine Gun x2”, to break the enemy units stance and lead to a combat attack. However, it has a short effective range, and we believe that this is the main reason for its poor performance.
・By extending the range of the “LA SubMachine Gun x2” secondary weapon and strengthening its stagger accumulation value, we have made it easier to break the enemy’s stance and connect to a combat attack.
・Also, in order to improve the low [Damage Dealt], the [Power] has been enhanced. -
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss – – 250 Average 49.5 47.9 47031 4.2 – – LV1 47.3 46.9 46668 4.1 – – After adjustment 52.2 55.9 54619 4.2 – – Slightly above expectations ▲ ▲ ▲ ▼ – – 300 Average 51.4 50.6 52090 4.0 – – LV2 47.2 40.1 43838 3.7 – – After adjustment 50.9 49.1 53068 3.8 – – Within expectations ▲ ▲ ▲ ▼ – – -
Hyaku-Shiki Unit Performance ・Unit HP increased from “15,000” to “17,000” (also for higher levels)
・Fighting resistance compensation increased from “16” to “25” (also for higher levels)
・Speed “130” increased to “135”Main Melee Weapon Hyaku-Shiki Beam Saber ・LV2 power increased from “2625” to “2750” (also for higher levels) -
Adjustment Intent ・We have made the following adjustments to this unit, since its overall [Victory Rate] and [Damage] were low and the [MS Losses] were high, even though its main fighting distance is close combat with a high rate of being hit. The following adjustments have been made.
・We have improved survivability by strengthening [Unit HP], [Fighting Resistance Compensation], and [Speed].
・The power of the “Hyaku-Shiki Beam Saber” has been increased to compensate for a decrease in damage after level 2. -
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss – – 550 Average 50.6 47.7 64621 3.0 – – LV1 49.0 49.3 64648 3.4 – – After adjustment 52.8 55.9 70494 3.0 – – Slightly above expectations ▲ ▲ ▲ ▲ – – 600 Average 49.8 47.9 63006 2.9 – – LV2 48.7 48.1 60324 3.2 – – After adjustment 52.4 55.3 69726 2.9 – – Slightly above expectations ▲ ▲ ▲ ▲ – – 650 Average 50.6 48.1 69633 3.1 – – LV3 46.6 43.6 57492 3.0 – – After adjustment 50.0 52.2 66327 3.0 – – Within expectations ▲ ▲ ▲ – – – -
Dwadge Unit Performance ・Unit HP increased from “17,000” to “18,000” (also for higher levels)
・Thrusters increased from “60” increased to “65”
・”Maneuver Armor LV1″ skill increased to “LV2”
・Unit skill [Special Leg Buffer LV1] increased to “LV2”
・LV3 Unit Skill “Thruster output increaseLV1” addedMain Melee Weapon Dwadge Heat Saber ・Power increased from “1900” to “2000” -
Adjustment Intent ・The following adjustments have been made to this unit, since its [Victory Rate] and [Damage] were low and [MS Losses] were high, although its main fighting distance is close combat with a high rate of being hit, just like the Hyaku-Shiki.
・Since the size of the unit is large and it is easy to get hit, we have increased the LV of the skills “Special Leg Buffer” and “Maneuver Armor” to improve survivability. In addition, we have made adjustments to reduce the rate of damage by strengthening the [Thrusters].
・The power of the main weapon, the Dwadge Heat Saber, has been strengthened because [Damage] was below average. -
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss – – 400 Average 48.1 46.6 56945 3.4 – – LV1 44.6 41.9 55630 3.7 – – After adjustment 50.3 48.2 55599 3.5 – – Within expectations ▲ ▲ ▼ ▲ – – 450 Average 50.6 49.6 58398 3.4 – – LV2 47.7 46.0 55883 3.5 – – After adjustment 51.2 50.8 60504 3.4 – – Slightly above expectations ▲ ▲ ▲ ▲ – – 500 Average 50.2 47.8 59459 3.3 – – LV3 43.8 41.3 52357 3.6 – – After adjustment 50.8 49.2 59287 3.4 – – Within expectations ▲ ▲ ▲ ▲ – – -
Gouf Custom Unit Performance ・High speed movement increased from “190” to “195”
・LV1 live ammunition resistance increased from “10” to “19”
・LV1 beam resistance increased from “8” to “14”
・LV1 medium range parts slots increased from “8” to “9”
・LV1 long range parts slots increased from “2” to “4”
・LV2 armament resistance to live ammunition increased from “12” to “21”
・LV2 beam resistance increased from “10” to “16”
・LV2 medium range parts slots increased from “10” to “11”
・LV2 long range parts slots increased from “3” to “6”
・LV3 armament resistance to live ammunition increased from “14” to “23”
・LV3 beam resistance increased from “12” to “18”
・LV3 medium range parts slots increased from “11” to “13”
・LV3 long range parts slots increased from “4” to “7”
・LV1-3 speed increased from “130” to “135”
・LV1-3 thrusters increased from “60” to “65”
・LV1-3 “Maneuver Armor LV1” skill increased to “LV2” -
Adjustment Intent ・The victory rate for this unit is lower than expected for lvl 1-3, so basically only the relevant lvl will be adjusted.
・This unit is designed to be used as a rifle to control the enemy unit, and when it has a chance, it will attack the enemy unit and perform a combat attack. However, if you look at the battle records of the corresponding LV, you will see that [damage inflicted] and [number of MS losses] are particularly low, and we think that this is because it is only shooting from the rear.
・The reason why it is difficult to approach enemy unit is thought to be a lack of mobility and durability, so we have strengthened these and increased the level of the “Maneuver Armor” skill. In addition to these enhancements, we increased the skill level of the “Maneuver Armor” skill.
・In addition, we have increased the number of slots for medium and long range custom parts to improve performance. -
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss – – 350 Average 50.6 51.2 54251 3.8 – – LV1 48.7 46.3 47445 3.5 – – After adjustment 50.7 50.0 51459 3.4 – – Within expectations ▲ ▲ ▲ ▲ – – 400 Average 48.1 46.6 56945 3.4 – – LV2 47.7 39.6 44656 3.1 – – After adjustment 49.5 43.7 49272 3.1 – – Within expectations ▲ ▲ ▲ – – – 450 Average 50.6 49.6 58398 3.4 – – LV3 47.9 45.6 49355 3.1 – – After adjustment 52.8 51.6 52215 2.9 – – Above expectations ▲ ▲ ▲ ▲ – – 500 Average 50.2 47.8 59459 3.3 – – LV4 49.9 51.6 54397 2.9 – – After adjustment 51.4 50.8 56015 2.8 – – Slightly above expectations ▲ ▼ ▲ ▲ – – 550 Average 50.6 47.7 64621 3.0 – – LV5 49.7 46.6 52464 2.7 – – After adjustment 51.3 46.7 52351 2.6 – – Slightly above expectations ▲ ▲ ▼ ▲ – – - ■Support Type
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Zaku Half-Cannon Unit Performance ・Unit HP increased from “12000” to “14000”
・Fire correction increased from “20” to “25”・
・Unit skill “High-Performance Radar LV1” increased to “LV3”Secondary Weapon Big Gun ・Increased the accumulated value of stagger -
Adjustment Intent ・The [Victory Rate] and [Damage] of this unit were low, and the [Number of MS Losses] was high, so the following adjustments have been made.
・The main damage source for this unit is shooting from medium to long range, but since the [Damage] was low, we have strengthened the [Shooting Compensation]. In addition, the [Stagger Accumulation Value] has been strengthened because it was difficult to break the enemy’s stance when attacking with the secondary weapon [Big Gun].
・The radar’s search range has been expanded by increasing the level of the “High-Performance Radar” skill. This enhancement also increases the effectiveness of the Observational Data Link skill, which allows you to share enemy unit HP information with your allies.
・In addition, since [MS Losses] was higher than average, [HP] has been strengthened to improve survivability. -
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss – – 300 Average 51.2 51.9 55827 2.9 – – LV1 44.5 46.2 53696 3.1 – – After adjustment 50.0 48.5 49542 2.8 – – Within expectations ▲ ▲ ▼ ▲ – –