CLOSE MENU

INFORMATION

Unit Adjustments (March 2021)

■[PDT] 03/24/2021 22:00
 [CET] 03/25/2021 06:00
ver.0139.07xx
■Unit-related adjustments
■About the result report (added on April 22, 2021)
・The results before and after the balance adjustment implemented on March 25, 2021 have been added (see below for details).

・We will consider re-adjusting the results for units that have not reached the expected results.
However, since the number of samples is not sufficient for a short period of time (a few weeks), our policy will be to obtain sufficient data over a longer period of time, and then readjust the results if they are still lower than expected.

※Since we have been collecting data since the last balance adjustment, the data collection period has been short, so there may be a small amount of “error” in the various battle results.
Also, since the environment is constantly changing with new units and new LVs being released every week, we will continue to monitor the data, including those units whose results were within our expectations.

■General type
Döven Wolf
Unit Performance ・Removed the “Damage Control LV1” unit skill.
Adjustment Intent
・This unit’s [Victory Ratio] and [Rival Victory Ratio] at LV1 were much higher than the average, so we have adjusted them downward.
・In the cost 600 battle, it was able to defeat Döven Wolf. In the cost 600 battle, there are only a limited number of unit that can break their stance by accumulation against Döven Wolf, and there are many situations where they can be continuously attacked by Döven Wolf.
・However, there were many situations where it was attacked unilaterally. We felt that this was unreasonable, so we removed one of the causes, the “Damage Control LV1” skill for unit LV1. This will make it easier for players to lose their stance, and we expect that this will calm down the [Victory Ratio] and other battle results.
※We will not be making any adjustments to the LV2 of this unit as the [Victory Rate] is within the expected range, but we will continue to monitor the data closely.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
600 Average 50.4 49.3 62225 2.8
LV1 53.3 57.4 78527 2.9
After adjustments 50.5 56.3 80874 3.0
Slightly above expectations
650 Average 51.2 50.9 67073 2.8
LV2 50.1 52.7 73724 3.0
Gundam GP03 Stamen
Unit Performance ・Shooting correction: Increased from 27 to 30 (also increased to higher levels).
・Fighting correction: Increased from 28 to 30 (also increased to higher levels)
・Thrusters increased from 65 to 70.
・Movement speed increased for left, right, and backward movement
Main Melee Weapon Beam Saber [Enhanced Type II] ・Increases the compensation of lower melee attacks.
Secondary Weapon Stamen Beam Rifle ・Power increased from “1200” to “1500”.
Adjustment Intent
※This unit was adjusted in October 2020, but the results were lower than expected, so we adjusted it again.
・In the last round, we made adjustments mainly to increase the number of attack opportunities, but the unit’s firepower itself was low and the adjusted [damage] was lower than expected, so this time we made the following adjustments.
・In order to raise the overall level of firepower, we have strengthened the [Shooting Compensation] and [Fighting Compensation] of all unit LVs.
・In addition, we have strengthened the [Power Correction Value] of the lower combat, one of the features of this unit. In order to increase the number of opportunities to use the fighting attack and reduce the number of MS losses, we have also enhanced the thrusters and movement compensation.
・The power of the secondary weapon “Stamen Beam Rifle” has been enhanced to make it easier to gain [damage] in firefights.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
550 Average 49.9 48.5 65563 2.9
LV1 46.2 43.4 60740 3.1
After adjustments 50.5 51.6 65595 2.9
Within expectations
600 Average 50.4 49.3 62225 2.8
LV2 47.5 45.0 56645 2.9
After adjustments 50.9 53.1 69307 2.8
Within expectations
650 Average 51.2 50.9 67073 2.8
LV3 46.0 43.9 53726 2.8
After adjustments 50.8 50.2 63394 2.8
Within expectations
Zaku III
Unit Performance ・Live ammunition resistance increased from 15 to 20 (also increases higher levels).
・Beam resistance [15] → [20] (also increases higher levels)
・LV2 HP increased from 19,500 to 20,500
・LV2 Fighting correction increased from ’30’ to ’35
Secondary Weapon Head Beam Cannon ・Increases the accumulated value of stagger.
Secondary Weapon Torso Beam Launcher x2 ・Power increased from “1400” to “1500” (and higher LV increased as well)
・Heat rate improved from 95% to 90%.
・Reduction of the time spent after using the weapon
Adjustment Intent
・The following adjustments have been made because the [Damage] and [Number of MS Losses] were below average, although this unit was designed to use its [Maneuver Armor LV1] skill to approach enemy unit’s and engage in melee combat with its two types of melee weapons.
・The [Stagger Accumulation Value] of the secondary weapon “Head Beam Cannon” has been strengthened to make it easier to break the enemy unit’s stance. The “Stagger Accumulation Value” of the secondary weapon “Head Beam Cannon” has been strengthened to make it easier to break the enemy unit’s stance. The “Stagger Accumulation Value” of the secondary weapon “Torso Beam Launcher x2” has also been adjusted to make it easier to use a fighting attack to follow up a hit on the enemy unit.
・The [Power] and [Heat Rate] of the [Waist Beam Launcher x 2] secondary weapon have been enhanced to make it easier to gain [Damage] in firefights.
・To improve the high MS loss rate, various armor values and LV2 HP have been enhanced.
・To improve the high number of MS losses, various armor values and LV2 HP have been strengthened. ・Because [Damage] tended to decrease as LV increased, LV2 [Fighting Compensation] has been strengthened.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
550 Average 49.9 48.5 65563 2.9
LV1 44.7 38.1 61418 3.2
After adjustments 50.0 46.8 64699 3.0
Within expectations
600 Average 50.4 49.3 62225 2.8
LV2 43.3 36.2 56809 3.2
After adjustments 49.5 47.0 65745 2.8
Within expectations
Byarlant
Unit Performance ・Thrusters increased from “60” to “65
・Special shoulder buffer LV2 skill increased to LV3
・LV2 HP increased from 17,000 to 18,000
Main Ranged Weapon Byarlant Mega Particle Cannon ・Heat rate improved from “15%” to “12%”.
Main Melee Weapon Byarlant Beam Saber ・Power increased from 1,900 to 2,000 (and higher LV increased as well)
・Shortened the time to switch weapons
Secondary Weapon Byarlant Beam Saber x2 ・LV2 power increased from “2415” to “2500”.
Adjustment Intent
・In addition to the “Flight System LV2” skill, this unit also has the “High Performance Flight Control Mechanism LV1” skill, which allows it to move more freely in the air. It is characterized by its ability to use these two skills to create diversions and surprise attacks, so we have made adjustments to extend this ability.
・The [Thruster] has been strengthened in order to extend the dwell time.
・The [Heat Rate] of the ranged main weapon has been improved to increase attack opportunities. In addition to shortening the [Weapon Change Cool Time] of the melee weapon to make it easier to handle, we have also enhanced the [Power] of the melee weapon to make it easier to gain [Damage] based on your performance at each level. This will make it easier to perform surprise attacks, such as firing from outside the enemy unit’s awareness and then following up with a melee attack.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
500 Average 49.3 46.8 60058 2.9
LV1 45.6 41.2 58351 3.5
After adjustments 49.1 48.1 61062 3.2
Slightly below expectations
550 Average 49.9 48.5 65563 2.9
LV2 43.3 38.1 59019 3.3
After adjustments 50.8 48.1 63753 3.2
Within expectations
Gabthley
Unit Performance ・HP increased from 18,000 to 19,000 (and higher LV)
・Speed: Increased from “120” to “130
Adjustment Intent
※In the previous adjustment, we mainly adjusted the weapon aspect.
・However, due to the size of the unit and the slowness of its speed, the number of MS losses was high, and the various types of weapons were not being used to their full potential.
・The following adjustments have been made: – [Speed] and [HP] in normal mode have been strengthened, greatly enhancing survivability.
・We have improved the heat rate and cool time of the various weapons that can be used during transformation to make it easier to gain damage.
※For more details on the adjustments made to the transformation, please refer to the “Gabthley <Transformed>” section.
※The main weapon, the “Fedayeen Rifle,” is a shared weapon and will be explained in the “Weapon Related Adjustments” section.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
600 Average 50.4 49.3 62225 2.8
LV1 45.6 42.1 59590 2.9
After adjustments 50.5 47.1 67039 2.8
Within expectations
650 Average 51.2 50.9 67073 2.8
LV2 44.2 37.9 57081 3.0
After adjustments 50.2 47.8 63494 2.6
Slightly below expectations
Gabthley <Transformed>
Unit Performance ・HP increased from 18,000 to 19,000 (upper LV also increased)
Secondary Weapon Fedayeen Rifle (Transformed) ・Heat rate improved from “55%” to “50%”.
・Cool time reduced from 1.0 to 0.8
Secondary Weapon Mega Particle Cannon x2 (Transformed) ・Heat rate improved from “100%” to “95%”.
■Raid type
Hambrabi
Unit Performance ・HP increased from 17,000 to 18,000 (and higher LV increased as well)
Main Melee Weapon Hambrabi Beam Saber ・LV2 power increased from “2520” to “2600
Secondary Weapon Sea Serpent ・Cool time reduced from “6.0” to “5.0
Adjustment Intent
※This unit was adjusted in July 2020, but its performance was lower than expected, so we have adjusted it again.
・This unit was designed to transform to approach enemy units and inflict heavy damage with its abundant fighting weapon, but its [Victory Rate] and [MS Losses] were deteriorating, so we have made the following adjustments.
・In order to improve survivability, we have strengthened the unit’s HP.
・By shortening the cool time after use of the “Sea Serpent” sub-weapon, you will have more opportunities to attack, making it easier to use as a means of self-defense.
・Strengthened the power of the main melee weapon, the Hammurabi Beam Saber LV2, in response to a downward trend in [damage] after LV2.
※Please refer to the “Hambrabi <Transformed>” section for detailed information on the adjustments made during transformation.
※The main weapon “Fedayeen Rifle” is a shared weapon and will be explained in the “weapon Related Adjustments” section.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
600 Average 50.8 49.5 65065 2.9
LV1 49.3 44.7 65096 3.2
After adjustments 51.1 48.3 71332 3.1
Within expectations
650 Average 50.9 49.2 68509 3.0
LV2 49.0 42.1 63333 3.1
After adjustments 52.2 49.9 69587 2.9
Within expectations
Hambrabi <Transformed>
Unit Performance ・HP increased from 17,000 to 18,000 (and higher LV increased as well)
■Support type
Full Armor 7th Gundam
Main Ranged Weapon G7 Beam Rifle ・Increased LV2 power from 1575 to 1650 (also increased higher LV)
・Increased the power of the LV2 Focused Fire (also increased the higher LV)
Secondary Weapon Arm Grenade Launcher ・LV2 power increased from “525” to “600” (higher LV also increased)
Adjustment Intent
・The following adjustments have been made to this unit.
・The power of the G7 Beam Rifle and the Arm Grenade Launcher have been strengthened, making it easier to gain [Damage] after level 2.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
550 Average 50.5 49.1 65957 2.8
LV1 50.4 49.2 65451 2.5
600 Average 50.6 48.0 66501 2.6
LV2 49.3 45.2 61698 2.3
After adjustments 52.1 50.3 66922 2.5
Within expectations
650 Average 51.4 46.8 70737 2.5
LV3 46.5 34.5 59339 2.4
After adjustments 52.1 42.5 65661 2.3
Below expectations
■Weapon related adjustments
Fedayeen Rifle
Weapon performance ・Cool time reduced from “1.0” to “0.8
Adjustment Intent
・This weapon (firing when not focused) can break the stance of an enemy unit by hitting it with a series of attacks. However, the cool time after use is long, making it difficult to continuously hit the enemy within a certain period of time, so we shortened the cool time after use to make it easier to break the enemy’s stance.
MS: Gabthley, Hambrabi
■General adjustments to raid units
All raid units
Thruster consumption at the start of high-speed movement ・Reduced from 20 to 15 in normal mode
・Reduced from 25 to 20 when transformed
Adjustment Intent
・This adjustment is applied to all raid units.
・The thruster consumption at the start of high-speed movement has been reduced in order to enhance the characteristics of the raid unit. The effects of this adjustment are as follows
・The following are the effects of this adjustment: – An increase in fast movement distance will make it easier to approach and disengage from enemy unit.
・It will be easier to receive the benefits of the “Maneuver Armor” skill.
・The number of times the “Forced Thrusters” skill can be used has been increased.
・Reduced thruster consumption when transforming from “Transform” to “Normal”.
※For more details, please refer to the development news released on March 23, 2021.
All raid units capable of ground sorties
Given the skill “Assault Booster” ■ Skill effect
・ Reduced the accumulation time during LV1 jump by 40% and increased the jump speed by 30%.
・ Reduced the accumulation time during LV2 jump by 50% and increased the jump speed by 40%.
・ Reduced the accumulation time during LV3 jump by 60% and increased the jump speed by 50%.
・ Reduces the reaction when hit by a shooting attack while jumping
■ Skill change rules We are changing skills according to the following rules.
・ No quick boost
⇒Assault booster Lv1 granted ・ Quick boost Lv1 owned
⇒Assault booster Lv1 granted ・ Quick boost Lv2 owned
⇒Assault booster Lv2 grant ・ Quick boost Lv3 possession
⇒ Assault booster Lv3 grant / fall deterrence control Lv1 possession
⇒ Deleted because the effect overlaps with the Assault Booster
Adjustment Intent
・This adjustment applies to all raid unit capable of ground sorties.
・New skills have been added to enhance the characteristics of raid unit. The effects of the new skills are as follows
・In addition, while jumping, the damage reaction when hit by gunfire is reduced. This makes it easier to access enemy units at high altitudes.
All raid units
Maneuver Armor LV2 ・Stagger accumulated value reduction rate increased from 5% to 20%.
Adjustment Intent
・In order to make it easier for raid unit to reach their targets through high-speed movement, we have enhanced the [Reduce Stagger Accumulation] effect of Maneuver Armor LV2, a skill possessed only by raid unit.
※The following is from the update notes made on Thursday, March 25, 2021 (JST), regarding the change in the data aggregation range for the unit adjustment.
It has been moved to the bottom of the page, as it has already been announced and will not interfere with the reporting of results. (Thursday, April 22, 2021, 14:00 (JST) Update)
■Change of data aggregation range
■Introduction
In the past, the majority of players were in the B rank, but with the increased numbers of players in the A rank and above, we have changed the scope of the results data used for unit adjustment. However, we will be making adjustments based on data from pilots in A rank and above, who are able to maximize the performance of their units.
Before)  Game rule :Rating match
 Rate :Rate B~S-(1800~2999)
 ↓
After)  Game rule :Rating match
 Rate :Rate A-~S-(1950~2999)
※The change to the new range will be implemented in March. The results for February will be reported using the old range.
■Impact of range change on selection for adjustment
The selection of the adjustment targets will still be determined mainly by referring to the win rate, but as the referenced rate increases, the standard win rate also increases.
■Reason for change
We believe that this will improve the accuracy of adjustments and enable us to determine priorities more in line with the current environment. In the past, the results of the higher rates were only “for reference only” because the data accuracy was low due to the lack of reference pilots. However, since launch, the number of pilots in the higher rate has increased along with the player population, and we have been able to obtain enough data to change the aggregate range. Therefore, we have reviewed the data again and made changes in order to “make adjustments that are more balanced and provide a satisfactory explanation”. As for the aggregation range, we considered using “Rate A-~”, but in consideration of the decrease in reliability of the data due to the decrease in the number of samples, we decided to use “A-~”.
Of course, we will consider changing the range to “A-~” if the overall rate rises further in the future and we are able to secure the necessary number of samples.
We hope you will understand this change.
※We will be changing the tally range, but will continue to refer to the results for each rate.
※If there are any problems, we may change the range to the previous one.
BACK
TOP