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INFORMATION

Unit adjustment

■[PST] 23/2/2022 21:00
■[CET] 24/2/2022 06:00
ver.0152.1049
■Unit Adjustments
■About the Results(added on 03/31/2022[JST])
・Added the results before and after the balance adjustment implemented on February 24, 2022 (see below for details).

・Units that will not be able to reach the expected results can be adjusted once again. However, since the data collection is not sufficient after a few weeks, we will re-adjust the results if they are still below the expected level after a longer period of time to collect sufficient data.

※Since the data collection period is short, due to data that has been collected since the last balance adjustment,  there might a possibility of a few “errors” in the various results.
In addition, data monitoring will continue, including Units that were within the expected range of results, as the environment is constantly changing with new Units and LV openings each week.。

■General Unit
Marasai
Spec ・Close combat「20」→「25」(Also, higher LVs are increased)
・Rotating「60」→「63」
Main melee weapon Marasai Beam Saber ・Power「2100」→「2200」(Also, higher LVs are increased)
・Shorten the weapon switching time
Sub-weapon Sea Serpent ・Cool down「6.0」→「5.0」
Aim
・In the last adjustment, we made overall adjustments to the ranged main armament [Fedayeen Rifle (Prototype)] and secondary armament [F.R. [Prototype] Beam Saber] to improve the [Victory Rate] when equipped with specific armaments. However, the [Victory Rate] and [Damage] tended to decrease when equipped with all armaments, so we have made the following adjustments. In order to make it easier to deal [damage] by combat attacks, we have strengthened [Close Combat Compensation].
In addition, the power of the Marasai Beam Saber has been enhanced and weapon [Switching time] has been shortened, and the cool time of the Sea Serpent secondary weapon has been shortened as well. Also, we have made it easier to perform combat attacks in close combat by enhancing the [Rotating] performance.
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
450 General Type Average 50.2 49.0 59477 3.0
LV1 48.0 44.4 55920 3.1
Post-Adjustment 50.5 48.5 56621 3.1
Within Assumption Range
500 General Type Average 50.4 50.2 65349 3.0
LV2 48.1 40.7 55609 3.0
Post-Adjustment 50.9 48.2 62637 3.0
Within Assumption Range
■Raid unit
GM Ground Type
Spec ・Speed「110」→「115」
・High speed movement「180」→「185」
・Rotating「48」→「51」
・LV2 skill「Thruster Output Increase LV1」gained
・LV2 skill「Reacting booster program LV1」gained
・LV3 skill「Maneuver Armor LV1」upgraded to「LV2」
・LV3 skill「Thruster Output Increase LV2」gained
・LV3 skill「Reacting booster program LV2」gained
Main ranged weapon Rail Cannon ・LV2 Power「1600」→「1700」(Also, higher LVs are increased)
Main melee weapon Beam Saber ・Increased continuous hit compensation
Sub-weapon Head Vulcan ・Range「200m」→「250m」
・Heat rate「50%」→「40%」
・Increases the accumulated value of stagger
Aim
・The following adjustments have been made to this MS since the last adjustments were made to improve [Damage] at LV2, but it was still difficult to deal [Damage]. The [Range], [Stagger Accumulation Value] and [Heat Rate] of the [Head Vulcan] has been enhanced to increase the chances of breaking the enemy MS’s stance and transitioning to a combat battle. To make it easier to close in on enemy MS and launch combat attacks, [High speed Movement], [Speed], and [Rotating] performance have been enhanced. We have enhanced the [compensation for repeated hits] of the [Beam Saber] to make it easier to deal [damage] by combat attacks.・Since the [Victory Rate] and [Damage] of MS of LV2 and higher tended to decline, we have improved the [Power] of the main ranged weapon “Rail Cannon” and added the skills “Thruster Output Increase” and “Reacting booster program” to MS of LV2 and higher. The LV3 skill “Maneuver Armor” has been enhanced.
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
250 Raid Type Average 51.3 51.0 52363 4.5
LV1 46.9 47.7 47877 4.3
Post-Adjustment 50.2 48.8 50999 4.0
Within Assumption Range
300 Raid Type Average 53.1 54.0 61343 4.0
LV2 45.1 46.3 52202 4.0
Post-Adjustment 50.2 50.2 55710 3.8
Within Assumption Range
350 Raid Type Average 51.9 51.9 59953 3.8
LV3 44.6 47.0 53090 3.8
Post-Adjustment 50.0 46.2 57781 3.5
Within Assumption Range
Desert Gelgoog
Spec ・High speed movement「210」→「215」
・Rotating「60」→「63」
・Movement speed to side and backward increased on ground
Main ranged weapon Desert Gelgoog Beam Rifle ・Heat rate「55%」→「50%」
・Reduce Heat rate when using charge attack
Aim
・The [victory rate] and [damage] are still low although we had recently adjusted, so the following adjustments have been made. In order to increase attack chances, we have reduced the [Heat Rate] of the ranged main armament [Desert Gelgoog Beam Rifle] in normal and charge modes. To make it easier to approach enemy MS and perform combat attacks, the side and backward [Speed Compensation] and [High speed Movement] and [Rotating] performance have been enhanced.
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
450 Raid Type Average 50.7 49.9 67051 3.6
LV1 47.5 45.6 62919 3.2
Post-Adjustment 50.7 50.1 66108 3.0
Within Assumption Range
500 Raid Type Average 50.7 51.5 73593 3.4
LV2 47.2 45.9 66590 2.9
Post-Adjustment 50.8 46.4 69669 2.6
Within Assumption Range
550 Raid Type Average 51.0 51.0 75305 3.0
LV3 47.6 40.6 67457 2.5
Post-Adjustment 50.5 45.0 69996 2.6
Within Assumption Range
High Mobility Zaku Ground Type (AS)(AS)
Spec ・HP「11500」→「13500」
・Reduce thruster usage when starting high speed movement
Aim
・The [Victory Rate] and [Amount of MS Loss] of this MS were below average because it wasn’t the target of the update of [Reduction of Thruster Consumption at the Starting high speed movement for Raid unit] in March 2021, so the following adjustments have been made while reducing the [thruster usage]. In order to improve [MS Losses], [MS HP] has been enhanced.
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
350 Raid Type Average 51.9 51.9 59953 3.8
LV1 48.2 50.5 59989 4.3
Post-Adjustment 51.1 52.9 62276 3.8
Within Assumption Range
GM Spartan (BD Squad)
Spec ・Reduce Thruster usage when starting high speed movement
調整意図
・This MS wasn’t the target of the update of [Reduction of Thruster Consumption at the Starting high speed movement for Raid unit] in March 2021.
We based on the judgement that it would not break the balance and reduce thruster usage when starting high speed movement. Since this MS is “top ranking reward in clan matches” and the usage rate is low, we have decided not to make any major enhancements to it as considering the possibility of errors occurring in various battle results. If the results are lower than expected, we will make adjustments after we obtain enough data for a period of time.
Reference Data COST Unit LV Use Ratio Win Rate Rival Win Rate Damage Done Amount of MS Loss
400 Raid Type Average 51.9 51.9 66535 3.7
LV1 0.13% 50.0 39.7 61986 3.7
Post-Adjustment 1.55% 50.4 45.4 63139 3.8
Within Assumption Range
Gundam Pixy (LA)
Spec ・Reduce thruster usage when starting high speed movement
Aim
・This MS wasn’t the target of the update of [Reduction of Thruster Consumption at the Starting high speed movement for Raid unit] in March 2021.
We based on the judgement that it would not break the balance and reduce thruster usage when starting high speed movement.
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
500 Raid Type Average 50.7 51.5 73593 3.4
LV1 50.5 54.7 78007 3.6
Post-Adjustment 50.5 55.8 76950 3.6
Within Assumption Range
Titania
Spec ・Reduce thruster usage when starting high speed movement
Aim
・This MS wasn’t the target of the update of [Reduction of Thruster Consumption at the Starting high speed movement for Raid unit] in March 2021.
We based on the judgement that it would not break the balance and reduce thruster usage when starting high speed movement.
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
500 Raid Type Average 50.7 51.5 73593 3.4
LV1 50.5 53.0 75247 3.5
Post-Adjustment 51.9 52.9 75106 3.5
Within Assumption Range
■Support unit
  • RS-Jarja
Spec ・HP「17000」→「18000」
Main ranged weapon Massive sniping beam rifle ・Reload「15.0」→「12.0」
・Charging「5.0」→「4.0」
・Shorten the weapon switching time
・Shorten recovery time after using the weapon
Sub-weapon Triple S-missile pods x2 ・Reload「10.0」→「8.0」
Aim
・As this MS is support unit, it was designed to excel in close-range combat by utilizing its mobility and skills in combat, but its ranged weapons often ran out of ammunition, placing a heavy pressure to the team, which resulted in a decline in various battle results, so the following adjustments have been made. In order to improve the lack of [damage] from ranged attacks, we have shortened the reload time of the main ranged weapon, the Massive sniping beam rifle and the secondary weapon, the Triple S Missile Pod x2.
Also, we have shortened the [Charging] time, [Recovery Time after Firing], and [Time to Switching Weapons] of the Massive sniping beam rifle that can easily break the enemy MS’s stance in order to make it easier to launch to a close combat. To improve [MS Losses], [HP] has been enhanced.
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
550 Support Type Average 51.3 50.4 65987 2.9
LV1 45.6 40.5 56921 3.0
Post-Adjustment 50.5 46.6 62501 2.9
Within Assumption Range
Zaku II (Sniper Type) (HH)
Main ranged weapon Zaku II (Sniper Type) sniper rifle ・Reload「18.0」→「15.0」
副兵装 Zaku II (Sniper Type) sniper rifle [Rapid fire] ・Reload「18.0」→「15.0」
・Shorten the weapon switching time
Aim
・This MS was designed to be sniping that using two types of sniper rifles with long range attack, but the shooting armament tends to run out of ammunition more easily than expected, and there were many situations where the team was overwhelmed, resulting in a decrease in the [Victory rate] and [Amount of MS Losses]. The reload times for the Zaku II Sniper Rifle and the Zaku II Sniper Rifle [Rapid Fire] have been shortened in order to improve the lack of [damage] by ranged attacks.
Also, we have shorten the weapon switching time of Zaku II (Sniper Type) sniper rifle [Rapid fire].
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
300 Support Type Average 51.9 50.3 53981 3.0
LV1 46.8 39.3 45874 2.8
Post-Adjustment 50.6 48.3 44892 2.4
Within Assumption Range
Super Gundam
Spec ・[Ground  usage] gained
Aim
・Various adjustments have been made to enable this MS to use on ground.
※It won’t affect to use in space.
Gundam GP04
Spec ・Skill「High Performance Balancer LV1」gained
・ [Ground  usage] gained
Aim
・Various adjustments have been made to enable this MS to use on ground.

・This MS was designed to be able to fight medium-range to short-range battles. However, when using on ground, it was difficult to fight short-range battles because it did not have the “High Performance Balancer” skill that was granted due to the effect of [Space Suitability], so the “High Performance Balancer” skill has been granted.

※It won’t affect to use in space.

■Armament adjustments
Fedayeen Rifle (Prototype)
Spec ・Cool down「1.5」→「1.3」
・「MS penetrating」gained
・LV2 power「2205」→「2350」(Also, higher LVs are increased)
・Shorten cool down when charge attack
・Increases the accumulated value of stagger when charge attack
・LV2 increase charge attack power (Also, higher LVs are increased)
Aim
・In the previous adjustment, we made overall adjustments to the ranged main armament [Fedayeen Rifle (Prototype)] and secondary armament [F.R. [Prototype] Beam Saber] in order to improve the [Victory Rate] when equipped with these armaments. Still, The following adjustments have been made. In order to make it easier to break the enemy’s stance, we have shortened the [Cool Time] and strengthened the [Stagger Accumulation Value] when focusing. The [MS penetration] effect has been added to the normal mode, making it easier for attacks to pass through in a tight battle and to limit the enemy’s actions.
Also, the [damage] after lvl 2 tended to decrease further, so we strengthened the [power] of normal and charge mode.
Marasai with Fedayeen Rifle (Prototype)
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
450 General Type Average 50.1 48.8 59332 3.0
LV1 48.0 45.7 58734 3.0
Post-Adjustment 50.6 50.4 64401 3.0
Within Assumption Range
500 General Type Average 50.4 50.2 65349 3.0
LV2 47.0 44.1 62196 2.8
Post-Adjustment 50.1 49.5 69555 2.9
Within Assumption Range
GM Night Seeker (V) with Fedayeen Rifle (Prototype)
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
500 Raid Type Average 50.7 51.5 73593 3.4
LV1 47.2 37.0 58192 3.0
Post-Adjustment 50.7 49.3 63340 2.8
Within Assumption Range
550 Raid Type Average 51.0 51.0 75305 3.0
LV2 47.1 39.2 60313 2.8
Post-Adjustment 50.0 48.4 69406 3.0
Within Assumption Range
600 Raid Type Average 50.7 50.1 76492 3.1
LV3 46.3 35.8 58815 2.6
Post-Adjustment 51.2 48.8 72473 3.0
Within Assumption Range
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