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INFORMATION

Unit Adjustment

■[PDT] 04/27/2022 22:00
■[CET] 04/28/2022 06:00
ver.0154.1106
■Unit Adjustments
■About the Results(05/26/2022[JST] appendix)
・Battle results of pre and post balance adjustment of 28th of April 2022 is added. (Details are listed below)

・Units that could not reach the estimated battle results, will be inspected for another adjustment.

However, since short period of a few weeks is not a sufficient for the inspection, so after more data is collected, readjustments will be made if the results are still below the assumed levels.

※Since the data has been collected since the last balance adjustment, data collection period is short and there may be a few “errors” in the various results.
Data will be first monitored, including the results of the units that are within the expected range, as the environment is constantly changing due to new units every week.

■General Type
GM Sniper II [White Dingo]
Range Main Weapon L Beam Rifle [Enhanced Type] ・Changed to be able to focus only when stopped
Adjustment Aim
・This unit has been adjusted in January 2022, and by this adjustment Range Main Weapon “L Beam Rifle [Enhanced Type]” has been made to focus during movement but, change feeling when using this weapon, has resulted in a decline of performance among all ranks.Since there has been no improvement by the results, the following modifications have been made.

・Range Main Weapon “L Beam Rifle [Enhanced Type]”s has been adjusted as before the adjustment, “Focus only by stopped state”.

We expect that this correction will bring the results back up within the range. However, we will review the data at a later date and consider readjusting the results if they are still insufficient.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
400 General Unit Average 50.8 51.3 58658 3.0
LV1 46.2 40.9 51703 2.7
Post-adjustments 49.1 49.1 56808 2.6
Slightly below expectations
450 General Unit Average 50.2 49.0 59454 3.0
LV2 46.2 39.5 51603 3.0
Post-adjustments 48.9 46.5 57610 2.8
Slightly below expectations
500 General Unit Average 49.9 49.3 65098 3.0
LV3 46.3 31.6 49749 2.6
Post-adjustments 49.0 45.5 64901 2.7
Slightly below expectations
■More about Balance Report
Main Range Weapon “L Beam Rifle [Enhanced Type]”s method of use has been changed to the same as before the adjustment (possible to focus only without movement), resulting in various battle results being improved.
However, since the actul result are below the expectations, further adjustment inspections will be held.
Barzam Custom
Unit Features ・High Speed Movement has increased 「205」→「210」
Range Main Weapon Barzam Custom Beam Rifle [GN] ・Cool-down time shortened 「0.8」→「0.6」
・Focus time has shortened 「3.5」→「3.0」
Sub-Weapon Barzam Custom Beam Rifle Grenade ・Reload has shortened 「20.0」→「16.0」
・Change to main weapon time has shortened
Adjustment Aim
・Unit was intended to build a front line utilizing weapon that has few habits and is easy to handle but, there was lack opportunities to break the enemy position, and many situations where the front line could not be fully supported, this lead to “Win Rate” and “Damage Dealt” declining below the average, so below adjustments have been made.

・In order to increase the chances of disrupting the enemy aircraft’s position, Range Main Weapon “Barzam Custom Beam Rifle [GN]”‘s “Cool-down time” and “Focus” time has shortened.
Sub Weapon “Barzam Custom Beam Rifle Grenade”s “Time until Weapon Change” and “Reload Time” has been shortened.

・After disrupting the enemy position with a ranged attack, “High Speed movement” has been enhanced to allow the unit to quickly approach within effective range of a fighting attack.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
500 General Unit Average 49.9 49.3 65098 3.0
LV1 48.0 49.2 63793 2.8
Post-adjustments 50.6 50.9 65285 2.7
Within expectations
550 General Unit Average 50.3 50.3 65445 3.0
LV2 48.1 49.8 62744 2.8
Post-adjustments 51.0 52.0 69173 2.7
Within expectations
GM
Unit Features ・Close/Mid/Far Range Part Slots Added (Upper LVs increased as well)
・Skill “High-Performance Balancer LV1” has been granted for Unit LV 1~4
Adjustment Aim
・This unit was designed to be a basic machine that is easy for new recruits to handle, but its overall performance is low compared to other machines by each cost range and and there were many situations in which it placed a burden on the team, which lead to “Sortie Percentage”, “Win Rate”, “Damage Dealt” on decline, so below adjustments have been made.

・In order to participate in melee attacks on the front lines, Skill “High-Performance Balancer LV1” has been granted for Unit LV 1~4.

・The “number of slots” for custom parts has been enhanced so that the performance can be enhanced to suit the battlefield in each cost range.
※Since the data was collected from ranked matches, there is no Data of Unit LV and LV2 below cost of 150.

Reference Data COST Unit LV Sortie Ratio Win Rate Rival Win Rate Damage Done Amount of MS Loss
200 General Unit Average 51.7 50.9 47954 3.6
LV3 0.59% 46.7 46.7 39291 3.0
Post-adjustments 2.71% 49.6 49.1 46978 3.3
Within expectations
250 General Unit Average 51.2 51.1 49774 3.4
LV4 0.25% 47.2 35.8 39700 3.5
Post-adjustments 2.63% 50.1 49.2 44582 3.3
Within expectations
300 General Unit Average 51.1 50.9 50885 3.2
LV5 0.12% 47.6 39.0 43939 3.1
Post-adjustments 1.11% 49.5 48.1 48073 2.9
Within expectations
Zaku II
Unit Features ・Close/Mid/Far Range Part Slots Added (Upper LVs increased as well)
・Skill “High-Performance Balancer LV1” has been granted for Unit LV 1~4
Adjustment Aim
・This unit was designed to be a basic machine that is easy for new recruits to handle, but its overall performance is low compared to other machines by each cost range and and there were many situations in which it placed a burden on the team, which lead to “Sortie Percentage”, “Win Rate”, “Damage Dealt” were all on decline, so below adjustments have been made.

・In order to participate in melee attacks on the front lines, Skill “High-Performance Balancer LV1” has been granted for Unit LV 1~4.

・The “number of slots” for custom parts has been enhanced so that the performance can be enhanced to suit the battlefield in each cost range.
※Since the data was collected from ranked matches, there is no Data of Unit LV and LV2 below cost of 150.

Reference Data COST Unit LV Sortie Ratio Win Rate Rival Win Rate Damage Done Amount of MS Loss
200 General Unit Average 51.7 50.9 47954 3.6
LV3 1.73% 47.1 47.1 46573 3.6
Post-adjustments 5.11% 49.5 49.5 47706 3.5
Within expectations
250 General Unit Average 51.2 51.1 49774 3.4
LV4 0.88% 47.6 46.4 47542 3.4
Post-adjustments 5.95% 50.7 48.9 49290 3.3
Within expectations
300 General Unit Average 51.1 50.9 50885 3.2
LV5 0.50% 48.0 48.6 48873 2.9
Post-adjustments 2.73% 49.1 50.3 49564 2.9
Within expectations
Dom Tropen
Unit Features ・Unit HP has increased 「13000」→「14500」 (Upper LVs are also increased)
・Range Damage Correction has been increased 「25」→「35」 (Upper LVs are also increased)
Sub-Weapon Rocket Hand Grenade ・Newly Added
Adjustment Aim
・By the previous adjustments, the high rate of exposure to bullets, mainly due to the large size of the aircraft, was corrected but, the same problem has reoccurred, and the various results have decreased.

・To make it easier to gain “Damage Dealt”, “Shooting Compensation” has been enhanced.
Also, Sub-Weapon “Rocket Type Hand Grenade” is added.

・In order to improve “Amount of MS Loss”, “Unit HP” has been strengthened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
350 General Unit Average 51.5 51.5 54921 3.1
LV1 46.8 44.2 46195 3.4
Post-adjustments 50.6 48.8 51400 3.1
Within expectations
400 General Unit Average 50.8 51.3 58658 3.0
LV2 46.6 47.9 50440 3.5
Post-adjustments 50.1 49.3 55217 3.0
Within expectations
450 General Unit Average 50.2 49.0 59454 3.0
LV3 46.8 40.5 48501 3.3
Post-adjustments 51.0 48.8 57009 3.2
Within expectations
500 General Unit Average 49.9 49.3 65098 3.0
LV4 46.7 45.6 56357 3.3
Post-adjustments 50.7 49.9 63728 3.0
Within expectations
Gelgoog M (Commander Type)
Sub-Weapon Head-Mounted Vulcan II [Late Model] ・Newly Added
Adjustment Aim
・”Head-Mounted Vulcan II [Late Model]” has been added as Sub-Weapon.

・Adjustments are unnecessary, since it’s assumed to be within the actual result range.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
450 General Unit Average 50.2 49.0 59454 3.0
LV1 50.3 50.8 64747 2.9
Post-adjustments 50.6 52.2 64448 2.9
Within expectations
500 General Unit Average 49.9 49.3 65098 3.0
LV2 50.3 52.1 65453 2.8
Post-adjustments 50.5 51.9 65506 2.8
Within expectations
550 General Unit Average 50.3 50.3 65445 3.0
LV3 50.7 49.3 65695 2.7
Post-adjustments 50.9 52.7 68906 3.0
Within expectations
600 General Unit Average 50.2 50.1 66418 2.9
LV4 51.0 53.0 64313 2.9
Post-adjustments 51.4 52.9 67663 2.9
Within expectations
Moon Gundam (When equipped with Varguil Beam Rifle [GN])
Range Main Weapon Varguil Beam Rifle [GN] ・Focus time has been shortened 「3.0」→「2.0」
Sub-Weapon Beam Rifle Grenade Launcher ・Reload time has been shortened 「10.0」→「8.0」
・Reduced switching time between weapons
Adjustment Aim
・Unit was supposed to be a frontline-building machine, making full use of the secondary armament “Psycho Plates [Launch]” and the secondary armament “Psycho Plates [Defend]”, but chance to destroy enemy units from mid range when main Weapon “Varguil Beam Rifle [GN]” equipped was low and, they were many situations in which the team was destroyed before moving into the fight and since the various parameters have been declining below the average, below adjustments have been done.

・In order to increase the chances of disrupting enemy from medium range, Range Main Weapon “Varguil Beam Rifle [GN]”s “Focus” time has been shortened.
Sub-Weapon “Beam Rifle Grenade Launcher”‘s “Time until Weapon Change” and “Reload Time” has been shortened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
700 General Unit Average 50.7 50.6 87939 2.9
LV1 47.9 41.0 76749 3.0
Post-adjustments 50.5 51.7 82677 3.0
Within expectations
■Raid Type
Varguil
Unit Features ・LV1 Unit Skill “Special Back Add-On Buffer LV2” has increased to “LV3”
・LV2 Unit Skill “Special Leg Buffer Lv2” has increased to “LV3”
・LV2 Unit Skill “Emergency Evasion System LV1” has increased to “LV2”
・LV2 Unit Skill “Thruster output increase LV2” has been given
Range Main Weapon Varguil Beam Rifle [GN] ・Focus time has been shortened 「3.0」→「2.0」
Melee Main Weapon Varguil Beam Tomahawk ・LV2 Power has increased 「3045」→「3150」
Sub-Weapon Butterfly Edge x2 ・LV2 Power has increased 「1575」→「1650」
・Reload has ben reduced to 「15.0」→「12.0」
Sub-Weapon Funnels x6 [Pursue] ・Hit Rate has been lowered 「35%」→「28%」
Sub-Weapon Beam Rifle Grenade Launcher ・Reload has been shortened 「10.0」→「8.0」
・Reduced switching time between weapons
Adjustment Aim
・It was designed to engage in close combat by making full use of the “Butterfly Edge ×2” secondary weapon, but there were few opportunities for it to break the enemy aircraft’s position from mid-range, and there were many situations where it was destroyed before it could approach, there following adjustments have been made.

・Main Weapon “Varguil Beam Rifle [GN]” and Sub-Weapon “Beam Rifle Grenade Launcher” were enhanced to increase the chances of disrupting enemy from medium range.
※Since the same weapons can be equipped as Moon Gundam, the adjustments are identical.

Furthermore, sub-weapon “Funnels x6 [Pursue]”s “Heat Rate” has been enhanced, sub-Weapon “Butterfly Edge x2″s “Reload Time” has been shortened.

・In order to improve the “Damage Dealt”, melee main weapon “Varguil Beam Tomahawk” and sub-weapon “Butterfly Edge x2″s “Power” have been enhanced.

・In order to improve “Amount of MS Loss”, Unit’s LV1 Skill “Special Back Add-On Buffer”s LV has been enhanced. Unit LV2 skill “Special Leg Buffer” and “Emergency Evasion System”s LV has been enhanced, furthermore “Thruster output increase” LV2 has been given.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
650 Raid Unit Average 52.0 52.4 77340 3.2
LV1 46.8 43.8 70190 3.3
Post-adjustments 51.3 49.7 74374 3.2
Within expectations
700 Raid Unit Average 50.0 47.4 82498 3.2
LV2 42.9 44.4 70909 3.3
Post-adjustments 50.5 46.2 77458 3.2
Within expectations
Striker Custom
Unit Features ・Unit has increased HP「14000」→「15000」 (Upper LV also increased at the same time)
・Unit skill “Offense System LV1” has been given
Sub-Weapon Spark Knuckle ・LV2 Power increased 「1575」→「1650」 (Upper LV also increased at the same time)
・Cool-down time has been shortened 「10.0」→「8.0」
Sub-Weapon Twin Beam Saber ・LV2 Power increased 「1575」→「1650」 (Upper LV also increased at the same time)
・Cool-down time has been shortened 「3.0」→「2.5」
Skill Demon Blade System Ability Boost ・Increased speed while activating skills
・Increased effectiveness of “Forced Injector”, which can be used while activating skills
Adjustment Aim
・It was designed to excel in close combat, utilizing it’s three types of melee weapons. However, it was often knocked out of it’s stance during melee attacks against enemy, resulting in below-average results for various types of combat results.Therefore, below adjustments have been carried out.

・To make it harder to be knocked out of position during a melee attacks, the skill “Offense System” LV1 has been given.

・Sub-weapon “Spark Knuckle” and sub-weapon “Twin Beam Saber”‘s “Cool-down time” has been shortened in order to make it easier to gain [damage dealt] with melee attacks. Also, since the [damage dealt] tended to decrease after unit level 2, the [power] has been enhanced.

・In order to enable the player to approach the enemy quickly and make a melee attack, “Speed” during the activation of the skill “Demon Blade System Ability Boost” has been enhanced, and the effect of the skill “Forced Injector” during the Demon Blade System has been further strengthened.

・In order to improve “Amount of MS Loss”, “Unit HP” has been strengthened.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
450 Raid Unit Average 50.9 50.0 66625 3.5
LV1 48.1 46.6 66135 3.9
Post-adjustments 51.9 53.4 70640 3.8
Within expectations
500 Raid Unit Average 51.1 51.5 72810 3.3
LV2 47.3 46.5 68583 3.9
Post-adjustments 51.9 53.0 77202 3.8
Within expectations
550 Raid Unit Average 51.3 50.5 75403 3.1
LV3 46.1 45.2 70479 3.9
Post-adjustments 51.1 49.8 79198 3.6
Within expectations
※05/26/2022 appendix
GM Striker Kai
Sub-Weapon Twin Beam Saber [Linked] ・LV2 Power increased 「1575」→「1650」 (Increase by each LV)
・Cool-down time shortened 「3.0」→「2.5」
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
350 Raid Unit Average 51.5 51.6 59012 3.3
LV1 49.0 50.5 58636 3.5
Post-adjustments 50.8 53.2 60065 3.7
Within expectations
400 Raid Unit Average 52.5 54.1 64508 3.3
LV2 49.5 51.4 63944 3.3
Post-adjustments 50.4 52.3 65914 3.3
Within expectations
450 Raid Unit Average 52.0 53.0 66145 3.3
LV3 49.7 51.0 61462 3.2
Post-adjustments 50.0 52.3 63991 2.9
Within expectations
R-Jarja
Unit Features ・Unit has increased HP 「17500」→「18500」 (Upper LVs are also increased)
・Unit Skill “Emergency Evasion System LV1” has increased to “LV2”
・Unit Skill “Special Leg Buffer LV1” has been granted
Adjustment Aim
・It was designed to excel in close combat by utilizing two types of combat weapons, but current defensive performance does not fully compensate because of it’s size, making it more open to being destroyed than expected, therefore “Win Rate”, “Amount of MS Loss” were declining below the average, so the below adjustments were implemented.

・In order to improve “Amount of MS Loss”, “Unit HP” and skill “Emergency Maneuver”s LV has been strengthened and. Also, “Special Leg Buffer” LV1 has been given.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
500 Raid Unit Average 51.1 51.5 72810 3.3
LV1 48.6 48.4 73114 3.5
Post-adjustments 50.3 50.3 73695 3.5
Within expectations
550 Raid Unit Average 51.3 50.5 75403 3.1
LV2 48.3 46.0 75752 3.5
Post-adjustments 50.0 50.6 78967 3.4
Within expectations
600 Raid Unit Average 50.9 50.4 74526 3.2
LV3 48.2 45.6 72329 3.4
Post-adjustments 50.0 49.9 79984 3.4
Within expectations
650 Raid Unit Average 52.0 52.4 77340 3.2
LV4 47.9 48.4 81274 3.4
Post-adjustments 50.3 52.5 81632 3.2
Within expectations
Dwadge
Sub-Weapon Rocket Type Hand Grenade ・Newly Added
Adjustment Aim
・Sub Weapon “Rocket Type Hand Grenade” has been added.

・”Damage Dealt” is tad bit below the average but, still within the assumption range and, no adjustment is required as this weapon addition is expected to improve the situation.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
400 Raid Unit Average 53.1 52.9 66995 3.5
LV1 51.1 48.7 62534 3.6
Post-adjustments 50.9 46.9 60401 3.6
Within expectations
450 Raid Unit Average 50.9 50.0 66625 3.5
LV2 51.2 50.4 63529 3.4
Post-adjustments 50.0 46.5 60104 3.5
Within expectations
500 Raid Unit Average 51.1 51.5 72810 3.3
LV3 50.8 50.0 68906 3.3
Post-adjustments 50.0 50.9 67875 3.5
Within expectations
550 Raid Unit Average 51.3 50.5 75403 3.1
LV4 50.8 47.2 74085 3.3
Post-adjustments 50.2 47.0 68291 3.2
Within expectations
■More about Balance Report
・Sub-Weapon “Rocket Type Grenade” was added but, “Win Rate” ended up quite low among all LVs.
However, due to the following concerns, we refrained from making any immediate adjustments another adjustment will be considered after more data is collected.
・Addition of sub-Weapon “Rocket Type Hand Grenade” increased the range of tactics, but at the same time also changed the difficulty of operating, resulting in a decrease in various types of results.
Other than that, it resulted in being targeted by the enemy units, without having a chance of bringing out all of it’s specs that might lead to decrease in “Win Rate”.
■Support Type
White Rider
Range Main Weapon Prototype Shekinah [Gatling Gun] ・Power has increased 「150」→「160」 (Upper LVs are also increased)
・Stagger affect has increased
Sub-Weapon Prototype Shekinah [Mega Beam] ・Reload has been lowered 「90.0」→「70.0」
・Increased bullet velocity when shooting
Sub-Weapon Arm Grenade Launcher ・Cool-down time has been lowered 「6.0」→「5.5」
・Stagger affect has increased
Skill ZEUS Ability Boost ・Increased the effectiveness of the “Forced Injector” that can be used while activating skills
Adjustment Aim
・It was designed to create a numerical advantage in the front line in a short period of time, centering on the “Prototype Shekinah [Mega Beam],” a secondary weapon with high instantaneous firepower. However, there were few other armaments that could break the enemy aircraft’s position, which often put a burden on the team and resulted in below-average results in various areas, therefore below adjustments have been carried out.

・To increase the chance of disrupting the enemy position、range main weapon “Prototype Shekinah [Gatling Gun]”s “Stagger accumulation value” has been enhanced. In addition, the [stagger accumulation value] and [cool time] of the secondary weapon “Arm Grenade Launcher” have been enhanced.

・The [power] of the main ranged weapon “Prototype Shekinah [Gatling Gun]” has been enhanced in order to make it easier to obtain [damage dealt] by shooting. In addition, the [reload time] of the secondary weapon “Prototype Shekinah [Mega Beam]” has been shortened and it’s [bullet speed] has been enhanced to make it easier to hit enemy.

・Skill “ZEUS Ability Boost” LV1 enhanced the effect of the skill “Forced Injector”, a special effect during activation, making it easier to move into favorable positions.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
450 Support Unit Average 51.3 51.4 63622 2.8
LV1 46.0 46.0 61543 3.0
Post-adjustments 50.0 49.2 66301 2.8
Within expectations
500 Support Unit Average 51.3 49.6 62965 3.0
LV2 46.0 44.1 62190 3.0
Post-adjustments 50.7 50.7 64846 2.8
Within expectations
MP Qubeley
Unit Features ・Unit skill “Damage Control LV1” has been given
・Unit skill “Special Leg Buffer LV1” increased to “LV2”
・Unit skill “Special Shoulder Buffer LV1” increased to “LV3”
・LV2 unit speed increased 「125」→「130」
・LV2 unit close range part slot increased 「10」→「11」
Adjustment Aim
・By the previous adjustment, mainly adjusted to increase the opportunity to break the enemy’s posture. However, due to the high hit rate caused by the “low movement speed” and “large size” of the unit, the “Win Rate” and “Amount of MS Loss” were below average, so below adjustments were made.

・In order to improve “Amount of MS Loss”, Skill “Special Leg Buffer” and “Special Shoulder Buffer”s LV has been strengthened together as “Damage Control” LV1 has been given.

・Since the battle results of the unit LV2 was declining, [speed] and [number of close range slots] of the custom parts slot were enhanced.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
650 Support Unit Average 51.6 51.8 77941 2.7
LV1 48.7 49.2 78319 3.1
Post-adjustments 50.0 51.3 80486 2.9
Within expectations
700 Support Unit Average 50.8 48.1 79925 2.9
LV2 48.0 47.9 82508 3.2
Post-adjustments 50.7 51.5 84916 3.2
Within expectations
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