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INFORMATION

Unit Adjustment [October 2022]

■[PDT] 10/26/2022 22:00
■[CET] 10/27/2022 06:00
ver.0160.1291
■Unit Adjustments
■Regarding the Battle Results (11/24/2022 Appendix)
・Added the results before and after the balance adjustment implemented on [JST] 10/27/2022 (see below for details).

・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
High Mobility Zaku (Late Model)
Unit Features ・Maneuver is increased “57”→”60″
・Unit Skill “High-Performance Balancer LV1” has been granted.
・Unit Skill “Emergency Evasion System LV1” is increased to “LV2”
・LV2 Unit HP is increased “14000”→”15500″ (Upper LV also increased at the same time)
・LV2 Unit Speed is increased “115”→”120″ (Upper LV also increased at the same time)
・LV2 Unit Skill “Forced Injector LV1” is increased to “LV2”  (Upper LV also increased at the same time)
・LV2 Unit Skill “Reaction Booster Program LV1” has been granted
・LV3 Unit Skill “Reaction Booster Program LV2” has been granted
Aim
・While making full use of its high “High-Speed Movement” and “Thruster”, this unit was designed to excel at hit-and-run attacks with shooting attacks. Although the current “Damage Deal” is high, it is difficult to maintain the front line due to the armament configuration that makes it difficult to pursue and destroy enemy Unit, and the burden on the allied team is relatively large. As a result, various battle results tended to decline, so we made the following adjustments.

・To make it easier to maintain the front line with follow-up attacks with melee attacks after the enemy Unit is out of balance, Skill “High-Performance Balancer” LV1 has been granted.

・In order to improve the “Amount of MS Loss”, “Maneuver” Feature and Skill “Emergency Evasion System”s LV is enhanced.

・Since the “Win Rate” after Unit LV2 was on a downward trend, Enhanced the LV of “Unit HP”, “Speed”, and the Skill “Forced Injector”. In addition, the skill “Reaction Booster Program” has been granted.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of Ms Loss
400 General Average 50.1 50.2 56872 3.0
LV1 48.4 45.4 62830 3.1
Post-Adjustments 50.8 48.1 59964 3.1
Within Expectations
450 General Average 49.5 48.1 56543 2.9
LV2 46.3 43.4 59386 3.0
Post-Adjustments 50.7 47.5 61257 2.9
Within Expectations
500 General Average 49.4 48.7 61296 2.8
LV3 43.4 41.4 60815 2.9
Post-Adjustments 49.7 50.0 69099 2.7
Within Expectations
Gallus-J
Unit Features ・Unit HP is increased “17500”→”19000″ (Upper LV also increased at the same time)
・Unit Skill “Special Leg Buffer LV2” has been granted
・LV3 Unit Skill “Enhanced Thruster Output LV1” has been granted
Aim
・Unit is designed to be a close combat-oriented machine that utilizes shooting armament to easily break the enemy’s position with its two types of weapons. In the past adjustments, we have mainly strengthened its features to improve survivability, however, the various battle results were on a downward trend again, so we have made the following adjustments.

・In order to improve “Amount of MS Loss”, “Unit HP” has been enhanced and the skill “Special Leg Buffer” LV2 has been added.

・Unit LV3s “Win Rate” was on the decline, so Skill “Enhanced thruster output” LV1 has been granted.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of MS Loss
500 General Average 49.4 48.7 61296 2.8
LV1 48.0 47.8 64111 3.3
Post-Adjustments 50.0 50.5 66127 3.1
Within Expectations
550 General Average 50.0 49.7 63505 2.8
LV2 48.3 48.4 66006 3.3
Post-Adjustments 50.5 49.7 64518 3.2
Within Expectations
600 General Average 49.3 48.2 63137 2.9
LV3 47.5 45.4 64510 3.2
Post-Adjustments 50.5 49.5 68352 3.1
Within Expectations
■Raid Type
Gyan
Unit Features ・Unit HP is increased “15500”→”16500″ (Upper LV also increased at the same time)
・Maneuver is increased “66”→”72″
・Unit Skill “Emergency Evasion System LV1” is increased to “LV2”
・LV1 Unit Skill “Special L-Arm Equipment Buffer LV2” has been granted
・LV2 Unit Skill “Special L-Arm Equipment Buffer LV2” has been granted
・LV3 Unit Skill “Special L-Arm Equipment Buffer LV3” has been granted
・LV3Unit Skill “Assault Booster LV2” is increased to “LV3”
・LV4Unit Skill “Special L-Arm Equipment Buffer LV4” has been granted
・LV4 Unit Skill “Assault Booster LV2” is increased to “LV3”
Aim
・This Unit specializes in close combat, taking advantage of its high melee attack performance. In the past, we have strengthened Unit Features and made adjustments to make it easier to break the enemy’s stance, but various battle results tended to decline again, so we made the following adjustments.

・Enhanced “Unit HP” to improve “Amount of MS Loss”. And Skill “Special L-Arm Equipment Buffer” has been granted, which will reduce the damage that hits the shield. In order to further reduce the enemy hit rate, we enhanced the LV of the “Maneuver” Feature and Skill “Emergency Evasion System”.

・The LV of the skill “Assault Booster” has been strengthened because the battle results after Unit LV3 has been declining.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of MS Loss
400 Raid Average 50.9 50.8 62777 3.4
LV1 46.1 47.1 66806 4.0
Post-Adjustments 50.9 51.4 67721 3.8
Within Expectations
450 Raid Average 49.7 48.2 63277 3.3
LV2 44.1 44.7 65401 3.8
Post-Adjustments 50.3 51.3 71612 3.8
Slightly Below Expectations
500 Raid Average 49.6 47.9 68508 3.3
LV3 43.3 39.8 65855 3.6
Post-Adjustments 50.5 51.5 70751 3.5
Within Expectations
550 Raid Average 50.4 50.0 73197 3.1
LV4 44.4 33.3 67421 4.0
Post-Adjustments 49.5 41.1 68381 3.5
Slightly Below Expectations
Char’s Gelgoog
Unit Features ・Unit HP is increased “17000”→”18500″
・Speed is increased “130”→”135″
・Thruster is increased “65”→”70″
・Maneuver is increased “66”→”69″
・Unit Skill “Special Leg Buffer LV1” is increased to “LV2”
・Increased movement speed when moving left, right, and backwards on the ground
Aim
・This Unit specializes in close combat, utilizing two types of melee weapons and high mobility. However, due to the relatively large size of the Unit in the same cost range, it was frequently hit by attacks and destroyed before it could approach the enemy, therefore various battle records were below average, so we made the following adjustments.

・Enhanced the LV of “Unit HP” and skill “Special Leg Buffer” to improve “Amount of MS Loss”.
Furthermore, in order to suppress the hit rate, various mobility performance such as “Speed”, “Thruster”, and “Maneuver” performance have been enhanced.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of MS Loss
450 Raid Average 49.7 48.2 63277 3.3
LV1 47.2 43.9 62409 3.6
Post-Adjustments 50.5 51.5 69512 3.4
Within Expectations
■Support Type
Xamel
Unit Features ・Unit Skill “Frontline Support System LV1” is increased to “LV2”
・Short-range parts slots increased from “4” to “5” (Upper LV also increased at the same time)
・Middle range parts slots increased from 14 to 15 (Upper LV also increased at the same time)
Range Main Weapon 8-Tube Missile Launcher x2 ・Power is increased “200”→”225″ (Upper LV also increased at the same time)
・Reload Time is shortened “12.0”→”10.0″
Sub-Weapon 680mm Cannon [HE] ・Power is increased “1500”→”1600″ (Upper LV also increased at the same time)
・Reload Time is shortened “11.5”→”10.0″
Sub-Weapon 680mm Cannon [type3] ・Power is increased “1100”→”1200″ (Upper LV also increased at the same time)
・Reload Time is shortened “11.5”→”10.0″
Sub-Weapon 680mm Cannon [APFSDS] ・Power is increased “1800”→”1900″ (Upper LV also increased at the same time)
・Hit detection has been expanded to make it easier to hit the target
Sub-Weapon 20mm Vulcan ・Increases stagger accumulation value
Aim
・Unit was designed as to specialize in medium to long-range battles that make use of a wide variety of live-fire weapons. In the past, we mainly adjusted weapons to make it easier to obtain “Damage Deal” by shooting, but various battle results were on decline again, so we made the following adjustments.

・The following weapons have been adjusted to increase the chances of disorienting the enemy and increasing “Damage Deal”.
・Range Main Weapon “8-Tube Missile Launcher x2″s “Power” and “Reload Time” is enhanced.
・Sub-Weapon “680mm Cannon [HE]’s “Power” and “Reload Time” is enhanced.
・Sub-Weapon “680mm Cannon [type3]’s”Power” and “Reload Time” is enhanced.
・Sub-Weapon “680mm Cannon [APFSDS]’s “Power” and “Hit Radius” are enhanced.
・Sub-Weapon “200mm Vulcan”s “Stagger Accumulation Value” is enhanced.

・Increased the number of “Part Slots” for equipping custom parts so that unit features can be improved according to usage.

・In order to support allied team members to maintain the front line, the LV of the skill “Frontline Support System”, which shortens the “Re-dispatch Time” of allied units, has been enhanced.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of MS Loss
500 Support Average 50.6 49.3 60504 2.8
LV1 47.0 38.8 50775 2.8
Post-Adjustments 50.5 45.6 61106 2.9
Within Expectations
550 Support Average 49.7 46.5 64589 2.9
LV2 46.8 37.1 51842 2.5
Post-Adjustments 50.6 46.6 68521 2.8
Within Expectations
600 Support Average 49.5 47.4 68493 2.7
LV3 46.7 32.2 52152 2.5
Post-Adjustments 50.0 45.5 72537 2.9
Slightly Below Expectations
650 Support Average 51.2 50.5 73410 2.6
LV4 46.6 38.5 59529 2.6
Post-Adjustments 49.7 46.3 75223 2.8
Slightly Below Expectations
700 Support Average 49.1 45.1 73714 2.8
LV5 40.2 30.8 52036 2.9
Post-Adjustments 50.0 42.7 72880 2.9
Slightly Below Expectations
Guncannon II
Unit Features ・Unit Skill “Frontline Support System LV1” has been granted
・Unit Skill “High-Performance Radar LV2” is increased to “LV3”
Sub-Weapon Beam Cannon ・Changed the Firing Method to both available as Focused and Unfocused.
Aim
・Unit was designed as a sniper that excelled in medium- to long-range combat, but its Weapons could not break the enemy Unit’s formation unless its concentrated. On the other hand, there were many situations in which it could not fully support the front line. As a result, various battle results were below average, so the following adjustments have been made.

・Made it possible to use Sub-Weapon “Beam Cannon” even when unfocused to increase the chance of disorienting enemy Units and increase the “Damage Deal”.

・Skill “Frontline Support System” has been granted that reduces the “Re-dispatch Time” of allied units to help allied team members maintain their front line.

・Skill “High-Performance Radar”s LV is enhanced to make it easier to grasp the battle situation.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of MS Loss
400 Support Average 50.9 48.8 55963 2.7
LV1 46.2 41.4 54018 2.2
Post-Adjustments 50.1 46.7 58291 2.6
Within Expectations
450 Support Average 50.8 50.5 63516 2.7
LV2 46.5 43.4 59085 2.2
Post-Adjustments 49.4 40.5 62208 2.6
Slightly Below Expectations
500 Support Average 50.6 49.3 60504 2.8
LV3 46.4 40.3 58551 2.0
Post-Adjustments 49.3 47.3 60732 2.4
Slightly Below Expectations
■Appendix About Xamel and Guncannon II
・Both Unit’s each Range Weapons have been enhanced due to lack of “Damage Deal”. As a result of previous adjustments, “Damage Deal” has indeed improved, but so did “Amount of MS Loss”.

・Reason might be that these Unit also become a target since their amount of damage dealt to the enemy team has increased. The result of this adjustment is lower than expected, but we will consider readjustment after securing a certain data collection period.

Assault Guntank
Unit Features ・Unit HP is increased “15000”→”16000″ (Upper LV also increased at the same time)
・Thrusters is increased “60”→”65″
Sub-Weapon 220mm Smoothebore Cannon [APHE] ・Cool-doown Time is reduced “7.0”→”6.0″
Sub-Weapon Multi-Tube Rocket Launcher ・Power is increased “350”→”400″ (Upper LV also increased at the same time)
・Increases stagger accumulation value
Sub-Weapon Mounted FLAMETHROWER ・Increased damage from Incendiary effect
Sub-Weapon Fuel Depth Charge ・Reload Time is shortened “15.0”→”10.0″
Aim
・Unit is designed to be able to engage in combat at a wide range of engagement distances, based on its Assault Weapons and varied Firearms. In the past, the battle records were better than expected, so we made a downward adjustment to the “Unit HP” and ranged armament, but due to changes in the battle environment and countermeasures, it is too weak to have this shooting damage accumulation and melee attacks during the assault gun mode and there were many situations in which they stiffened up to receive follow-up fire. As a result, various battle results tended to decline, so the following adjustments have been made to match the current environment.

・The following weapons have been adjusted to increase the “Damage Deal” by shooting and the chance of disorienting the enemy Units.
・Sub-Weapon “220mm Smoothebore Cannon [APHE]”s “Cool-down Time” is shortened.
・Sub-Weapon “Multi-Tube Rocket Launcher”s “Power” and “Stagger Accumulation Value” is enhanced.
・Sub-Weapon “Mounted FLAMETHROWER”s Incendiary Effect “Damage” is enhanced.
・Sub-Weapon “Fuel Depth Charge”s “Reload Time” is shortened.

・Enhanced “Unit HP” to improve “Amount of MS Loss”. Also, “Thrusters” has been strengthened to extend the transformation time and reduce the hit rate.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of MS Loss
400 Support Average 50.9 48.8 55963 2.7
LV1 46.9 45.3 53792 3.2
Post-Adjustments 50.6 47.2 59992 3.3
Within Expectations
450 Support Average 50.8 50.5 63516 2.7
LV2 46.8 45.2 59137 3.5
Post-Adjustments 50.5 46.0 62100 3.2
Within Expectations
500 Support Average 50.6 49.3 60504 2.8
LV3 45.7 40.4 59531 3.2
Post-Adjustments 50.6 47.0 64274 3.0
Within Expectations
Assault Guntank (Transformed)
Unit Features ・Unit HP is increased “15000”→”16000″ (Upper LV also increased at the same time)
・Thrusters is increased “60”→”65″
Geara Doga [Heavy Arms Type]
Unit Features ・LV2 Unit Skill “Special Back Add-On Buffer LV2” is increased to “LV3”
Sub-Weapon Lange Bruno Gun [APHE] ・Reload Time is shortened “30.0”→”25.0″
Sub-Weapon Lange Bruno Gun [Cluster] ・Range is increased “500m”→”550m”
・Reload Time is shortened “15.0”→”14.0″
・Increases stagger accumulation value
・Reduced Stiffness Time after the use of the Weapon
Aim
・Unit was designed to excel in medium to long-range combat with its highly restrained Sub-Weapon “Lange Bruno Gun [APHE],” but it was running out of ammunition quite quickly, resulting in many lost attack opportunities. As a result, various battle results were below average, so the following adjustments have been made.

・In order to increase the opportunity to disorient enemy Units and mitigate the loss of attack opportunities due to running out of ammunition, Sub-Weapon “Lange Bruno Gun [APHE]” and “Lange Bruno Gun [Cluster]”s “Reload Time” is shortened. Furthermore, Sub-Weapon “Lange Bruno Gun [Cluster]’s “Stiffness Time After Shooting” and “Reload Time” is shortened, “Range” and “Stagger Accumulation Value” is enhanced.

・Unit LV2’s battle results were on the decline, so we strengthened the LV of the skill “Special Back Add-On Buffer”.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of MS Loss
550 Support Average 49.7 46.5 64589 2.9
LV1 48.4 45.2 61786 2.9
Post-Adjustments 50.7 49.3 71327 2.9
Within Expectations
600 Support Average 49.5 47.4 68493 2.7
LV2 48.0 44.2 65304 2.8
Post-Adjustments 50.8 47.7 66456 2.7
Within Expectations
Jesta Cannon
Range Main Weapon Jesta Cannon Beam Rifle [GN] ・Power is increased “900”→”1100″
・Reload Time is shortened “13.0”→”10.0″
・Increases stagger accumulation value of Focused Fires
Sub-Weapon Shoulder Beam Cannon ・Increases stagger accumulation value
・Reduces Required Recovery Time After Using the Weapon
Sub-Weapon Shoulder Multi-Launcher ・Power is increased “200”→”350″
Sub-Weapon Jesta Cannon Beam Rifle Grenade ・Reload Time is shortened “11.3”→”10.0″
・Weapon Switch Time is reduced.
Aim
・Unit was designed to be good at mid to long-range battles, making use of its wide range of ranged weapons and Skill “Precision Sniping” LV2. However, unit was prone to running out of ammunition, and there were many situations where it was difficult to break the enemy’s position, resulting in below-average results.

・The following adjustments have been made in order to increase the chances of getting “Damage Deal” by shooting and disorienting enemy Units.
・Ranged Main Weapon “Jesta Cannon Beam Rifle [GN]”s “Power” and “Reload Time” is shortened, “Stagger Accumulation Value” during focused fire has been enhanced.
・Sub-Weapon “Shoulder Beam Cannon “s “Stiffness Time When Firing” has been shortened and “Stagger Accumulation Value” when firing normally has been enhanced.
・Sub-Weapon “Shoulder Multi-Launcher”s “Power” is enhanced.
・Sub-Weapon “Jesta Cannon B.R. Grenades”s “Weapon Switch Time” and “Reload Time” is shortened.

Reference Data Cost Unit LV Win Rate Rival Win Rate Damage Deal Amount of MS Loss
600 Support Average 49.5 47.4 68493 2.7
LV1 48.0 43.0 63155 2.5
Post-Adjustments 51.1 49.4 70956 2.4
Within Expectations
■Custom Parts Adjustments
The usage rate of custom parts is calculated under the same conditions as Unit Battle Results, as we check the figures in all cost ranges and adjust the ones with the lowest values ​​in any cost range.
Anti-Ballistic Armor
Performance ・Reduced required medium-range slots for LV4 parts from “12” to “9”
・Reduced required medium-range slots for LV5 parts from “12” to “6”
Aim
・First of all, we will explain the “Equipment Tendency” and “Environment for Each Cost Range” of custom parts. The number of available slots for custom parts increase as the cost of the Unit also increases, so basically “Higher the cost of that Unit, higher LV of parts will be available to equip.

・In addition, since the weapon environment of MS differs depending on the cost range, the usage ratio of armored parts (anti-bullet, anti-beam, anti-fight) varies greatly. For example, Anti-Ballistic Armor is likely to be selected because there are many MSs equipped with live ammunition in the low-cost range. Usage rates vary greatly. On the other hand, since there are many MSs equipped with beam weapons in the high-cost range, beam-resistant armor is likely to be selected.

・Since the high-cost zone where high-LV parts are easily equipped is mainly beam weapons, the usage rate of “Anti-Ballistic Armor” was low only for LV4 to LV5. Although it is inevitable due to unsuitable environment, we decided that the number of slots consumed was not equal, and adjusted the number of slots required.

Reference Data Custom Parts LV Use Rate:Cost 300 – 400 Use Rate:Cost 450 – 550 Use Rate:Cost 600 – 700
LV1 3.68% 1.24% 0.80%
LV2 1.78% 1.12% 0.80%
LV3 0.24% 0.53% 1.03%
LV4 0.06% 0.13% 0.22%
Post-Adjustments 0.13% 0.18% 0.26%
LV5 0.01% 0.02% 0.04%
Post-Adjustments 0.02% 0.03% 0.06%
Cooling System
Features ・Adds “Reduced Recovery Duration When Overheated” effect to LV1 parts
・Reduced medium-range slots for LV1 parts from “2” to “1”
・Adds “Reduced Recovery Duration When Overheated” effect to LV2 parts
・Reduced medium-range slots for LV2 parts from “4” to “2”
・Adds “Reduced Recovery Duration When Overheated” effect to LV3 parts
・Reduced short-range slots for LV3 parts from “9” to “7”
・Reduced  medium-range slots for LV3 parts from “6” to “4”
・Adds “Reduced Recovery Duration When Overheated” effect to LV4 parts
・Reduced short-range slots for LV4 parts from “11” to “10”
・Reduced medium-range slots for LV4 parts from “7” to “5”
・Reduced  long-range slots for LV4 parts from “2” to “1”
Aim
・Since this custom part has a low “Use Rate” in all LVs, we decided that the part effect and the number of slots consumed did not match, so we adjusted the number of slots consumed. It also has the effect of “Reduced Recovery Speed ​​Time When Overheated”, increasing the added value.
Reference Data Custom Parts LV Use Rate:Cost 300 – 400 Use Rate:Cost 450 – 550 Use Rate:Cost 600 – 700
LV1 0.29% 0.24% 0.23%
Post-Adjustments 0.33% 0.30% 0.25%
LV2 0.10% 0.16% 0.23%
Post-Adjustments 0.16% 0.22% 0.27%
LV3 0.03% 0.06% 0.12%
Post-Adjustments 0.10% 0.22% 0.25%
LV4 0.01% 0.04% 0.07%
Post-Adjustments 0.06% 0.11% 0.16%
Forced Cooling System
Features ・Adds “Increased Thruster Recovery Speed” effect to LV1 parts
・Reduced short-range slots for LV1 parts from “3” to “2”
・Reduced medium-range slots for LV1 parts from “2” to “1”
・Adds “Increased Thruster Recovery Speed” effect to LV2 parts
・Reduced short-range slots for LV2 parts from “6” to “5”
・Reduced medium-range slots for LV2 parts from “4” to “3”
・Add “Increased Thruster Recovery Speed” effect to LV3 parts
・Reduced short-range slots for LV3 parts from “8” to “7”
・Reduced medium-range slots for LV3 parts from “5” to “4”
・Reduced long-range slots for LV3 parts from “2” to “1”
・Adds “Increased Thruster Recovery Speed” effect to LV4 parts
・Reduced short-range slots for LV4 parts from “11” to “10”
・Reduced medium-range slots for LV4 parts from “7” to “5”
・Reduced long-range slots for LV4 parts from “2” to “1”
Aim
・Since this custom part has a low “Use Rate” in all LVs, we decided that the part effect and the number of slots consumed did not match, so we adjusted the number of slots consumed. It also has the effect of “Reduced Thruster Recovery Speed” to increase the added value.
Reference Data Custom Parts LV Use Rate:Cost 300 – 400 Use Rate:Cost 450 – 550 Use Rate:Cost 600 – 700
LV1 0.17% 0.15% 0.12%
Post-Adjustments 0.33% 0.34% 0.24%
LV2 0.05% 0.09% 0.11%
Post-Adjustments 0.10% 0.15% 0.15%
LV3 0.02% 0.04% 0.05%
Post-Adjustments 0.04% 0.20% 0.12%
LV4 0.01% 0.01% 0.03%
Post-Adjustments 0.03% 0.07% 0.10%
■Appendix About Custom Parts Adjustment Results
・With the previous adjustments, although there are no significant improvements the “Use Rate” has increased slightly. According to these results, we still accept that the performance is difficult to handle, but readjusting in a situation where there is little data may cause the balance to be off again, so after securing a certain data collection period, we will consider whether to make adjustments again.

※In addition, since MS with Cost between 300–400 Range has few slots, it is rather difficult to equip high-level custom parts, therefore leading to “Use Rate” being low.

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