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INFORMATION

Unit Adjustments (December 2020)

■2020/12/24 14:00
ver.0135.0622
■Unit-related adjustments
■General Type
REGELG
Unit Performance ・Increased HP from 15,000 to 16,000 (and higher levels)
Melee Main Weapon ReGelgu Beam Spear ・Reduce weapon switching time
Secondary Weapon Backpack Missile Pod ・Increase in Lv2 power from 367 to 400
Secondary Weapon Arm Grenade Launcher ・Power increased from 1800 to 2200(and in higher levels)
・Reload “15.0” to 12.0″.
・Expanded blast range at the time of impact
Secondary Weapon Regelgu Beam Rifle Grenade Launcher ・Reload “15.0” to “12.0”.
Adjustment Intent
・This unit is designed to contribute to a team with various staggering weapons.
However, [Reload] and [Weapon Switching Time] of each weapon hindered this unit in its consecutive attack.
To improve this:
・[Weapon Switching time] of ReGelgu Beam Spear reduced to make melee attacks handy after ranged attacks.
・[Reload time] of Arm Grenade Launcher and Regelgu Beam Rifle Grenade Launcher reduced. In addition, Arm Grenade Launcher’s [Power] increased and [Blast range] expanded.
・LV2 Backpack Missile Pod’s [Power] increased.
・[HP] increased to decrease [MS Loss]
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
500 Average 48.5 45.4 57094 3.0
LV1 45.8 43.5 56643 3.3
After adjustment 49.8 49.6 62877 3.3
Within expectations
550 Average 49.7 47.6 59644 2.8
LV2 44.6 40.6 55472 3.1
After adjustment 50.0 49.3 64901 3.0
Within expectations
Gallus-J
Unit Performance ・Anti-ballistic modifier increased from “15” to “20” (also for higher levels)
・Anti-beam modifier increased from “15” to “20” (also for higher levels)
・Thruster increased from “60” to “65”
Adjustment Intent
・Although this unit is designed to be good at between middle and close-range combat, this has a relatively big hit box and in a state where its [MS Loss] was increasing.
・To make up for its size, we enhanced some defensive status.
・To improve its survivability, we increased the [Thruster] to allow it use skill [Maneuver Armor] more.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
500 Average 48.5 45.4 57094 3.0
LV1 47.9 46.1 63882 3.4
After adjustment 50.1 47.2 64340 3.3
Within expectations
550 Average 49.7 47.6 59644 2.8
LV2 47.1 45.8 62995 3.2
After adjustment 50.3 48.0 67154 3.0
Within expectations
Dom Tropical Test Type
Unit Performance ・HP Increased from “11000” to “12000”(also for higher levels)
・Increased unit speed when moving left, right, and backwards
Melee main Weapon Heat Saber ・Increased modifier of lower melee attack
・Increased correction for downward melee attack
Adjustment Intent
・Having skills which reduce damage reaction time while melee attacking, this is unit was meant to charge up enemies by high damage and specific downward melee attack. However, when this unit goes with a downward melee attack while moving backwards, its backwards moving force by inertia offsets the forward moving force by downward melee attack. When this happens, this unit does not charge upon but stop on the spot.
We consider this is one of the reasons which is decreasing its [Win rate]
・To improve this, we prolonged the duration time of moving forward by downward melee attack. Because of this, you can move forward without recurring the incident above.
・We improved the moving speed towards left, right, and backwards to make it more powerful at the close-ranged combat.
・To improve its survivability and explosive firepower, we enhanced its [HP] and [Modification of downward melee attack].
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
300 Average 50.1 49.2 45665 3.1
LV1 44.3 41.0 44795 3.7
After adjustment 50.2 52.6 60386 4.0
Slightly above expectations
350 Average 49.7 48.7 49584 3.0
LV2 44.3 38.2 48523 3.7
After adjustment 48.4 47.6 55602 3.7
Within expectations
Alex
Ranged Main Weapon Alex Beam Rifle ・Increased LV2 Power from 1000 to 1050 (also for higher levels)
・Increased the power of focused fire
Ranged Main Weapon Alex Hyper Bazooka ・Increased Lv2 Power from 1575 to 1650 (also for higher levels)
Secondary Weapon Arm 90mm Gatling Cannon ・Increased Lv2 Power from 131 to 145 (also for higher levels)
How

Adjustment Intent
・This unit was meant to be good at middle to close-ranged combat with its secondary weapon Arm 90mm Gatling.
However when it comes to over 500 cost battlegrounds, the fire power of this unit is lower than that of the other over 500 cost MSs’ ranged weapon. Therefore, we consider this is one of the reasons of its low win rate.
・To improve this, we enhanced the [Power] of the each LV2 weapon and higher.
*We do not have Alex LV4 data because it’s released today 24th of Dec. 2020.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
450 Average 49.7 48.3 53556 2.9
LV1 50.7 52.6 54602 2.8
500 Average 48.5 45.4 57094 3.0
LV2 48.2 45.5 55459 2.8
After adjustment 49.5 50.9 59587 2.7
Slightly below expectations
550 Average 49.7 47.6 59644 2.8
LV3 48.1 47.2 55445 2.6
After adjustment 51.6 51.1 61779 2.6
Within expectations
Asshimar
Unit Performance ・Increased LV2 Melee modifier from “12” to “17” (also for higher levels)
Ranged Main Weapon Large Beam Rifle ・Heat rate improved from 35% to 30%
・Increased LV2 power from 1575 to 1650 (also for higher levels)
・Increased lV2 power during focused firing (also for higher levels)
Adjustment Intent
・Each data including[Win rate] is below average as you can see in the table, The higher LV goes, the lower it possibly wins.
・This unit was meant to hold the frontline with Large Beam Rifle which has higher [Staggered Accumulation Value] .
・We considered that one of the reasons of this data is that this weapon’s [Heat rate] was not appropriate when a consecutive firing.・To improve this, [Heat rate] reduced and allow it fire more frequently than before.
・In addition, [Melee damage modifier] and each weapon’s [Power] are enhanced for each weapon’s higher LV damage.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
550 Average 49.7 47.6 59644 2.8
LV1 47.6 41.7 59144 2.7
After adjustment 50.3 47.0 65853 2.7
Within expectations
600 Average 49.3 48.4 63076 2.8
LV2 45.8 39.8 58804 2.8
After adjustment 50.5 47.0 61277 2.6
Within expectations
650 Average 49.7 49.0 66165 2.7
LV3 45.0 36.0 56476 2.9
After adjustment 50.3 44.0 61540 2.8
Within expectations
Asshimar (Transformed)
Unit Performance Increased LV2 Melee modifier “12” to “17”(also for higher levels)
Secondary Weapon Large Beam Rifle ・Increased LV2 power from 378 to 390 (also for higher levels)
・Increased the power during LV2 focused firing (also for higher levels)
■Raid Type
Gerbera Tetra
Ranged Main Weapon Gerbera Tetra Beam Machine Gun ・Heat rate improved from 10% to 9%
・Cool time “1.5” reduced to “1.0”
・Increase the accumulation of staggering
Melee Main Weapon Gerbera Tetra Beam Saber ・ Weapon switching time reduced
Adjustment Intent
・We have adjusted this unit in Apr. 2020, but the results of the adjustments were less than expected, and various results were lower than expected, so we readjusted it.

・This unit is designed to damage staggered enemies with consecutive melee attacks by utilizing its high mobility.
However, in spite of its previous adjustment, this unit was still struggling with making a good use of its melee weapon and staggering enemies.

・To improve this, [Accumulation of staggering] increased and its [Cool time] “1.5” reduced to “1.0” so that this unit can stagger enemies easier than before.
In addition, [Heat rate] improved for the frequency.

・Regarding “Gerbera Tetra Beam Saber”, [Weapon switching time] reduced to make it easier for this unit to do consecutive melee attacks.

Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
550 Average 50.0 46.7 61818 2.9
LV1 44.5 43.5 60968 3.3
After adjustment 48.1 47.9 68765 3.3
Below expectations
600 Average 50.0 46.7 64861 3.0
LV2 45.9 41.7 61594 3.2
After adjustment 48.4 45.2 63204 3.0
Below expectations
650 Average 49.9 48.5 66396 3.0
LV3 44.6 38.5 62044 3.2
After adjustment 48.2 40.0 62073 3.1
Below expectations
■Support Type
Palace Athene
Unit Performance ・Increased HP from 18,000 to 20,000 (and higher levels)
・Increased shooting correction “50” to “55” (and higher levels)
・Granting the unit skill “Precision Shelling LV1”
・Improved the camera position while jumping
Secondary Weapon Large Missile ・Increased damage modifier against shields
Secondary Weapon Twin Beam Gun (Grenade Launcher) ・Increased the speed of the bullet when firing
・Expanded blast range at the time of impact
Adjustment Intent
・This unit was meant to put a barrage of fire with various weapons and deal damage consecutively from the middle range and the long range. However, the unit size made it difficult and resulted in increasing [MS loss] and decreasing [Damage dealt]

・To improve this, [HP] and [Shooting correction] increased for its survivability and continuous firepower
・Granted the unit skill “Precision Shelling LV1” to empower skill “Stabilization Device” Lv1. Increased damage modifier against shield to make it destroy shileds easier.
・Twin Beam Gun (Grenade Launcher)’s [Bullet speed] increased and [Blast range] expanded to stagger enemies more than before.
・Improved the camera position while jumping

Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
550 Average 49.3 46.9 60704 2.7
LV1 45.6 39.6 59868 3.0
After adjustment 49.4 43.1 60332 2.9
Slightly below expectations
600 Average 50.2 47.3 63822 2.6
LV2 44.3 37.4 60345 2.9
After adjustment 50.7 46.1 61235 2.6
Within expectations
Hamma-Hamma
Unit Performance ・HP Increased from “15,000” to “16,000” (and higher levels)
・thrusters increased from “40” to “50”
Secondary Weapon 3-Barrel Mega Particle Cannon ・Heat rate improved from “95%” to “90%”.
・Reduced focusing from “3.5” to “3.0”
Adjustment Intent
・[Win rate] and [MS loss] are below average.
・This unit is designed to be good at fighting at middle to close-ranged combat as a support MS. However, this unit is relatively bigger and have to fight against enemies too close so that enemies can hit this unit easily. To improve its [MS Loss], we made an adjustment as below:
・To increase its survivability, [HP] and [Thruster] increased.
・To save itself more easily and increase attack frequency, 3-Barrel Mega Particle Cannon’s focusing time for ranged reduced and [Heat rate] improved.
Reference data COST Unit LV Win Rate Rival’s Win Rate Damage Done MS Loss
600 Average 50.2 47.3 63822 2.6
LV1 48.5 47.0 66277 2.8
After adjustment 50.0 48.4 64986 2.5
Within expectations
650 Average 52.9 51.2 65856 2.4
LV2 47.1 42.3 65042 2.7
After adjustment 50.1 49.3 73711 2.4
Within expectations
■weapon related adjustments
Missile Launcher
Ranged Main Weapon ・Cool time reduced from “7.4” to “6.0”
・Reload “15.0” to “12.0”
Adjustment Intent
・First of all, this weapon was not used as much as it expected so that we decided to adjust some aspects to make it competitive.
・This weapon was less used than expected because of its [Cool time] and [Reloading time], and less [Damaged dealt] attributed to previously mentioned reasons.・To improve this, [Cool time] and [Reloading time]reduced to make it easy to deal more damage.※We do not show the data here because of its extremely less data of “Missile Launcher” equipped by equipable MSs..
※Equipable MS:GM Sniper, Gundam Ez8, and Gundam Ground Type [WR].
Clay Bazooka [Shrapnel]
Ranged Main Weapon ・Damage increased from 100 to 110 (and higher levels)
・Reload “12.0” to “10.0”
・Increased the accumulation of staggering
・Expand shrapnel’s hit box and diffuse area
Adjustment Intent
・First of all, this weapon was not used as much as it expected so that we decided to adjust some aspects to make it competitive.
・This weapon was designed to have relatively less interval and hit enemies continually from middle-range.
However, we considered that its shrapnel’s hit box and diffuse area made it difficult for players to hit enemies.・To improve this, we expanded its diffuse area・
In addition, For fear of degrading its power which comes from expanding the diffusing area, we reduced [Reload time] and enhanced [Power], [Staggered Accumulation Value], and [Simultaneous firing bullets].※We do not show the data here because of its extremely less data of “Clay Bazooka [Shrapnel]” equipped by equipable MSs..
※Equipable MS: Rick Dias, Hyaku Shiki, Schuzrum Dias [NZ], Dijeh SE-R, and Zero-Shiki.
Hyper Bazooka II [Shrapnel]
Ranged Main Weapon ・Ammo increased from “8” to “10”
・Expand shrapnel’s hit box and diffuse area
Adjustment Intent
・The main intent of this adjustment is to make it easy to hit similar to Clay Bazooka [Shrapnel].
・However, to make it difference from Clay Bazooka [Shrapnel], this adjustment is not completely same as that of Clay Bazooka [Shrapnel].
(The main feature of this weapon is having more ammunitions in stead of lower attack performance and shorter firing distance.
Equipable MS: Barzam and Gundam Mk-II)
Missile Launcher Torpedo
Secondary Weapon Missile Launcher Torpedo ・Reload “20.0” to “15.0”
・Expanded blast range at the time of impact
Adjustment Intent
・This weapon is less used when it’s compared to the other weapons. Therefore, we adjust some status of this in order to make it more useful than before.

・With Missile Launcher Torpedo which is added as the secondary weapon, this weapon is meant to allow you to stagger enemies and create a barrage of fire against them.
However, we reconsidered that the secondary weapon’s reloading time is one of the reasons why this weapon has been excluded from the choices.

・To improve this, we reduced its [Reload Time].
In addition, we have also increased the [Explosion Radius] to improve attack performance.

※We did not publicize the usage ratio of this weapon because it is extremely low, and we considered it unreliable as a data.
※Equipable MS: Aqua GM, Aqua Type Gundam

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