CLOSE MENU

INFORMATION

Unit Adjustment

■[PDT] 03/30/2022 22:00
■[CET] 03/31/2022 06:00
ver.0153.1085
■Unit Adjustments
■Reporting of Results(04/28/2022 appendix)
・Added the results before and after the balance adjustment implemented on March 31, 2022 (see below for details).

・Units that not reached the expected war record, can be considered to be readjusted.
However, since short period of a few weeks is not a sufficient, readjustments will be made if the results are still below the assumed levels.

※Since the data has been collected since the last balance adjustment, the data collection period is short and there may be a few “errors” in the various results.
Data will be 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
Stark Jegan
Performance ・Unit HP increased 「17000」→「18000」
・Maneuver increased as 「63」→「66」
Sub-Weapon S. Jegan Beam Rifle ・Bullets increase 「3」→「4」
・Reload time reduction of 「20.0」→「18.0」
Sub-Weapon Shoulder 3-Tube Missile Pod ・Reload time reduced as 「18.0」→「16.0」
・Weapon change time has been reduced
Adjustment Aim
・Unit was designed to be able to build a front line by taking advantage of its multiple firearms that could easily break the enemy’s position, The various armaments were prone to running out of ammunition, and there was more time than expected when they were not able to attack.
The following adjustments have been made to address the below-average results.・In order to increase it’s chance to attack, The [number of bullets] of the secondary weapon “S. Jegan Beam Rifle” has been enhanced and the [reload time] has been reduced.
Secondary Weapon, “Shoulder 3-Tube Missile Pod”s [Weapon Alter Time] and [reload time] has been reduced.・To improve [number of MS losses], [Unit HP] was enhanced.
Reference Data COST Unit Win Rate Rival Win Rate Damage Done Amount of MS Loss
550 General Unit Average 51.2 51.7 64697 2.9
LV1 47.7 46.7 63141 3.1
Post-Adjustments 50.7 50.6 68879 3.1
Within Expectations
FA Gundam Mk-II
Performance ・Unit Skill “Anti-Blast Stabilizer LV1” has been given
Range Main Weapon FAMk-II Twin Beam Gun [GN] ・Reduced heat rate during focused fire
・Increased stagger accumulation value during focused fire
Sub-Weapon Arm Grenade Launcher ・Stagger Accumulation Increased
Sub-Weapon Twin Beam Gun Grenade Launcher ・Reload time reduced as 「12.0」→「10.0」
Adjustment Aim
・Unit was designed to push up the front line with durability through the skill “Active Guard” and counterattacks by shooting but, there are few opportunities to break the enemy Unit’s position after active guarding, and there are many situations that put a burden on the team and, the following adjustments have been made due to the below-average “win rate” and “damage dealt”.

・To increase the chance of disrupting the enemy’s position, reduced [Heat Rate] and enhanced [Stagger Accumulation Value] at the time of convergence of the main shooting armament “2-arm B-G [GN] for FGMk II”.
The [stagger accumulation value] of the secondary weapon “Arm Grenade Launcher” has been enhanced.
The [reloading time] of the secondary armament “Twin Beam Gun Grenade Launcher” has been shortened.

・When fighting on the front line, the explosion caused by the destruction of other MS’ often caused unit to lose its own position, so the skill “Anti-Blast Stabilizer” LV1 was added.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
550 General Unit Average 51.2 51.7 64697 2.9
LV1 48.4 47.9 63152 2.9
Post-Adjustments 51.4 49.4 64121 3.0
Within Expectations
600 General Unit Average 50.1 49.7 67273 2.9
LV2 48.4 48.1 64847 2.8
Post-Adjustments 51.3 51.4 68795 2.9
Within Expectations
High Mobility Zaku
Performance ・High-Speed Movement has been increased as 「190」→「195」
・Maneuver has been increased 「51」→「54」
・Increased movement speed when moving left and right on the ground
・LV3 Unit Skill 「Reaction Booster Program LV1」 has been given
・LV3 Unit Skill 「Thruster output increase LV1」 has been given
Sub-Weapon Zaku Machine Gun ・Stagger Accumulation increased
・Range weapon blur has been reduced
Adjustment Aim
・Unit was designed to support the front line with its high mobility and abundant firearms but, there were many situations in which the front line could not be fully supported due to the lack of armaments that could break the enemy Unit’s body position and, the following adjustments have been made due to “win rate” and the “damage dealt” were below the average.

・In order to increase the chance of disrupting the stance of enemy MS, the [Stagger Accumulation Value] of the secondary weapon “Zaku Machine Gun” has been enhanced and the [Blur] at the time of firing has been reduced to make it easier to hit enemy MS.

・By enhancing [speed correction] and [fast movement] [turning] performance of the left and right sides, it has become easier to always fight in an advantageous position.

・Since Unit LV3’s battle record has been declining, skills “Reaction Booster Program” LV1 and “Thruster Output Increase” LV1 were added.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
300 General Unit Average 51.6 52.1 56773 3.4
LV1 48.2 45.7 52371 3.3
Post-Adjustments 50.4 52.0 52195 3.2
Within Expectations
350 General Unit Average 51.3 51.4 57015 3.2
LV2 48.4 46.1 52804 3.1
Post-Adjustments 50.3 50.4 54640 2.9
Within Expectations
400 General Unit Average 51.3 51.2 58930 3.1
LV3 47.7 40.4 54524 3.0
Post-Adjustments 50.8 48.1 57354 2.9
Within Expectations
Zudah F
Ranged Main Weapon 95mm Sniper Rifle ・Reduced rigid state of weapon after use
・Improvement made to increase accuracy
・LV2 power has been improved 「2415」→「2500」 (Upper LVs are also increased)
Sub-Weapon Zaku Machine Gun ・Stagger Accumulation Increased
・Range weapon blur has been reduced
Adjustment Aim
・In the last adjustment, we made an adjustment to make it easier to gain [damage] from fighting attacks but, there are few opportunities to break the enemy Unit’s stance with a shooting attack, making it difficult to connect with a fighting attack, “Winning percentage” and “Damage Dealt” were on a downward trend again, so the following adjustments have been made.

・To increase the chances of disrupting the enemy Unit’s position to lead to a combat attack, the [Stagger Accumulation Value] of the secondary weapon “Zaku Machine Gun” is strengthened, as well as, reduced [blurring] when shooting, making it easier to hit enemy Unit.
The [hit detection] of the main rifle weapon “95mm Sniper Rifle” has been increased, shortening the [hardening time] after shooting has made it easier in order to connect to a fighting attack.

・Since [win rate] and [damage dealt] tended to decrease after Unit LV2, the [power] of the main shooting weapon “95mm Sniper Rifle” has been enhanced.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
400 General Unit Average 51.3 51.2 58930 3.1
LV1 48.2 49.1 56641 3.1
Post-Adjustments 50.1 50.4 58578 3.1
Within Expectations
450 General Unit Average 50.1 48.5 62874 3.1
LV2 47.0 42.7 55051 3.0
Post-Adjustments 49.6 50.0 58806 3.0
Within Expectations
500 General Unit Average 49.9 48.8 65115 3.0
LV3 47.3 39.9 56492 3.0
Post-Adjustments 50.0 48.9 60131 2.9
Within Expectations
Efreet Jaeger
Performance ・Turn is increased as 「54」→「57」
Range Main Weapon EJ Sniper Rifle ・Reload time reduced as 「15.0」→「12.0」
Melee Main Weapon EJ Heat Knife ・Power increased as 「2200」→「2300」
Sub-Weapon EJ Sniper Rifle [Anti-Air] ・Power is increased as 「600」→「1000」
・Weapon change time has been reduced
Adjustment Aim
・Unit was designed to be able to fight at various distances, taking advantage of its long [range] sniper rifle and “stealth” skill, etc. but, the shooting armament tends to run out of ammunition, and it is difficult to gain [damage] from shooting attacks, therefore “Win Rate” and “Damage” were below average, so the following adjustments have been made.

・In order to increase the opportunity to attack by shooting, Range Main Weapon “EJ Sniper Rifle”‘s [Reload Time] has been reduced.

・To compensate for the lack of [Damage Done] by ranged attacks, Sub-Weapon “EJ Sniper Rifle [Anti-Air]”‘s [Power] has been enhanced.
In addition, the [time to change weapons] has been shortened to make it easier to perform a follow-up attack.

・[Turn] performance has been enhanced to make it easier to perform fighting attacks in close combat.

・In order too make it easier to get [Damage Done] in a fighting attack, Melee Main Weapon “EJ Heat Knife”‘s [Power] has been enhanced.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
450 General Unit Average 50.1 48.5 62874 3.1
LV1 46.2 38.1 57627 3.1
Post-adjustments 50.9 47.5 62181 3.0
Within expectations
■Raid Type
Z’Gok
Performance ・Unit Skill 「Optimized Cooling Efficiency LV1」 has been given
・LV2 Unit Skill 「Maneuver Armor LV1」 has been increased to 「LV2」
・LV3 Unit Skill 「Maneuver Armor LV1」 has been increased to 「LV2」
・LV4 Unit Skill 「Thruster output increase LV1」 has been given.
・LV4 Unit Skill 「Maneuver Armor LV1」 has been increased to 「LV2」
・LV4 Unit Skill 「Special Head Buffer LV1」 has been increased to 「LV2」
Range Main Weapon Claw Vice Beam ・Heat percentage has been reduced to 「40%」→「35%」
・Cooling time has been reduced to 「1.0」→「0.8」
Sub-Weapon Head 6-Tube Missile Launcher ・Consecutive fire-rate has been increased
Adjustment Aim
・In the last adjustment, we made it easier to break the stance of enemy Unit, but unit’s shooting attacks still have few opportunities to break the enemy MS’s position, making it difficult to connect with a fighting attack.
Since [Use Percentage][Win Rate][Damage Done] was on a downward trend again, the following adjustments were made.・To make it easier to disorient enemy MS by shooting at them, [Heat Rate], [Cool Time] of Range Main Weapon “Claw Vice Beam” has been reduced.
The Sub-Weapon “Head 6-Tube Missile Launcher” [continuous fire performance] has been enhanced.・Skill “Optimized Cooling Efficiency” LV1 was added to make it easier to approach enemy MS and conduct combat attacks.・Since the battle record after Unit LV2 was on a downward trend, we decided to, Skill “Maneuver Armor” ‘s LV has been enhanced, made it easier to launch a fighting attack.
In addition, Unit LV4’s battle record was trending even lower, so Skill “Special Head Buffer” ‘s LV has been enhanced, Skill “Thruster output increase” LV1 has been given.
Reference Data COST Unit LV Sortie Ratio Win Rate Rival Win Rate Damage Done Amount of MS Loss
300 Raid Unit Average 52.2 52.0 61030 3.9
LV1 2.26% 48.5 45.1 48069 3.8
Post-adjustments 8.69% 50.0 47.1 49649 3.8
Within expectations
350 Raid Unit Average 51.7 51.1 61465 3.8
LV2 0.25% 48.1 42.0 50313 3.5
Post-adjustments 2.48% 50.2 48.7 53388 3.6
Within expectations
400 Raid Unit Average 51.4 51.9 66784 3.6
LV3 0.15% 48.0 40.0 52903 3.5
Post-adjustments 0.15% 50.0 50.0 63731 3.8
Within expectations
450 Raid Unit Average 51.6 50.5 63365 3.1
LV4 0.29% 47.2 38.7 56622 3.7
Post-adjustments 0.40% 50.5 49.5 63932 3.5
Within expectations
G-3 Gundam
Performance ・High-Speed Maneuver「195」→「200」
・Thrusters are increased as 「60」→「65」
・Turn is increased as 「60」→「63」
・Unit Skill “Shield Break Stance Mastery LV1” has been given
Main Melee Weapon Beam Saber [Enhanced] ・Consecutive Attack Supplement is increased
Sub-Weapon Beam Rifle ・Power is increased 「1200」→「1400」 (Upper LVs are also increased)
・Heat percentage is reduced as 「50%」→「45%」
・Cooling time is reduced as 「2.0」→「1.5」
・Focus is decreased as 「3.5」→「2.5」
・Power during the focus is increased
・Reduced heat rate during focused fire
Adjustment Aim
・By the previous adjustment, we made it easier to gain [damage] mainly with ranged weapons, since there was still no improvement, and the various war results were once again on a downward trend, the following adjustments were made.

・To make it easier to gain [damage] by shooting, the [power][heat rate] of the Sub-Weapon “Beam Rifle” has been enhanced in its normal and focused state.
In addition, the time to [Focus] and the [Cool Time] have been reduced to make it easier to break the enemy Unit’s position.

・To make it easier to get close to enemy MS and launch a fighting attack, the
Skill to improve [High-Speed Maneuver], [Turn] performance, “Shield Break Stance Mastery” LV1 has been given.
・In order to prevent lack of [Damage Done] via melee combat, Melee Main Weapon “Beam Saber [Enhanced]” ‘s [Consecutive Attack Supplement] has been enhanced.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
450 Raid Unit Average 49.8 48.9 69358 3.6
LV1 48.1 45.3 58596 3.3
Post-adjustments 52.1 53.8 62765 3.1
Within expectations
500 Raid Unit Average 50.8 51.1 73318 3.4
LV2 48.3 43.2 55909 2.9
Post-adjustments 52.1 52.1 70387 2.7
Within expectations
550 Raid Unit Average 51.3 51.2 74214 3.0
LV3 48.0 49.8 60277 2.9
Post-adjustments 51.7 50.9 70972 2.9
Within expectations
600 Raid Unit Average 50.5 49.6 74624 3.1
LV4 48.4 45.2 63767 3.1
Post-adjustments 52.2 52.2 70926 3.0
Within expectations
650 Raid Unit Average 52.0 52.7 77235 3.3
LV5 48.2 47.0 63559 3.0
Post-adjustments 52.3 50.3 70769 2.7
Within expectations
■Support Type
Dag Doll
Performance ・Thrusters is increased to 「65」→「70」
Range Main Weapon Dag Doll LB Rifle ・Weapon Range is increased as 「400m」→「500m」
・Increased range for focused fire
Sub-Weapon Abdominal Diffuse Mega Particle Cannon ・Reload time reduced as 「25.0」→「20.0」
Sub-Weapon Quadruple Mega Particle Cannon ・Power increased as 「600」→「650」
・Heat percentage is reduced as 「95%」→「85%」
・Range is increased as 「400m」→「450m」
・Weapon change time has been reduced
Sub-Weapon Funnels x5 [Pincer] ・Reload time reduced as 「22.0」→「18.0」
・Lock-on range has been increased
・Lock-on range has been increased when using Skill “Psycommu Amplifier”
Adjustment Aim
・Unit was designed to be capable of fighting at both long and short range by making full use of its abundant shooting armament and two types of fighting armament but, The various types of firearms are prone to running out of ammunition, and there are many situations where it is impossible to carry out an attack, therefore following adjustments have been made to address the decline in the various war results.

・To increase the chances of a firearm attack, the Range Main Weapon “Dag Doll LB Rifle” has been enhanced in normal and focused [range].
Sub-Weapon “Abdominal Diffuse Mega Particle Cannon” ‘s [Reload Time] has been reduced.
Sub-Weapon “Funnel ×5[Piercing]” ‘s [Reload Time] has been reduced, and
the [range] has been enhanced both normally and when the skill “Psycommu Amplifier” is activated.

・To increase “Damage Done” by ranged attacks, Sub-Weapon “Chest 4-Barrel Mega P.C.” ‘s [Range], [Power], [Heat Rate] has been enhanced.
In addition, the time to change weapons has been shortened to facilitate pursuit.

・”Thrusters” have been enhanced to make it easier to accompany friendly Unit moving to the front line.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
700 Support Unit Average 52.5 53.9 85715 2.7
LV1 48.1 47.3 76186 2.9
Post-adjustments 51.3 49.7 78709 3.0
Within Expectations
Dom Cannon Multi Gun Type
Performance ・LV1 Unit Thrusters are increased as 「40」→「45」
・LV2 Unit Thrusters are increased as 「40」→「50」
・LV3 Unit Range Supplement is increased as 「36」→「41」
・LV3 Unit Thrusters are increased as 「40」→「50」
Sub-Weapon Shoulder Twin Middle Cannon ・Bullets have increased as 「8」→「10」
・Increased explosion range upon impact
・LV2 Power is increased as 「840」→「900」 (Upper LVs are also increased)
Aim
・By the last adjustment, we mainly adjusted the “Shoulder Twin Middle Cannon” to make it easier to engage in a medium-range firefight, it is still difficult to gain [damage] due to many situations where bullets are depleted.
[Winning percentage] and [damage inflicted] were again on a downward trend, so the following adjustments were made.・In order to improve the lack of [damage inflicted] by ranged attacks The [number of bullets] of the secondary armament “Shoulder Twin Middle Cannon” has been enhanced.
The [explosion radius] has been increased to make it easier to hit enemy MS.・Since [win rate] was on the decline after Unit LV2, we decided that [power] of the secondary armament “Shoulder Twin Middle Cannon” needed to be enhanced.
In addition, since [damage dealt] was decreasing by the Unit Level 3, [firearms compensation] has been enhanced.・Enhanced [thrusters] to make it easier to move into advantageous positions.
Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
350 Support Unit Average 50.3 47.4 54191 3.2
LV1 48.8 43.5 48394 3.2
Post-adjustments 50.5 50.3 54795 3.0
Within Expectations
400 Support Unit Average 51.5 50.7 60762 2.7
LV2 47.3 43.4 54380 3.1
Post-adjustments 51.2 51.6 61681 3.0
Within Expectations
450 Support Unit Average 51.6 50.5 63365 3.1
LV3 47.1 37.9 50560 3.1
Post-adjustments 50.7 49.7 63806 2.8
Within Expectations
Dom Cannon Single Gun Type
Performance ・Unit HP increased as 「13000」→「14000」
・Unit’s Skill “Special Leg Buffer LV1” has been given
Sub-Weapon Shoulder Long Cannon ・Bullets increased 「4」→「5」
Adjustment Aim
・Unit was designed to accompany the front line and provide support from a medium distance, but its projectile armament tended to run out of ammunition and it was more prone to being destroyed than expected due to its inability to defend itself. Below adjustments have been made since the average battle results were on decline.

・In order to make it easier to get [Damage Done] from shooting attacks, The Sub-Weapon “Shoulder Long Cannon”s [Bullet Amount] has been enhanced.

・In order to improve [Amount of MS Loss], [Unit HP] enhancement and Skill “Special Leg Buffer” has been given.

Reference Data COST Unit LV Win Rate Rival Win Rate Damage Done Amount of MS Loss
350 Support Unit Average 50.3 47.4 54191 3.2
LV1 48.4 46.8 53889 3.4
Post-adjustments 51.0 53.0 55786 2.9
Within Expectations
BACK
TOP