"Season 5 STORM" Balance Adjustments

  • PlayStation®
  • XBOX
  • PC

Effective Date

June 28th (after maintenance)

Unit Adjustments

Overall
  • Units with single-shot ranged attack for their main weapon have had difficulty hitting enemy units, resulting in a lower win rate. Therefore, we will enlarge the size of the bullet slightly to make it easier to hit the enemies.
    ・The specific values of the adjustments are listed in the relevant unit sections.
  • Compared to mobile fighting units, units that can use shields have only one boost step, making it difficult for them to manage their boost gauge in enemy territory and causing them to be destroyed by the enemy more often than not. Therefore, we will adjust the balance of boost gauges and boost steps for some units that can use shields in order to reduce the difficulty to operate them.
    ・Specific details of the adjustments will be described in the relevant unit sections.
Marasai [UC]

The size of the bullets has been slightly increased to make it easier to hit with the main weapon.In addition, we have adjusted the attack animation of "Fedayeen Rifle (Beam Blade)" to a sweep instead of a thrust to make it easier to hit.

Fedayeen Rifle

Bullet size: 5 → 8

Fedayeen Rifle (Beam Blade)

Change of attack motion
・Change from thrust to sweep.
・The hit box is now larger to the left and right, making it easier to hit the opponent.


Gundam

The size of the bullets has been slightly increased to make it easier to hit with the main weapon.

Beam Rifle

Bullet size: 5 → 8


GM

The gauge recovery start time after a boost step will be slightly accelerated to improve the mobility of units that can use shields. The boost gauge recovery speed while using shields will be made the same as the normal speed as well.In addition, the size of the bullets has been slightly increased to make it easier to hit with the main weapon.

Unit

Time to start the gauge recovery after a boost step: 0.5 → 0.33
Boost gauge recovery speed while using a shield: 45% → 100%

Beam Spray Gun

Bullet size: 5 → 8


Sazabi

The gauge recovery start time after a boost step will be slightly accelerated to improve the mobility of units that can use shields. The boost gauge recovery speed while using shields will be made the same as the normal speed as well.In addition, since its main weapon is more specialized for melee than other shield units, we will lower the damage of it and lengthen its cool down as well since the impact of the gauge adjustment on mobility will be far greater for it than other units.

Unit

Time to start boost gauge recovery after boost step: 0.5→0.33
Boost gauge recovery speed while using a shield: 45%→100%

Beam Shot Rifle

Damage: 26 → 24

Beam Tomahawk

Cooldown: 7 → 9

Homing Boost

Cooldown: 8 → 10


Hyperion Gundam

The gauge recovery start time after a boost step will be slightly accelerated to improve the mobility of units that can use shields. The boost gauge recovery speed while using shields will be made the same as the normal speed as well.In addition, we will also adjust the HP and the defensive performance of the "Armure Lumiere" to reduce the impact of the improved mobility and the impact on its current win rate.

Unit

HP: 1000 → 900
Time to start the gauge recovery after a boost step: 0.5 → 0.33
Boost gauge recovery speed while using a shield: 45% → 100%

Armure Lumiere

Barrier durability value: 2000→1500


Gundam Exia

In order to balance the mobility of this unit, the boost step recovery will be fine-tuned to slightly increase the difficulty of disengaging battles without using skills.

Unit

Time to start boost gauge recovery after a boost step: 0.8 → 0.95


Gundam Barbatos

In order to balance the mobility of this unit, the boost step recovery will be fine-tuned to slightly increase the difficulty of disengaging battles without using skills.

Unit

Time to start boost gauge recovery after a boost step: 0.7 → 0.95


Guntank

The Guntank's ability to contest with mobile units will remain the same, but its HP will be reduced so that it won't be too strong against ranged units.

Unit

HP: 1200 → 1100

Bop Missile

Fire rate of the Focus Fire: 0.12 → 0.1
This will fix an unintended adjustment made during the 5/25 updates.

Charge

Effect time: 2 → 1.4

Launch Core Fighter

Amount of points required to activate: 7300 → 7800


Turn A Gundam

We will decrease the magazine size for the "Beam Rifle" and lower the units HP to make it harder to achieve Moonbeam Butterfly, since the units win-rate is still very high.On the other hand, the amount of points required to activate the "Moonbeam Butterfly" will be reduced so that the above changes don't cause Turn A to not get its G-Maneuver at all.

Unit

HP: 1,100 → 1,000

Beam Rifle

Magazine ammunition: 12 → 10

Moonbeam Butterfly

Amount of points required to activate: 9,700 → 9,000

Nu Gundam

The size of the bullets has been slightly increased to make it easier to hit with the main weapon.

Beam rifle

Bullet size: 5 → 8

Fin Funnel

Nu Gundam will no longer accumulate Fin Funnel marks on invincible units.

Asshimar

In order to make it easier to engage in battle, the cooldown of Asshimar's skills will be reduced. Damage numbers will be adjusted to make sure Asshimar isn't overpowered.

Napalm Grenade

Cooldown: 12 → 10
Damage: 22 → 19


Methuss

The cooldown of the "Gun Turret" will be extended since the current cooldown was allowing the Gun Turret to be placed constantly.

Gun Turret

Cooldown: 9 → 12

GM Sniper II

In order to differentiate it from Gundam Dynames, GM Sniper II will be changed to be able to snipe in the air allowing it to better utilize the Jump Booster.Additionally, the survivability of sniping will be improved, since the win rate of sniper units were trending low.

Unit

HP: 800 → 900
Number of boost steps: 1 → 2
Hovering behavior has been changed so that the unit can stay in the air, similar to Asshimar

Sniper Rifle

Changed to be able to aim in the air by consuming boost gauge.
  ※Scoping in the air will not possible unless a certain amount of boost gauge remains.
  ※You will continue to consume more Boost Gauge, if you hold the scope state.
 ・Aiming in the air consumes a certain amount of boost gauge.
  ※While G-Maneuver is active, aiming in the air will not consume boost gauge.  

Gundam Dynames

The survivability of sniping will be improved, since the win rate of sniper units were trending low.

Unit

HP: 800 → 900

Others
  • Fixed an issue in which it was difficult to see the amount of the shield durability gauge after the shield durability reached 0.
  • Motion Adjustment
    ・Turn A Gundam
     ・Beam Rifle
      ・Modified the shooting animation when not charged.
       A charged shot and a non-charged shot shared the same motion before but the new non-charged motion will be shorter.
      ・Adjusted the movement animation while aiming.
       The animation is now based on the direction of movement.
    ・Marasai [UC]
     ・Fedayeen Rifle
      ・Adjusted the shooting animation
      ・The animation of the rifle has been adjusted so that it is more natural when firing in succession.  

Map Adjustments

Adjustment of the position of repair packs

  • The position of the repair packs have been adjusted for easier acess when in battle.

Thermal Plant (Domination)

  • Some of the shapes of the ceilings have been adjusted because there were many cases in which flying and units with blink skills were getting stuck.
  • The shape of the high ground in target area B has been adjusted to make it easier to climb with blink skills.

before

after

  • Model Adjustments
    ・The model of the areas set to be impassable was quite small in relation to the collision, so the shape of the model was adjusted.
     ※The collision itself has not been changed.
    ・The collisions have been fixed for places that the units should be able to be on top of but could not.

Buried City (Head Quarters)

  • It seemed difficult for some attackers to return to the respawn point during the core phase, so the operation and shape of the shutter gimmick have been adjusted to allow the return to the respawn point a bit easier.You can ride the upper surface of the shutter gimmick to be raised near the respawn point, during the core phase.

Rule Adjustments

  • Head Quarters rule revisions
    ・ The following adjustments have been made due to matches lasting longer than expected.
     ・The following adjustments have been made to shorten the length of each match by increasing the importance of each round.
      ・The victory condition has been changed to 3 points.
      ・Core Phase time has been extended.
      ・Area Phase time has been extended.
      ・The amount of time required to secure the target area has been extended.
      ・Increased the core's durability value
    ・To reward the attacking team, the defending team will no longer obtain a point if the core is at least half destroyed.  
    ・In conjunction with this adjustment, the head quarters rule is now matching for casual matches only.

Matchmaking/Rating Adjustments

  • The amount of rate fluctuation will be strongly influenced by the level of your activity during the match. We will continue to monitor the impact of the change and make periodic adjustments as necessary.
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