
[Updated 11/28 2:00AM PST] An error in the description of the adjustment of "Gundam Exia" has been corrected.
Effective From
November 30, effective from the end of maintenance
New Unit Introduction
Nu Gundam
Specializing in medium-range combat, this unit is a shooting unit with a high ability to take out final blows by combining its main weapon with the "Fin Funnel" active skill.
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Beam Rifle (main weapon) A general semi-automatic ranged weapon that excels in medium-range firefights. It has a large total number of bullets, making it easy to inflict continuous damage. |
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Fin Funnel (Active Skill) A remote attack that sends the Fin Funnel shooting at enemy units. ν Gundam can be given one mark for every two times it hits an enemy unit with each attack (up to two stacks), and the number of Fin Funnel and the number of attacks increase with the number of stacks. |
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New Hyper Bazooka (active skill) When activated, the New Hyper Bazooka fires in the direction of the reticle while moving a certain distance in the entered direction. |
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Fin Funnel Barrier (G maneuver) For a certain period, the "Fin Funnel Barrier" is deployed around the unit in the shape of a square weight, forming a barrier that prevents certain attacks. During the effect period, one Fin Funnel will automatically attack enemies within a certain range, and the cooldown of the "New Hyper Bazooka" will also be shortened. |
Adjustments to the Existing Units
Balance Changes
Pale Rider
- In Season 1, it was one of the top units in terms of both usage and damage in all rate bands.
- The 10 minute average of damage and repair volume was 4,000 ~ 5,000 higher than other shooting units, and the heal volume of the Repair Pod was also higher, so we will adjust the main weapon and Repair Pod to balance the unit with other units.
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Bullpup Machine Gun ↓Damage: 60 → 58 |
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Repair Pod ↓Heal per second: 200 → 120 |
Zaku II [Ranged]
- Combined with the situation where the use of incompatible units was increasing, both the usage rate and the win rate were low.
- The DPS (damage per second) of the "ZAKU MACHINE GUN," the main axis of damage, has been increased as part of the adjustment, and the ability to defeat enemy units at close range by continuing to hit them has been improved, but on the other hand, the magazine firepower has been reduced, making it necessary to fire at a more appropriate range than before.
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Zaku Machine Gun ↑Damage: 46 → 48 |
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Heat Hawk Slash ↓Point Required to Activate: 6,500 → 6,800
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Gundam Barbatos
Unit ↑ HP:1,000 → 1,100
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Long Sword ↓Direct Hit Damage:800 → 400
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Alaya-Vijnana System ↑A downed enemy goes from disabled to instantly destroyed
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Sazabi
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Beam Shot Rifle ↑Shot Spread: 4 → 3.3
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Methuss
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Energy Cable ↓Required Points to Activate: 7,800 → 9,200
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Dom Trooper
- In the Diamond and above rate range, it ranks second in usage rate and third in kill death ratio.
- Its damage and other results are not different from those of other shooting units, but its high HP, various skills, and G maneuvers make it a valuable contribution to the team in areas other than damage. Among them, the "Armor Gun" is especially compatible with fighting units and shield-carrying units that maintain the front line, and in the current environment where fighting units are widely used, the "Armor Gun" has a synergistic effect. Therefore, we are adjusting the cooldown of the Armor Gun to reduce its performance by about 25% from Season 1, and we are modifying it so that it can no longer perform adequately unless it is more accurately given to allies.
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Armor Gun ↓Cooldown: 10 sec → 13 sec |
Turn A Gundam
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Overhead Throw ↓Time until grab occurs: 0.42 sec → 0.5 sec
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Guntank
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Bop Missile ↑Multi-lock Damage: 18 → 21 ・The damage to disabled units is "30," so we are revising that to "21," the same as normal damage.
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Gundam Exia
- When comparing the unit's performance to other units, it was not a unit that was able to do significantly more damage than others in each rate band. We believe that the unit's superiority in this situation is due to its footing, including its step skill, which allows it to easily jump into enemy territory and escape.
- The main weapon, the GN Beam Dagger, has 20~30% lower damage than the main weapons of other units, and adding distance attenuation to this may result in excessive adjustment, so we have decided not to make this adjustment. However, this is a point that we have received a lot of feedback on, and we will keep an eye on it as one of the items to consider along with the implementation of reloading.
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GN Beam Saber ↑Hit Stop: 0.08 sec → 0.05 sec
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GN Sword (Rush & Slash) ↓Cooldown if canceled: 3 sec → 4 sec
[Updated 11/28 2:00AM PST] An incorrect description in the "GN Beam Saber" column has been corrected. |
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Quick Step ↓Cooldown: 9 sec → 12 sec
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Marasai UC
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Feydeen Rifle (Beam Blade) ↑Shorten the post-motion delay when a sidestep cancel is not used after the beam blade. |
Mahiroo
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REN-DO Grenade ↑Detection Range for Explosion: 20 → 180
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Zaku II [Melee]
- Although both usage and win rates dropped slightly after the October 27th adjustment, the impact on matches in the Diamond IV and higher rate ranges continues to be high, and we have determined that adjustments are necessary. The main adjustments will be made to the ability to maintain the front line based on HP and the ability to reverse the situation with the G maneuver.
Unit ↓HP:1,200 → 1,100 |
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Zeon's Rage ↑Armor Gained on Activation: 500 → 600 |
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Guard Tackle ↓Cooldown: 7 sec → 9 sec
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Large Head Hawk (Rotating Slash) ↓Required Points to Activate: 8,000 → 8,500 |
Matchmaking
Adjustment Plan
In Season 1, there were many problems with matching and ratings, and we have made numerous corrections and updates to the system. We apologize again for any inconvenience this may have caused to our players.
Before we begin to explain the adjustments we will be making in Season 2, we would first like to give you an update on the Season 1 matching situation.
- The average waiting time for a match was about 40 seconds during high player traffic periods and about 3 minutes during low player traffic periods.
- The average rate difference between the two teams was less than 100 in about 87% of the matches.
- In approximately 76% of the matches, the party composition of both teams was the same.
Although the overall results showed a certain level of effectiveness, the accuracy of the rate difference and party composition was still insufficient.
Based on the data obtained and the feedback we received, we will make the following adjustments to the matching and rating systems in order to achieve more accurate and fair matching, and to improve the appropriateness of the rate fluctuation when winning or losing a match.
Matching
In order to address the fact that there are still many matches with different party compositions, resulting in dissatisfaction with the difference in rates and party compositions, the following improvements will be made.
- Revise restrictions on party participation in ranked matches.
- Adjustment of logic to make it more difficult for party and solo players to be matched.
By resolving these issues, we will improve the accuracy of matching with less differences in party composition, and also improve the poor playing experience for solo players who are paired with some party compositions.
Ratings
We have received the following comments regarding rate fluctuations in the results of wins and losses.
- Complaints about the fact that the higher rated players in a team have a smaller rate increase and a larger rate decrease than the other players.
- When there is a gap between the ranks of the two teams at the time of matching, the amount of rate fluctuation is not satisfactory.
- Complaints about the amount of rate fluctuation when a player leaves in the middle of a match and loses.
- I would like the rate fluctuation amount to reflect the content of play in the match.
The development team is aware of these comments and issues, and we are currently working on modifications for each of them.
We apologize that we are unable to resolve all of them at once, but we will be addressing mainly points 1 and 2 in Season 2.
Adjustments
Revision to Required Points for Rank & Tier Promotion
We will be changing the required rating to go up in each rank and tier.
The changed values are as follows.
Rank & Tier |
Required Rating for Promotion |
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Bronze Ⅳ |
0 |
Bronze Ⅲ |
400 |
Bronze Ⅱ |
600 |
Bronze Ⅰ |
800 |
Silver Ⅳ |
1,000 |
Silver Ⅲ |
1,200 |
Silver Ⅱ |
1,400 |
Silver Ⅰ |
1,600 |
Gold Ⅳ |
1,800 |
Gold Ⅲ |
2,000 |
Gold Ⅱ |
2,200 |
Gold Ⅰ |
2,400 |
Platinum Ⅳ |
2,600 |
Platinum Ⅲ |
2,800 |
Platinum Ⅱ |
3,000 |
Platinum Ⅰ |
3,200 |
Diamond Ⅳ |
3,400 |
Diamond Ⅲ |
3,600 |
Diamond Ⅱ |
3,800 |
Diamond Ⅰ |
4,000 |
Master |
4,200 |
Newtype |
*Promotion for Top 600 Master players |
Along with this change, the initial rating for new accounts will also be changed.
The initial rating will be determined after placement matches are complete.
Reinstating Placement Matches
Placement Matches were put on hold due to issues in Season 1, but will be reinstated now that those issues have been addressed.
In the new season, players joining ranked matches will first participate in five placement matches.
Their rank and tier will be determined after the five placement matches, and they also gain access to season rewards.
Season Rating Reset
We will be resetting the ratings of all players from Season 1 moving into Season 2.
The following are temporary ranks for internal purposes at the start of Season 2's reset, and your official rank will be determined after your placements.
*Based on the results of placement matches, you may end up higher or lower than the temporary rank.
In Season 1 |
After Reset |
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Bronze Ⅳ |
Silver Ⅱ |
Bronze Ⅲ |
Silver Ⅱ |
Bronze Ⅱ |
Silver Ⅱ |
Bronze Ⅰ |
Silver Ⅱ |
Silver Ⅳ |
Silver Ⅰ |
Silver Ⅲ |
Silver Ⅰ |
Silver Ⅱ |
Silver Ⅰ |
Silver Ⅰ |
Silver Ⅰ |
Gold Ⅳ |
Gold Ⅳ |
Gold Ⅲ |
Gold Ⅳ |
Gold Ⅱ |
Gold Ⅲ |
Gold Ⅰ |
Gold Ⅲ |
Platinum Ⅳ |
Gold Ⅱ |
Platinum Ⅲ |
Gold Ⅰ |
Platinum Ⅱ |
Platinum Ⅳ |
Platinum Ⅰ |
Platinum Ⅲ |
Diamond Ⅳ |
Platinum Ⅱ |
Diamond Ⅲ |
Platinum Ⅱ |
Diamond Ⅱ |
Platinum Ⅰ |
Diamond Ⅰ |
Platinum Ⅰ |
Master |
Diamond Ⅳ |
Newtype |
Diamond Ⅳ |
New Modifier for Initial Rating Change in Ranked Matches
In order to help newcomers to Ranked Matches quickly reach the appropriate rate range, a special correction will be applied to the first 50 rounds of Ranked Matches to increase the amount of rate fluctuation. This correction will not be applied to players who are Diamond IV or higher.
This correction will be applied to players who have been playing since Season 1 but have participated in less than 50 Ranked Matches.
Also, matches during the placement match will be counted as the first 50 matches.
Change to Party Restrictions in Ranked Matches
From Season 2, parties cannot play ranked matches together under any of the following conditions:
- The difference between the highest and lowest rated in the party is over 1,000 points.
- Parties of five members.
- There is a diamond* or higher player in parties of four or more.
We will explain our reasoning for each of these conditions.
- We believe that too much of a gap between the rates of different parties can easily reduce the validity of a match and detract from the experience of playing with each other's teams, so we have reviewed the appropriate rate difference in changing the value required for rank and tier advancement and have decided to set it at "1,000" (approximately one rank difference).
- When a party of five plays together, the sixth person is playing solo and it makes it difficult to coordinate with the other team members, often making it hard to contribute, and often leads to a bad gameplay experience when compared to other situations. We have also received much feedback from you regarding this.
In Season 1, the system was designed to minimize the number of matches between solo players and parties, with only about 12% of matches placing a solo player with a party, so we decided to make this overall change. - Parties that include players in the high rank range had to be treated in a special way because it was difficult to evaluate their strength in the same way as other parties. As a result, it has been difficult to match players with acceptable opponents while maintaining a realistic waiting time for matching, and after careful consideration, we have decided to impose these restrictions.
We are very sorry that these restrictions will limit your freedom of play, and we ask for your understanding in this matter.
We will continue to monitor developments in the game, including feedback from our players, with regard to party restrictions in ranked matches.
Revision to Rate Change for Victory/Defeat
We revised the amount of points gained or lost for victories and defeats. You should see the following cases more as you play.
- The amount of points gained or lost will be smaller compared to Season 1.
- The difference in amount of rating points gained or lost from other team members has also been reduced.
- The amount changed will take into consideration the rating difference between the two teams in matchmaking.
In a disadvantaged matchup) If the match is won, the points gained will be significantly boosted, and upon defeat, the points lost will be reduced.
In an advantaged matchup) If the match is won, points gained will be reduced, and upon defeat, the points lost will be increased. - From Masters and up, the amount of points gained/lost gets incrementally smaller the higher the rating.
Revision to Party Matchmaking Logic
The party matchmaking logic has been updated to reduce the gap between party composition of both teams.
Adjusted the matching logic for casual matches
When matching in Casual Match, we have adjusted the matching logic so that players with similar player skills will be matched.
In Closing
We talked about improvements made to the matchmaking and rating systems, and we will continue to monitor ranked matches in Season 2. Further changes and updates will be made after analyzing in-game data and feedback from you. If you experience any issue or frustration when playing Ranked Matches in Season 2, do not hesitate to contact us and let us know.