"Season 5 STORM" July Balance Adjustments

  • PlayStation®
  • XBOX
  • PC

Effective Date

July 26th (after maintenance)

Unit Adjustments

Overall
  • We have noticed that the previous balance adjustment has led to a decrease in the win and usage rates for certain units. So we will be implementing further balance adjustments to power up these units while lowering the parameters of units with high win and usage rates.
    ・Specific details of the adjustments will be described in the relevant unit section.  
Asshimar

The previous adjustment to increase the bullet size of the main weapons of single-shot attack units, has resulted in more units being hit and being destroyed mid-air. Adjustments will be made to increase its hovering capabilities and fire rate.

Unit

Increase hovering capabilities

Large Beam Rifle

Firing rate: 0.6 → 0.54

DOM Trooper

Due to lower than expected win rate and usage rate, we will make upward adjustments to its firepower and support capability.
Specifically, the damage of the Giga Launcher DR1 Multiplex (Projectile) will be increased, while the amount of points required to activate the Screaming Nimbus will be reduced and the cooldown time of the Armor Gun will be shortened in order to improve team support performance.  

Giga Launcher DR1 Multiplex (Projectile)

Max damage: 220 → 240
Minimum damage: 120 → 130

Armor Gun

Cooldown: 13 → 10

Screaming Nimbus

Needed points to activate: 9700 → 9200

Zaku II [Melee]

The ZAKU II has a lower win rate and usage rate than other fighting units, so we will make adjustments to increase the damage of the Large Heat Hawk (Slash), while making it easier to activate the Zeon’s Rage.

Large Heat Hawk (Slash)

Damage: 85 → 100

Zeon’s Rage

Damage inflicted/damage received/damage received during ""Survive"" will be more likely to accumulate.
・Gauge infliction multiplier when activating ""Survive"": 2 → 3.2
・Gauge-increasing ratio for damage inflicted: 1.5 → 1.8
・Gauge-increasing ratio for damage received: 1 → 1.2

Gundam

The previous adjustment to increase the bullet size of the main weapons of single-shot attack units, has resulted in higher damage and win rate than expected, so we will adjust the unit slightly to balance things out.

Beam Rifle

Damage: 240 → 225

Sazabi

The win rate of Season 5 is lower than expected, so we will revert the damage of the Beam Shot Rifle to its previous value.

Beam Shot Rifle

Damage:24→26

Nu Gundam

The current state of the Fin Funnel Barrier makes it difficult for the Nu Gundam to contribute to the team when its activated, so the durability value and duration will be adjusted upward to balance things out.

Fin Funnel Barrier

Barrier durability: 3200 → 4000
Duration: 10→12

Hyperion Gundam

The previous adjustment to reduce the defensive performance of the Hyperion Gundam caused the unit to be destroyed before swarming the enemy while using the Armure Lumiere Lancer, so we will increase its speed and improve its turning performance as well.
In addition, the amount of points required to activate the Armueur Lumiere Lancer will be reduced, as it seems like there are not many opportunities to activate it.

Armure Lumiere Lancer

Movement speed: 1300 → 1450
Increased turning performance
Points required to activate: 9000 → 8000

Marasai [UC]

The previously implemented adjustments to increase the bullet size of units with single-shot ranged attacks and the upward adjustment of the federline rifle (beam blade) have resulted in a significant increase in the win rate and usage rate of the unit.
Since the main weapon and Fedayeen Rifle (Beam Blade) have become easier to hit, there have been more and more situations where the player can gain an advantage in a firefight without using the Sea Snake (Ensnare). We will reduce the number of magazine rounds to suppress the performance and continuous combat ability of the unit in a firefight without the Sea Snake (Ensnare).
In addition, the amount of points required for activation for the Sea Snake (Shock) will be increased because it is more powerful and accumulates points more easily than other G-Maneuvers.  

Fedayeen Rifle (Fire)

Number of magazine rounds: 9 → 7

Sea Snake (Shock)

Amount of points required for activation: 7500 → 8000

Gundam Heavyarms Custom [EW]

The previously implemented adjustments to increase the bullet size of units with single-shot ranged attacks have resulted in the unit losing in frontal firefights than before.
Therefore, we will make an adjustment to increase the damage of the main weapon. We will also adjust the amount of points required to activate the Hatch Full Open (Barrage) so that the number of times it is activated will not be increased.  

Susanowo

The amount of armor granted by the ""I Fight to Live!"" and the cooldown time of the High-Speed Melee Attack will be adjusted because the benefit of the armor grant of it is significant and both K/D rate and win rate are higher than expected.
In addition, we will increase the amount of knockback of the Enhanced Saber, since it is currently possible to attack an enemy by sticking to it with it. We will also increase the damage slightly, since the increased knockback makes it more difficult to hit the enemy with it as well.  

Enhanced Saber

Damage: 150 → 170
Knockback: 700 → 1200

I Fight to Live!

Armor: 400 → 300

High-Speed Melee Attack

Cooldown: 6 → 7

Matchmaking/Rating Adjustments

  • Adjustments to the logic of combat evaluation that affects rate increase and decrease.
    ・The evaluation accuracy will be improved for units that tend to take a lot of damage.
    ・Units that tend to be responsible for repairing damage will be evaluated more accurately.
    ・Improve the accuracy of evaluation of some other units.  

Traduction en cours. Veuillez attendre une mise à jour. Nous sommes navrés pour la gêne occasionnée.

PRÉCÉDENT
Afficher la liste d'actualités
SUIVANT

Ce jeu est disponible gratuitement. Sélectionnez la plateforme de votre choix et plongez au cœur de la bataille !