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"Season 5 STORM" July Balance Adjustments

Effective Date

June 28th (after maintenance)

Unit Adjustments
Overall
  • Since the previous balance adjustment caused some units to have lower win rates and usage rates than expected, adjustments will be made to strengthen those units with lower win rates and usage rates.
    ・Specific details of the adjustments will be described in the relevant unit section.

[h3]Asshimar[/h3]
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

[hr][/hr][h3]DOM Trooper[/h3]
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

[hr][/hr][h3]Zaku II [Melee][/h3]
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

[hr][/hr][h3]Gundam[/h3]
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

[hr][/hr][h3]Sazabi[/h3]
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

[hr][/hr][h3]Nu Gundam[/h3]
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

[hr][/hr][h3]Hyperion Gundam[/h3]
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

[hr][/hr][h3]Marasai [UC][/h3]
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

[hr][/hr][h3]Gundam Heavyarms Custom [EW][/h3]
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.
Double Gatling Gun
↑Damage when one-handed: 40 → 42
↑Damage when fired two-handed: 80 → 84
Hatch Full Open (Barrage)
↓Amount of points required to activate: 8500 → 9000

[hr][/hr][h3]Susanowo[/h3]
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!l
↓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.