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Introduction of environmental adjustment rules "Cost +" and "Cost -"

Main text

In today's game environment, some environmental machines are dominant in the cost range, which narrows the options. Therefore, in order for "non-environmental machines" to participate, it is necessary to weaken the environmental machines or raise all non-environmental machines to environmental machines, but this time, we will not do either, but instead apply "a certain tweak" to the cost of some machines to alleviate the problem. Specifically, it is a method of adding a plus or minus to the end of the cost. Machines with "machine cost +" notation are too strong, so they require 50 more to participate than their normal cost, and machines with "machine cost -" notation are difficult to fight, so they require 50 less to participate than their normal cost. Even if the participation cost is changed, the performance of the machine itself will not change. The idea is to update the machine every two weeks, mainly in two cost ranges.


Supplement
A "certain tweak" is used to restrict or change the cost range that the machine can be organized in. This is a temporary measure for the rating rules, and the previous cost range will be maintained in the quick match rules. Also, since this is not a permanent measure, there is a possibility that it will be reverted to the original state. Units with the "Unit Cost +" notation are too strong in the current cost environment, so they will participate by adding 50 to their normal cost (e.g., a "400+" unit can only participate in a 450 cost rating). The participation cost will change (e.g., defeating a "400+" unit will earn 450 points), but the unit's performance will not change.
Units with the "Unit Cost -" notation are weak and difficult to fight in the current cost environment, so they will participate by subtracting 50 from their normal cost (e.g., a "400-" unit can only participate in a 350 rating). The participation cost will change (e.g., defeating a "400-" unit will earn 350 points), but the unit's performance will not change.
"++" notation means +100, and "--" notation means -100.
For units marked "lv3 unit is 700+", only units with lv1-2 can participate in the rating unless the 750 cost range rule is set. For units marked "lv1 unit is 300-", only units with lv2 or higher can participate in the rating unless the 250 cost range rule is held.

Problems
The environment changes when units with different costs exist or units that should be there are no longer available. This may affect the pick-up of units. On the positive side, since there are no high-cost units (so-called environment units), we can expect a variety of units to be selected in that cost range. In addition, low-cost units (so-called unpopular or unfortunate units) are expected to be active while having an advantage in their status.

On the negative side, if a cost-plus unit is active in the migrating environment, the unit's performance from level 2 onwards (if not yet implemented, the result is a future prediction) will further improve, making it clear that it is unbeatable at its original cost. Furthermore, if a -cost unit cannot perform well in the new environment, the unit's appropriate cost will be lower than expected, highlighting the weakness of the original unit concept.

Such environmental changes will make the performance data for the cost range unclear, making it difficult to make adjustments based on the original environmental data. Furthermore, there will be problems if a +cost unit cannot perform well at all (units that only show their true value in a specific cost range environment) or if a -cost unit emerges as a new environmental unit (units that show their ferocity that was previously suppressed due to the lack of natural enemies).

The change itself does not necessarily work out well, and it is important to consider that user dissatisfaction will at least occur.

Mobile suit with a shiny gold body

 It's time to start worrying about the New Year's campaign. Hello, this is Kojiman.

  This article is a prediction of the new mobile suits that will appear. This article is a prediction of the new mobile suits to appear.  I have an image that a mobile suit with a golden body will be used in the lineup of mobile suits that are scheduled to appear right after the new year. I've been trying to find out what it actually is.

2018.12.27. Blue Distiny Unit2 & Unit3

2020.01.01. Hyaku Shiki  

2020.12.31. The-O  

2021.12.30. ?  

 That's not the image I have. Even more so, the mobile suits that appear in the first update after the new year don't have gilded bodies.  

2019.01.03. Mudrock  

2020.01.09. Galbaldy Beta  

2021.01.08. Gundam Mk-V 

 The facts were different, but I'm going to continue to assume that the new mobile suits in the lineup on the first day of the new year will have gilded bodies. There aren't many mobile suits with gilded bodies, so I'll list them once.  

MSN-001 Delta Gundam  

MSR-00100 Hyaku Shiki Kai  

MSR-00100S Hyaku Shiki Kai Mass Production Type  

MSK-100S Land Combat Hyaku Shiki Kai  

RX-0 Unicorn Gundam 03 Phenex 

 These are the most obvious ones. I think the mobile suits that will be appearing at this time in the New Year's lineup will be quite powerful. However, of the mobile suits listed, Phenex is still too early to be considered. Other than that, if you're looking for a mobile suit with a powerful image, the Land Combat Hyaku Shiki Kai is a strong candidate.  

Brawl Match

 When you play a game with Brawl Match rules and win, you'll be very happy. Hello, I'm Kojiman.

 I don't remember when the Brawl Match rules were added to the GBO2 game mode. What I do remember is that when the Brawl Match rule was added, it was always present in Quick Match mode every hour of every day. In addition, I played this rule at least five times a day at that time.

 I think I was more enthusiastic than my usual game play. I wanted to win if I could, while trying to find a way to enjoy this rule.

 Some time ago, the Brawl Match rules were adopted in the first Rank Match in a long time. I think the user reaction to this was mixed, which is unavoidable since Brawl Match itself is a very different aspect of GBO2 gameplay.

  Here are some of the differences 

One, all players except yourself are enemies. 

Two, in this rule, only the player with the highest score at the time the time is up can win. 

Three, the score is usually higher when the player with the highest rank at the time is defeated. 

Four, in this rule, a player loses some of his score when he is defeated by another player.

  The first difference in particular is the most significant. This rule intentionally ignores the GBO2 environment, which was supposed to be balanced around team play.

 As a result, the "Raid Type," which was only used by a small number of teams, tends to have a larger adoption rate. Also, the adoption rate of the "Support Type", which is less effective when playing alone, is expected to decrease. As a result, the rules were revised slightly when the Rank Match was announced, but this revision did not have a significant impact during the Rank Match.

 I don't know if this Rank Match was a success or not, but I think this event was a good opportunity for people to learn about Brawl Match. I think it was an easy event to participate in. While some players enjoyed the rules of the game, others were frustrated that they could not win without luck, so I think it was a mixed bag.

  I'm not sure if I'm playing to win Brawl Match or not. I'm not sure if I'm playing to win the Brawl Match or not, but I feel a certain amount of frustration when I don't get first place, so I probably want to win.

 For example, let's say I choose a mobile suit that has no chance of winning the match, so I start the match with the excuse in my mind that it's okay if I don't win this match. And then, when the game is almost over, I'm the provisional top ranked player. Then, my excuses are blown away and my mind starts to buzz. But when that happens, I usually lose the game. 

 Not all the games I played were total defeats, of course, but there were cases where I won until the end. I remember the Gundam Grand Type with Machine gun, Prototype Gundam with Beam rifle, CAPULE with flashy bright red paint, GM Sniper Custom with Beam gun, and GM Sniper with Missile launcher. All of them had a tough but fulfilling game play in the endgame.

Active Guard Skill

 How are you all doing, this is the author. 

The weather has turned cold and wintery where I live. The game I play, Gundam Battle Operation 2, is having its GBO Winter Festival 2021, and the base camp in the game is also in winter. For those of you who live in the summer season, this is an unseasonal event, but please bear with me.

  To celebrate the event, the Battle Simulator Mission has been updated as one of the event contents in the game. The update includes content that allows you to try out the Moon Gundam, the main character's mobile suit from Mobile Suit Moon Gundam.

 I'm happy to say that my favorite mobile armor, Psycho Gundam, is back. While I'm happy, I'm somewhat disappointed that we don't get to see Psycho Gundam's beautiful mobile armor form in the game, as we did in the original Mobile Suit Z Gundam.

  One of Psycho Gundam's rivals is the Gundam Mk-II. My wish is to use FA Gundam Mk-II, a full-armored version of that mobile suit, and try to withstand Psycho Gundam's fierce attacks with my Active Guard skill. Unfortunately, I don't have an FA Gundam Mk-II, so I haven't been able to fulfill that wish yet.

  The Active Guard skill is a very powerful defensive tool in anti-personnel combat, but it also carries a high risk of being attacked unprotected. The FA Gundam Mk-II is the first to be equipped with this skill.

 This mobile suit does not have the Evasion skill or Maneuver Armor skill that many other mobile suits have. The reason for this, in my opinion, is probably that the devs wanted to see how the Active Guard skill would affect the game.

  In the early battle scenes of GBO2, shield and evasion skills gave mobile suits great survivability. These skills were a privilege that only a few mobile suits possessed. As time went on and the development and management did some balancing, unowned mobile suits gained similar evasion skills, alternative skills, and higher durability than the norm in the cost range, to even out the playing field in the game.

  I believe that a good environment for a combat game is one where the game is balanced and there is little uncertainty. I have always felt that the developers and management are not satisfied with that environment. This is because they are often adding new mobile suits, or adding new skills and weapons to existing mobile suits that are losing their individuality. These are measures to reorganize the existing game balance. In this way, I think they are aiming to create a higher-order environment than before.

  The Active Guard skill that I'm focusing on is one that could have an impact on that environment. I'm looking forward to seeing more mobile suits with this skill in the future. This is because I really want to play with this skill.