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G-Line Full Custom(Update on May 28, 2020)

Hello. The story of MS that has been enhanced with this update is also a break. This time is "G-Line Full Custom".
Unfortunately I do not have this MS. Immediately after the release of this MS, people were expecting it to be there (assuming that). It is expected that the standard 450-cost Support-Type could be broken. This is because "Mudrock" has been so highly evaluated that, despite the fact that there are already many excellent rivals, there was an image that they would continue to defend that position.
The period of keeping that position is about one year (I will repeat it is a delusion). You can see that expectations also rise. When I opened the lid, it wasn't an MS of a similar nature either, so the standard was maintained, but the usual situation in which there were more choices.
And with the advent of "Guncannon Detector", the number of choices has increased, so I feel that the flow so far has not changed.
This is the end of the long story.
There is also the impression that the value of making a melee attack does not go hand in hand with the risk of being easily destroyed by nearby enemies. It was an impression that it was difficult to use, despite having excellent melee attack capability. Even if you don't force yourself to fight more than the avant-garde, there is no shortage because the support ability in medium-range shooting is excellent. After all, it is evaluated as an excellent Support-Type.
This time, it has been enhanced ... 

Increased HP. Increased melee attack modifiers for units, slightly increased "Ranged Attack modifiers". Increased High-Speed-Movement. Strengthen the firepower of melee attacks, and strengthen the continuous attacks that are rare for support types. The beam cannon switching time is shortened and the beam cannon accumulated damage amount is increased.

Since the firepower of melee attacks clearly increased, it grew as a personality of this MS. Although the risk itself has not been reduced, it seems that it is worth the risk. The enhanced Canon is easier to use. Since the accumulated damage is increasing, it seems to be compatible with the beam rifle.
It is an MS that you are interested in evaluation in the future.




Hizack Custom (Update on May 28, 2020)

Hello. I'll talk about enhanced MS. This time is "Hizack Custom". This unit ...
Basic battle with two weapons, a high-power beam and a medium-power machine gun. Demonstrates firepower and restraint at a position slightly pulled from the ally avant-garde. The operation is not difficult, and if you have a general support-type operation method, you have sufficient strengths. As soon as you leave the avant-garde or the avant-garde collapses, it becomes fragile. This weakness is a common weakness of "Support-Type", not a weakness specific to this unit.
"Flying Gouf" I don't know if you could get good results against your opponent. It seems that the fact that you have a machine gun with large accumulated damage and a weapon with a heavy stun effect seems to have an advantage. The fact that this unit has been strengthened probably seems to have gone wrong.

As for the contents of strengthening ...
"Beam Launcher: Sniper" has a shorter cool down time and a shorter focusing time. Expanded ASL range and improved firing rate of "Zaku Machine Gun Custom". "Special Leg Buffer Lv1" increased to Lv2.

As long as you can see the numbers, the risk of shooting a non-focused beam quickly and the risk of focusing the beam after stopping the unit has been slightly improved. As long as you don't know, the increase in the firing rate of the machine gun improved the ease of hitting and the firepower.
Although the behavior pattern does not change much after adjustment, it is easier to fight than before.

 I can think of some units that envy the enhancement of this MS. "GM Sniper II" and "Gunner Gundam". Although these two are more than the "Hizack Custom" in terms of operating range, they are difficult to use only with specialized tactics. "Hizack Custom" has excellent secondary weapons, so if you have "High Performance Balancer" skill, you can make effective use of it. On the other hand, for "GM Sniper II" who has "High Performance Balancer" skill, you will want a secondary armament that can fight at close range.
And "Gunner Gundam" that doesn't assume short-distance seems to want the relaxation of the previous weakening.

It seems that the performance evaluation will be made uniform if the ideal is sought, but I would like you to continue to make adjustments as far as you can to keep your individuality. And if this MS is strengthened, another MS will be strengthened this time. I hope for such a generous adjustment.

Full Armor Gundam (Type B) (Update on May 28, 2020)

Hello. I'll talk about enhanced MS. This time it is Full Armor Gundam (Type B).
Roughly describing Full Armor Gundam ...

・G-01 (Prototype Gundam) → Full Armor Gundam Ground Type.
・G-02 (Gundam) → Full Armor Gundam
・G-03 (G-3 Gundam) → Full Armor Gundam (Type B)

It has a relationship like that.
Immediately after the release, "type-B" was almost only a degraded version of "FA Gundam". Although the "360mm Cannon" was a fairly easy-to-fight performance due to the enhancement a while ago, the "Large Missile Launcher" remained a difficult weapon to use.

I was surprised by the unexpected strengthening as it was moderately excellent due to the previous strengthening.
The 500 cost "General-Type Mobile Suit" is a necessary enhancement in the sense that it destroys a strong environment. The main content is ...

Increased blast range of "360mm Canon". Shortened reload time of "Multi-Tube Missile Launcher". Shortened the cool time of "Tripple Beam Rifle". Shorter switching time of "Large Missile Launcher" and improved bullet speed.

That is, the armament aspect has been strengthened. The increased blast range of "360mm Cannon" contributes to ease of fighting and stability. The adjustment of "Large Missile Launcher" does not hit at all, and it alleviates the dissatisfaction such as not shooting in the first place. Also, since it is easier to hit, it is easier to chase with "Multi-Tube Missile Launcher".
From this, it can be said that it was reborn as a heavy fire type unit that efficiently uses all weapons from the initial mounting when only cannons and beam rifles could be used.

I'm very happy that there are more easy-to-use units, but I am afraid that the General-Type I operate will be hurt by the enemy "FAB".

Psycho Zaku(TB) (Update on May 28, 2020)

Hello. Let's talk about the enhanced unit. This time is "Psycho Zaku (TB)". After some significant strengthening, we have further improved the power. 
Roughly explaining the unit adjustment up to the last time ...
Acquisition of the skill "Melee Combo Controller Lv1" and the effect of the beam bazooka when unfocused have been increased from "Wince" to "Stun", further shortening the focusing time. Shorter switching time for Sturm Faust.
Since adjusting the melee attack capability is not a problem, I put it aside, but Beam Bazooka and Sturm Faust became a weapon that can be used reasonably, and it came to mesh with the style of fighting by switching between multiple weapons.
However, the firepower of each is not high, and the starting point cannot be created if the mainstay Giant Bazooka x2 runs out. Too big a hit box and low endurance were shackles, and there were many cases where they were destroyed without much fire power.

And the long-awaited enhancement came ...
Increased durability, improved turning performance, and increased "Forced Injector Lv1" to Lv2.
Beam bazooka heat rate is reduced, cool time is shortened, switching time is shortened, and accumulated damage amount is increased.
Increased power of Giant Bazooka x2, shortened cool time, shortened reload time, and shortened switching time.
Increased power of Zaku Machine Gun, increased accumulated damage, and increased reload time.
Increased power of Sturm Faust x2 and shortened switching time.

Very long adjustments, mainly weapon adjustments. There is one thing that has gotten worse in this content, but you probably don't care.
Weapons can be switched very smoothly, and you can continue to shoot weapons one after another. On the other hand, although the reload time has improved, the decrease in firepower when the ammunition runs out is a problem. In order to continuously generate firepower, it is necessary to stand around so as not to be caught by the enemy with high control technology.

In general, we are completing as a unit with higher risk and higher return than ever before. With this, it would be fun to be able to successfully control the enemy.

High Mobility Gelgoog(UL)(Update on May 28, 2020)

Hello. I'll review the enhanced MS. First, as basic information ...The "High Mobility Gelgoog(UL)" does not have any performance that the main weapon can match the cost range, but it is supplemented by the secondary weapon and the unique melee attack. 
The secondary weapon grenade has a slightly faster rate of fire and can exert its binding power with accumulated damage.
A melee attack is a heavy attack that is "twice in a row" and has twice the power of an ordinary attack. If you bring the enemy down with the first hit, the chase with a heavy attack is unlikely to hit twice.

Although it has been a happy upgrade, the contents of the enhancement include initial level units. This is different from what was foretold, but it is honestly gratifying.

The initial level may be above the standard level, but it has good strength. However, on the battlefield from the 500 cost zone, it seems that it is likely to be regarded as insufficient power, and adjustments have been made.

First, fix only unit Lv2.
"Special Leg Buffer Lv1" increased to Lv2, increased durability.
Applies to all levels of this unit.
Increased accumulated damage of secondary weapons (making it easier to exert binding power) and heavy melee attack power.
Roughly speaking, it is possible to generate high firepower within a shorter range (Lv1~) and to gain durability so that it continues to remain on the battlefield and continuously raises firepower (Lv2 ~).

This unit's firearms can also be equipped on lower cost units. So, as most would expect, no strengthening is likely. In that sense, it seems to be in the difficult adjustment, but the performance is originally good. Therefore, I feel that I have received the minimum necessary strengthening within the adjustable range.

Marasai(Update on May 28, 2020)

"Marasai" had a unique personality but couldn't make the most of it. 
"Marasai Beam Rifle" is superior to "Hyper Bazooka" in power and bullet speed, but inferior in cool time, bullet number, reload time and range. It's a good firepower, but it's not the main source of damage.
"Fedayeen Rifle (Prototype)" is excellent with high firepower, fast focusing time, short cool time, long range and moderate overheat time. However, when shooting, the movement stops and you can not be restrained unless you hit focused fire or hit 2 unfocused fire.

The enhancements were to improve the durability and various resistance of "Marasai" itself, increase the melee attack correction, improve "Forced Injector LV1" to Lv2, and increase the firepower of two types of melee attack weapons.

There were no adjustments to shooting weapons, so there is no particular improvement in shooting combat. As a comprehensive evaluation, due to the increased firepower of the melee attack and the improvement in durability, it became a unit that is easy to fight at short range to medium range.

Since the weakening of the very powerful "Act Zaku Beam Rifle", the release of powerful shooting weapons seems to be always cautious. Originally, a weapon with excellent restraint performance has something difficult to handle.

If "Marasai Beam Rifle" is strengthened, it will affect the unit rating of "Hi-Zack" which is 50 cost lower than "Marasai".

Therefore, it is not difficult to imagine that there was no reinforcement. It's not in the setting, but why not make it possible to equip "Act Zaku Beam Rifle"? I have something to think about. The question that "Earth Federation Forces Act Zaku" was equipped with "Marasai Beam Rifle" is solved.

Not Abandoned "Colony"

Hello.
A new map of the space environment has been added. This time it's not a review, but a new map idea.
Currently there are two types of map distinction. It's the earth ("ground") and the universe ("space").
I would like to add undersea / sea ("Sea"), but what I would like to talk about this time is the "colony" that has not been abandoned.
This battlefield has sortie conditions. It can't fight on this battlefield unless both "Ground" and "Space" environments are available.
This battlefield has a "gravity" gimmick throughout the stage. Gravity may or may not occur on the battlefield in the first half or the second half of the game.
It is a battlefield based on the image of "battle inside the colony" that was frequently held in "Mobile Suit Gundam series".
The image is that the bulk of the colony's bulkhead and the gravity-generating block were destroyed, causing the air inside to leak out and at the same time losing gravity (pseudo-gravity due to centrifugal force).
In other words, it is a battlefield that has the characteristics of both the conventional "Ground" and "Space".
The advantage of this battlefield is that the units that can use both environments are the protagonists of this battlefield. If it is a conventional battlefield, if it is "Ground", the unit that specializes in "Ground" is the best candidate, even if it becomes "Space", the principle does not change.
[If there is a battlefield where only units that can use all environments are active], it is based on the idea.

In that sense, I proposed a colony, but defining this as one category does not come up with the idea of the next battlefield. A battlefield where you start from the stratosphere and end on the earth. A battlefield where you can alternate between gravity and weightless blocks in a colony. Etc.



High Mobility Gelgoog Lv4(Added on May 28, 2020 Update)

Hello. I don't know if there is demand but I will talk about the MS I want. This time is "High Mobility Gelgoog Lv4". Like the "Gelgoog Marine Lv4" the other day, it's an item that is attractive for its reduced rarity. In the strengthening facility, the strengthening value is different between "★★★ Lv4" and "★★ ~ ★ Lv4". In other words, the lower the rarity, the higher the growth rate.
Since the mobile type is originally high and unique, it has performance not inferior to other 600 costs other than turning performance. I am worried about the lack of weapon performance other than melee attack weapons. Even if it has high power, it may be used less often.

Because it has an excellent high-speed movement speed, it can exert its firepower while applying a melee attack to a few attacking opportunities against the opponent.
Whether this battle style can be completed depends on the rivals in the same cost range. If you can preempt against "Z Gundam" and "Dijeh" at 600 cost range, you may be able to play an active role.
I might lose against the threat I'm overlooking, but if I enter, I'd like to give it a try.

Gelgoog M (Commander Type) (Update on May 28, 2020)

Hello. Let's talk about the enhanced unit. This time it's "Gelgoog M (Commander Type)".
This unit is one of three beam machine gun equipments that have been delicately evaluated in the past. The other two have established their own position by strengthening their machine guns (Gelgoog J, Gerbera Tetra).
After all, the beam machine gun was also adjusted this time.

The beam machine gun has been adjusted to improve the rate of fire, reduce the heat rate per shot, reduce rattling when switching weapons, shorten the re-fire time after a 5-point burst, and shorten the recovery time from overheat. The range has been extended, the focusing time of focused shooting has been shortened, and the heat rate has been reduced.

The adjustment of the beam machine gun has very fine adjustment every time, and it has a completely different function from before. In a word, "transform into another".

The unit itself is excellent, but the high speed movement is improved.

The performance evaluation after the update is generally good, and it seems that it has received enhancements that are sufficient. It is dangerous to keep the same recognition as before. Although the firepower and binding power have increased, the nature of this unit has not changed. It has a large hit box, almost no immediate stun effect armament, has the power of melee attack but has a habit of attack motion and rattling at the time of switching, and the weakness of "Melee Strength Lv2" remains. Playing in consideration of such aspects, I was more likely to play an active role than before.

By increasing the rate of fire, reducing the cool time, and reducing the heat rate, it became possible to form a terrible barrage, so it has strength, but it can be said that the fun to be simply trigger happy is added.
I think that was a very nice improvement.

I tried it several times in the battle simulator, but I still need the most shooting skills, and it's still a unit that I can't fight easily. But I thank you for being a fun unit.




Bolinoak Sammahn(Added on May 28, 2020)

Hello! It was once a large update of a month this week. The new MS is "PMX-002 Bolinoak Sammahn (from Mobile Suit Z-Gundam)".
Some users even felt hell from heaven because of incorrect settings at the time of implementation. Exactly a sin-making being. Even if it is a mistake for official operation, there are good cases for users. However, I like the attitude of correcting mistakes as mistakes. 

The performance of the "B Sammahn Beam Gun", which became an illusion after all ...

Accumulated damage that stuns the enemy if two shots are hit.
Even if focused shooting hits an enemy's shield, the ability to stun the enemy.
Even if it is not the performance that this unit should have, I think that it may be in some future MS.

Well, I was swayed by the news that the initial information was buggy, but I think I'll talk about the original performance (corrected performance).
This MS uses the unique skills of "Fake Beacon" and "Marker" at the same time.
Only this unit can use these two in combination at the moment. And two kinds of melee attack weapons that can be the main force. "Maneuver Armor Lv2" and "Damage Control Lv3" for risk avoidance. It's a new unit with unfamiliar skill combinations.
Until now, I'm wondering if the "Marker" skill, which I hadn't had the opportunity to use even in the low cost range, can be utilized by "Fake Beacon" at a high cost.

However, it is also true that there is a strong tendency in the world to stick to whether it is a stronger unit. It seems that it is difficult to approach the Support-Type because the movement of the enemy's key point is sluggish (in the original performance after the correction).
I'm interested in design that sets it apart from the past. Of course I couldn't get it.


GM Night Seeker and GM Cold Districts Type

I prefer to use the "GM Night Seeker" on the 250 cost battlefield. Because it is a rarity ★★★, it may not be possible to strengthen it cheaply at the strengthening facility. It doesn't have a shield, but it has high durability, does not have a melee attack combo, and does not have any special skills that lead to firepower. Yes. To be honest, the impression of being unreliable cannot be erased. "GM Night Seeker" have anti-stealth skills, so it is easy to detect "Acguy" or "Agguguy" in advance. However, there are many difficulties in dealing with it, and it is also difficult to hit a melee attack because "Melee Strength" is poor.

Still, the reason for continuing to use it is mainly stealth measures and moderate durability. You can stay on the battlefield for a long time, so your damage score and assist score will increase. I also like the fact that the personal ranking is moderately high. There are opponents who do not want to meet because of competition with rivals. 
I often lose if the enemy team has "GM Cold Districts Type". 

Since "GM Cold Districts Type" is the main unit for shooting attacks, it is difficult for teammates to make games that are easy to fight. The performance of the high firing rate machine gun and grenade is excellent, and the "fast movement performance" and "Maneuver Armor" that can be used at 400 costs are strengths that can not be easily caught on the 250 cost battlefield where the game speed is slow. It is not good at fighting to protect allies, and supplements low endurance with mobility and positioning. As a result, it's hard to keep up with your teammates, and it may seem like you're running around to your slow teammates. If you can move freely, the score will increase and it will be able to compete with rivals.

I can't do well with the "GM Cold Districts Type" that I control, so I'm obsessed with "GM Night Seeker".


What's going on with the Flight System unit? (Story just before the May 28, 2020 update)

Unfortunately I don't have a "Gouf Flight Test Type", so I can only tell the trajectory so far from enemies, teammates, videos and various reviews. Even if the system is similar, I think that the impression that I receive with "Gouf Flight Type" which is Raid-Type is probably different.
Evaluation in the game is quite disliked. Those who use these units, and those who struggle against these units, are said to have similarly dangerous performance.
The hostility towards which the "Gouf Flight Type" I operate was more powerful than what I usually feel. Of course, I don't know what you actually think, but it's because I was influenced by the image I usually feel on the general user.
It's a great thing to be able to relive the success in video work. However, as long as it appears in the game, if it seriously impairs the game balance, it can not be hated.
 Units that compete on a whole new standard, "Assault Guntank" and "Hildolfr", were initially welcomed. However, the existence that encourages changes in game balance has become a destroyer of peace. The modified "Flying Gouf" was also a destroyer of such peace.

To tolerate their existence, they needed a unit that could easily be dealt with at the time of release or before. If the only units available from "Only in Supply Drop" are those that can compete with "Flying Gouf", then not a few users can be out of control. 
In order to reduce the room for dissatisfaction in such cases as much as possible, it would be helpful if consideration was given to making it easy to obtain a unit that can respond.

However, the "Flight System" didn't dominate immediately after its release. It was interesting at the time, but it wasn't enough to control the environment.
And time has passed.
The "Gouf Flight Test Type" was introduced to a certain number of users, and it took over the power a while before "Gouf Flight Type" was released.

When "Flying Gouf" began to take control, it became a prerequisite environment where "Flying Gouf" was always in the team regardless of the enemy or the team. It seemed that the popularity of the unit that could compete with "Flying Gouf" increased a little.

After this, "Flight System weakness adjustment" will be performed this time. It's so disliked that I'm worried about how to handle the "Flight System equipped unit" in the future.






Switch viewpoints

Ever wanted to switch viewpoints during a game? Isn't the large MS you control obstruct your view and increase the number of blind spots you can't see?

In Gundam Battle Operation2, the unit operated by the player is placed on the left side of the center of the monitor to play. When shooting finely, you can look into the scope, but you cannot move the unit. Therefore, you will be playing while looking at the back of the unit you operate.

There is a relationship between having a wide field of view on the right side of the monitor and having many units in your right hand. Occasionally there are weapons that can be handled with the left hand, but the difficulty of handling such equipment is also greatly affected by the viewpoint of this arrangement.

Therefore, as the initial movement of the team, movement in the counterclockwise direction has become standard. Positioning with a wall on the left side of the monitor is also effective in suppressing attacks from the opponent.

That's because I thought the game tactics could change a bit if I could switch the unit's monitor placement from left to right.
If you can switch the placement with a single button, you can change the previous "attack from an invisible blind spot" to "visible attack".

Although I came up with the idea, I could only think of reducing the disadvantages, but I still think of something or notice it.



About late May update (new map)

An abandoned space colony (official name unknown) seems to be implemented on May 28, 2020. Screenshots, etc. can be found on the official website [Official Newsletter 05, 25, 2020] Japanese version.

It seems that the field that is closer to the ground than the past space battlefield emphasizes a considerable "narrowness" with the upper and lower two-layer structure by the inside and outside walls of the colony and the vertical width of about 120m.

I don't know if the space colony was actually built, but the structure has been imaged for a long time, and various colonies of various sizes are built in "Mobile Suit Gundam". In some of the video works there is a combat depiction in a still functional colony, but this time the colony is a destroyed wreckage. It is a huge archaeological site floating in outer space, where there is no pseudo-gravity due to centrifugal force and no atmosphere.

Returning to the game, the fast space and high cost of the unit may not be able to move freely due to the large space and narrow width. It seems that people in various positions have opinions on this point.

Highly skilled players who like high speed battles such as high speed movement and turning back may not be welcome if this map feels cramped.

Players who are not good at manipulating but are interested in space combat may be welcomed with more options.

In the first place, for those who are not interested in space combat, the assertion of playability does not reach the heart, and it may be passed through.

If you're not interested, that's no use, but some players find it completely useless.

For the purpose of official operation, I would like you to be interested in space combat. So they are always trying the approach. I am looking forward to the next update as to whether the scheme will bear fruit.






Mix up, sudden death rule

 Shortly before being updated to [ver.0126.0384]. In the quick match mix-up game, a bug sometimes changed the game rules drastically. Despite that, it seems to be a game rule that is popular with some people. 

Mix-up is a rule that you lose if you lose all team points, but it was assigned a value that was extremely lower than it should be. The point is about 400. Furthermore, due to the rule restrictions, only units with a cost of 450 to 550 (effectively 800 to 1000) can be deployed. When you start the game, all enemy units will show a "Finish" icon (you can win by defeat this unit). As a result, the game will soon win or lose.

There is no game balance. I feel that the lack of content is uninteresting even though the outcome is decided without being involved in the game at all.
However, there are some user benefits to getting immediate results.

It is efficient for users who play for the rewards of the game. Get daily rewards and daily container drop challenges in less time.
Some people look forward to being able to decide the outcome of the game in a short period of time. The element of losing when shot down adds tension to the game. It seems to be stimulating for users who feel that it is hard to get into games with low inversion factors when the superiority is decided.

In this case, since it was just a bug, it was not set up with such intention. As a result, the game balance is extremely low, and it has not reached the standard for enjoying team play. However, the result itself, or the process of determining the outcome immediately, can be evaluated.

If the game rules determine whether the enemy team will be destroyed once to win or lose, it will be a game where you can enjoy team play safely. It is necessary to have a compatibility relationship in the team structure, and think of a team that is extremely biased rather than a well-balanced team, so I would like you to implement it with a system that has a strong element of luck but seems to be fun.

I think it will be popular because it is more exciting and tempo than the basic rules. However, I personally do not want you to use it in rating match.








Gelgoog Marine Lv4 (Added on May 21, 2020)

The rating for this unit is split in two. High Hp, high resistance units perform as desired on high cost battlefields. On the other hand, there is no "Emergency Evasion Controller", and it seems that the unit with a large hit box is not worth evaluation.
High-cost units are likely to become even more highly evaluated if they receive "Maneuver Armor lv2" and "Special Leg Buffer lv2" in addition. But, is not have it.

While the individual numbers for this unit are high at the initial level, there seems to be a perception that other high-cost units, the ones that are expensive at the initial level, make a big difference. This unit is also likely to get low ratings, as the perception there is usually correct.

Actually, it cannot be said that the performance (mobility and evasion performance) is simply effective, so stability (durability and pure attack power) brings reliability. Technical difficulty is low and it is not difficult to operate (Ignore Raid-Type as a category that is generally difficult here).

Gergoog Marine is more likely to be a unit that can be seriously injured but defeats an enemy than a unit that remains intact but cannot create a chance to defeat an enemy.
Of course, you can fight without assaulting, but I will evaluate it as such performance.

The most notable point this time is that the rarity in "Supply Drop" has dropped from ★★ to ★, despite being reasonably high performance.
There are many users who do not have high-cost units. From this standpoint, I think that this unit has high value, and that I can agree with the policy of "official operation".



"Developer Newsletter(May 22, 2020)" announced the adjustment of "MS".

There are roughly three.
・(General unit) Alleviate the difference between "with appropriate space environment" and "without appropriate space environment".
・A downward revision of the Flight-System skill and the units that benefit from it.
・Reinforcement adjustment of some units.
The candidates for strengthening adjustment are as follows.
Marasai,
High Mobility Gelgoog (UL) Lv2,
Gelgoog M (Commander Type),
Psycho Zaku (TB),
Full Armor Gundam (Type B),
G-Line Full Custom,
Hizack Custom 

The current 350 costs are dominated by the "Gouf Flight Test Type", but there is a chance that it will pick up again in the good environment it had in the past.
450-500 costs are the main targets for strengthening adjustment candidates. Simple but very powerful units like Galbaldy Beta and Gundam MK-II dominate the environment. It seems that the Support-Type that can be countered has been selected as a strengthening adjustment candidate. Among the General-Types that are candidates for enhancement adjustment, it seems that there are many units whose main attack is shooting attack.
According to the current evaluation, those with excellent melee attack firepower tend to be regarded as high performance in the game.

If anything, there is a demand for a game environment in which a melee attack can be launched in order to stay ahead. Therefore, if the "strengthening adjustment candidate" is endowed with more fire attack power, so to speak, if the "shooting type" is strengthened, there is a risk that the low position will be reversed to the dominant position. "Gouf Flight Test Type" shows that it is difficult to adjust.

Implementation will be at the end of May, probably the next update. Whatever the result, I want to enjoy the change.




Gundam Mk-III (Added on May 21, 2020)

Since it was released, information came out little by little, so I personally summarized it.

General type of 550 ~ 600 cost, high weapon firepower, Bullet of penetration effect, small number of bullets, there are shooting weapons that can only shoot in stationary state, short cool time cannon, Melee Combo can not be done, high mobility , Large vertically, narrow width, too low durability. It seems that there are features such as.

The beam rifle has the unique ability of penetration effect, so there is a chance that it will hit multiple enemies. Cannons with short cool times have no immediate stun effect, but have large accumulated damage and are excellent sources of damage at medium range. A melee attack weapon has a "Melee Strength" of 2, but it has a very high attack strength as a General-Type.

On high cost battlefields where it's nearly impossible to avoid attacks, "no endurance" has a low rating. In addition, "I can't do Melee Combo" is judged to be difficult to neutralize (down) the opponent.

Gundam It can be said that it is a unique unit in consideration of the set performance and the consequences in the world. Not eligible because it is complicated to mass-produce (difficult to master). If you look closely at the low defensive surface, it has a high level of combativeness, mobility, and attractive Gundam type.
It is also pointed out that, unlike the setting, the usage is slightly less armed. The ability may still be secret.
From a dry point of view, this unit has a full armor type, and its true strength may be revealed there.

This is a rough impression, but it ends.

Early Production Gelgoog (May 21, 2020)

"Early Production Gelgoog" has many MS of the same system. Since each of them imparts characteristics to this machine which is a basic unit, the difference is natural. The system unit has been strengthened with recent adjustments, so the impression is that the difference has deepened. To put it bluntly, there is no individuality and no strength.

In fact, the "Melee Strength" is excellent and the durability is very high, so it can be said to be strong in close combat. However, it seems that there is no factor to excel because the same type of equipment as the shooting weapons and one step higher equipment are given to the units of the same system.
Ideally, it has a simple weapon and skill structure, but high performance that competes with rivals. 
Weapon enhancements will enhance the equipable units, and thus rivals of the same type, with no difference.

Previously, I came up with two skills, [Power Assist Device] and [Special Ammunition], for the idea of increasing power without adjusting weapons. It provides the unit with a weapon firepower commensurate with the cost range, but has not improved usability. Unfortunately, most rivals exceed the weapon capabilities of this machine in that respect.

Although this will increase your skills, granting some skills that will improve the usability of your weapons may solve this problem.
Since this machine can be equipped with both live and beam weapons, it seems good to have skills to improve the performance of either weapon.
・ Cool Time shortening skill for Live weapons
・ Reload shortening skill for live weapons
・ Cool Time shortening skill for Beam weapons
・ Focus shortening skill of beam weapon
・ Reduction of heat rate
If you have these three areas, you can improve the ease of fighting with rivals.

Is it like this when it is a numerical value?
   Cool Time   Reload
 Giant Bazooka  7.4(sec) 17.5(sec) 
 Giant Bazooka
(When the skill is applied) 
 6.3(sec) 13.0(sec)
 Giant Bazooka (With Cloth)  6.7(sec) 12.0(sec)
 High Mobility G Rocket Launcher  6.0(sec) 12.0(sec)

  Cool Time  Focus Heat Rate 
 Gelgoog Beam Rifle 4.0(sec) 4.5(sec) 60(%)
 Gelgoog Beam Rifle 
(When the skill is applied)
 2.0(sec) 3.5(sec) 50(%)

Even if the weapon performance itself is modified in the future, it may be easier to implement if the skill is "not fixed volatility" so that it can be changed each time. 

If you name it, "refurbishment equipment (Live ammo weapon / Beam weapon / Melee weapon)". The point of interest is the stability that can withstand numerical fluctuations that are almost in error.

Well, this is the end.




Anonymous matching rule(1)

This time is a thought experiments. Can a person start the game normally if the player name, rank, rating, network line quality display, and even the selected MS are not displayed in quick or rating matching?

First, select the game rules and costs, decide the maximum number of General types that the team will allow, and enter. Matching will start when you select a unit to enter the room and press the "ready for sortie" button. When the matching is completed, it will be sent to the battlefield.
The reason why we don't specify the exact configuration is that most team types have almost all General types. If you want a configuration that avoids it, you can reduce the number specified (I'm doubtful that a team can be formed). Each category other than the General type is given priority one by one, but there may be teams with fewer categories.

Once sent to the battlefield, you should first check the team composition. Only the number of General type you have specified is known. There is no user name, the team number, MS icon and current HP are displayed as usual. After that, nothing has changed. The user information of the opponent is not known until the result is displayed after the battle. When you reach the result display, all user names, ratings and ranks are also disclosed. Most of the user information is not known until the middle, so you have no choice but to improve the combination by watching the movements of allies on the battlefield. Once you get to the outcome of the battle, the gameplay is the same as usual, but the beginning may feel a little easier. Or maybe it's the usual days when you open the lid and get thrown into hell. 

Online multiplayer games allow you to play with strangers, but there is always a demand that you only want to play with trusted players.

The standard of trust is different for each person. Network line quality, class, rating, selection of MS, etc ...
Some people may have the impression that the more data you can refer to, the better the selection of desirable players will progress, but the fact that selection progresses makes it easier to reject a match.

Ratings and quick matches that you can participate at your own pace make it easier to participate in games that meet your desired conditions, and although there is a small penalty (somewhat troublesome), there is also an advantage that you can avoid risk of game play such as defeat. ..

The player name is especially important. A username is a chunk of information. Notoriety and fame are tied to names, and block players and clan members are also identified by name.

A name is necessary to satisfy the desire for self-revealment by making it known and proud of others. It's too inconvenient to know who it is to spread the circle of friends.
Also, the name is used when annoying players are announced or a kind of private sentence is executed. It sometimes gives false accusations, but it may also provide opportunities for self-defense measures and lessons learned.

I'm interested in multiplayer games, but there seems to be a certain number of people who are hesitant to play.
I focus on one of their opinions, "I don't want to bother others (I don't want to get stuck)."
Annoying behavior is an era when it is shared with others in a blink of an eye, and there is the impression that notoriety is recorded longer than fame.

If a strong accusation that a particular action can be persecuted stabs anyone, including yourself, you'll lose the reason to stay in the gaming community. Regardless of whether things are right or wrong, you want to keep your eyes closed to the momentum.

In the meantime, I thought that if I could fight freely during the game, I wouldn't get stressed, so I delusioned the anonymous matching rule.
Since it is as usual after the game, if you mess up during battle, you will be exposed to bad things by name. After all, it's still good to behave well.

A Introduction to MS that may come back in the future.

Most of the MS that appeared in the previous game "Gundam Battle Operation" have already re-appeared in this work. It has undergone adjustments (variations in categories and cost bands) when it reappears, and there is a difference from the previous work.

Most of the units that appeared in the previous work were from around the "Mobile Suit Gundam" era. The unit released this time has already entered the next generation "Mobile Suit Z-Gundam" era. Therefore, there were times when I was afraid that there would rarely be an opportunity to re-appear if the official release was a performance-oriented release. 

In "Supply Drop", there are many current cutting-edge items, and popular trendy items are probably picked up. Many of "Ranked Match", "Limited Time Event", "Clan Match", and "Items that can be obtained only for exchanging recycling tickets" have a lineup that does not depend on the environment (era or fashion).

Well, the introduction has become longer, but I am wondering how the re-appearing MS will appear.
"MS-06JK Zaku Half Cannon"
It will be General-Type.
"MS-09 Dom Heavy Combat", "MS-05L Zaku I Sniper Commander Type", "MS-14BR Gelgoog High Mobility R Type (Vincent Gleissner Custom)", "RX-77-3 Guncannon Heavy Custom".
Now that similar new models have increased, there is no presence if they appear like this, so it will be refined significantly.
"MSM-07S Z'Gok Commander Type", "MSM-07N Ram Z'Gok", "MS-06M Zaku Marine Type", "RAG-79 Aqua GM".
Additional personnel needed when additional water fields or underwater battlefields are created (desired).
It's said that it's most fun when you imagine it, but it's just like that.

When it is actually available, rather than talking about its performance, it will not be calm and prioritize only the way to get it.

Well, this is the end.







"Good Opponents" in Clan Match (2)

First of all, I will come up with an idea based on the judgment that "abandonment of battle" is not good at this time.

When a certain team passes a certain amount of time during a clan match after "battle abandoned", the team is treated as a "forced give-up".
In this clan match, we will define battle abandonment.
"30 seconds or more have passed without riding MS since the infantry sortie"
"When you are on the MS, 2 minutes or more have passed without adjusting the reticle to the enemy at all."
Then a warning message appears. If 10 seconds or more pass after the warning, it will be treated as "forced give up" and you will lose the game.
 
Allow "voluntary give-up" in team units during clan match.
 Prepare a way to give up without treating it as "forced give up". We will prepare a text chat available only during clan match. I haven't decided what to say, but if you show this chat to your teammates, other players will be able to express their willingness to give up for 10 seconds. In response, other players will also give up chat, and if the majority responds, it will be treated as "voluntary give up" and the game will end.
 
Adjustment of the clan match point calculation method that can be acquired by the team that won by "the enemy gave up" and the addition of season points to the clan.
Regardless of the circumstances, you can receive clan match points even if your opponent gives up.
It is 5% of the same game score as at the end of the normal game, but the upper limit is calculated as 600. Add a fixed bonus of 500 to it, and the rest is the same calculation.
And only the clan to which the winning team belongs will receive "Season Points".

Penalty for the clan to which the team that was defeated by "forced give-up" belongs and score calculation for that team.
Teams that give up will not get clan match points.
A clan will be warned if one team was once treated as "forced give up" or twice as "voluntary give up".
If the team to which the warned clan belongs is treated as "give up" in the future. That clan will not be able to participate in this clan match.

Season points will be given to each clan that participated until the end of the game.
"Season points" can be contributed to the clan to which the team has completed the clan match match. These points are tentative points during the clan match, but they become fixed points at the end of the clan match, and the same number is given to each individual. Confirmed points can be used to earn experience values for clan, tokens, DP, recycling tickets, and exchange items that will be exhibited only in each season.

It is a recognition that if the battle is abandoned, it is expected that it will end without playing until the full game time, so we added a reward and a weight of give-up penalty to the completion of the battle as a deterrent measure.
I'm worried
Players who have been deprived of MS may be infantry for more than 30 seconds, so an exception must be added there.
In principle, if you keep aiming at enemies out of range for a long time, it will be treated as abandoned unless you keep it for less than two minutes.

So far this time.
You may think of something again, but it is only a delusional category. Just watch what the actual clan match environment will look like.

see you.







"Good Opponents" in Clan Match

The maximum clan match time is 2 hours and the average match time is about 10 minutes. Except for matching, one person can participate in a match of about 12 matches, and since there is matching time, it will be even less.
If there are multiple teams of clan members, you can create a maximum of 5 teams with a 6-participation rule (for a 30-member clan), and each team can try to get a high score. So large clans have an advantage in increasing the number of scores, but only the top three scores of them can be updated, so it is not a disadvantage for a few clans with a strong team.

For a weak and small clan, each match has a large weight because it is necessary to update the high score from a small number of high score challenges. If you meet the conditions of "good opponent", "get a lot of game score", and "win", you will be able to see the top prize.
This time I would like to pay attention to "good opponents". For the other two, if the team is strong, the result will come out naturally.

The "good opponent" that we are talking about this time is "an opponent who will fight to the end". I once wrote an article about "Abandoning a Match in Combat". At the moment, I don't think the official operation has any effective measures in this regard.

It seems that everyone is aiming for a high score at first, but unfortunately it is possible that the high score update is desperate around the end of the first wave of battle. It seems that some people think of giving up this match as soon as possible and "picking up the buds for score updates to their opponents." I think the reaction is disappointing, but I understand the motive. And when they actually act (abandon battle), it is the "opponent" that will naturally suffer disadvantages. If the opponent was still able to fight, it would have been possible to update the score and win. However, "you lose your chances because you work so hard." You cannot positively see the act of destroying the opponent's ability, effort, or strategy by such a negative method.

I will continue for a while.

High Mobility Zaku (Late Model) Lv3 (Added on May 14,2020)

High Mobility Zaku (Late Model) Lv3 (Added on May 14,2020)

The game environment, performance in the cost range, and even after being overtaken by the later released MS, this unit, which has been silent for over a year, has lv3 added without rarity downgrade. There is no information that I got some kind of upward adjustment. Anyway, there is too little information. 

Of course, the most appropriate unit to use in space from the initial level. I still think that it is easy to handle, but arming too simple is inconvenient now. Many of the Z-Gundam generation's rivals are tough opponents, but the emphasis is on "Beam-Resistance". Perhaps this unit, which has only live-action weapons, has an opportunity to play an active role ... 

Probably not, if it is as it is. 
Personally, the disappointing point is that there was no reduction in rarity. (★) The lack of grade MS-Type items is serious. The loneliness that only the weapons line up in the line of distributed items is great.

It has just been released, but I delusion of power-up. 
I want "Zaku Machine Gun type" secondary weapons that can fire continuously while moving at high speed (thruster movement). It would be better if the accumulated damage was as great as "Zaku Machine Gun Custom". I also want the performance as the main damage source, so at the time of the Lv1 weapon, the power of "Gundam Ez8 (WR)" equivalent to that of "100mm Machine Gun" is desirable.
It's not similar to "Zudah F", but I think they have a common "Maneuver Armor skill" in that it doesn't kill maneuverability.
I wrote a variation of this unit that contains many delusions in an old article, so I hope that "High Mobility Zaku II Late Production Type (Johnny Ridden)" will also be read. 

See you.




Gundam Pixie Lv4 (Added on May 14,2020)

The main changes at higher levels are ... 
Rarity of Gundam Pixie changed from (★★★) to (★★). 
・ Rarity of the Gundam Pixie's unique equipment changed from (★★) to (★). 
・ (★★) Unit Lv4, so custom parts slot growth width is from (1) to (2). 
・ Improved status figures due to higher costs. 

User reaction ...
The 550 cost remains HP that is not that high (low).
・Although there was a strengthening of stealth skills in rivals at the same time, there was no strengthening.
・Even though it is a high-difficulty unit whose performance is questionable even in the battlefield of the initial level cost area, it is not considered to be capable of fighting on the battlefield of the 550 cost area.
・There are few users of specialized units, and evaluation by non-lovers is close to dislike.

The highest rarity like "Dwadge" has been "downgraded", but I appreciate it.
First, slot expansion costs 50 less than expected, making it easier to take care of the status.
It would have been nice if it became (★★) at level 2 like "Dwadge", but in the environment in question there may have been a factor that caused operational hesitation to change rarity.
There is currently no case where the highest rarity unit's high level becomes the lowest rarity, but I hope it will.
The growth range of the current high level unit is inferior to the initial performance of the high cost initial level unit.

If it becomes the lowest rarity, you can buy it at a cheap price even if you align it with the product shelf in the DP shop, or you can alleviate the shock of not hitting with the highest rarity in "Supply Drop".

There is not much difference between users who recognize that it is a loss except for the purpose, but I think that it can reduce the hate of most users.
It is unavoidable that the number of items in "Supply Drop" will simply increase even if the rarity decreases, so it is not a care for users who hate it.

Going back, I realize that even if I get the high level of Gundam Pixie this time, I am not very happy with the performance. In essence, I want a quality unit that can be released onto the battlefield without hesitation. However, even if it is adjusted in a trivial manner to add value to its existence, it is humorous because of its individuality. So, if you avoid unreasonable adjustments, it will be released with reduced rarity This time, it is very good.
Hopefully in the future we will have a similar look.

See You.



Desert Gelgoog (Update on May 14,2020)

HP increased : 15000 to 16000(lv1) 
・Skill level increased : Stealth (lv1) to (lv2)

Reinforced the lack of durability and strengthened the stealth ability.
There seems to be an influence that strengthens the recognition that it is a unit that takes advantage of the characteristic of stealth.
Rivals are "Gouf Flight Type", "Striker Custom", "G-3 Gundam" "Gundam Unit5", "G-Line Assault Armor", "G-Line Light Armor",
"Blue Destiny Unit 2", "Dwadge", "Z'Gok E" ... There are many. Each has its own personality, and if you can sortie on the appropriate battlefield, there will be opportunities for success.
"Desert Gelgoog" may increase in number with "City Ruins", which makes stealth more useful. Basically, there is no change in the operation method, and it will not lead to increase in popularity except for users who have been fighting for a long time.

Gundam Ez8 (WR) (Update on May 14,2020)

Ranged Boost(Shooting Correction) 27→32 (lv1)
・Gundam Ground Type Beam Rifle : Damage 400→900 (lv1)
・Gundam Ground Type Beam Rifle : Focusing time 6.5 →4.5 (sec)
・100mm Machine Gun : Range 200→250(m)
・100mm Machine Gun : Rate of fire Up

The official English version only states that the Focusing Time is reduced, but the Japanese version shows it as a number (as of May 14, 2020). 
According to personal research information, the machine gun is now firing about 5 shots per second.

When I examined the impression of this adjustment ~ "The maneuverability wasn't enough, but there was no modification." "There was no adjustment to take advantage of the characteristic melee attack ability (I want High Spec Balancer skill)". "Is the adjustment policy to support with firepower because the weapon firepower went up?" "I wanted the Stabilization Device skill because there is a unit setting that fixes the unit." Although it has been evaluated for its improved weapon performance, it seems that its lack of improved mobility is a somewhat dissatisfied evaluation.
At least the adjusted facts are expected to increase user usage opportunities in the future. The evaluation will also change depending on the usability and battle record at that time.

see you.

Dwadge Custom (Released on May 14, 2020)

A unit that refurbishes "Dwadge". It is "General-Type" in the game. From the information I collected ~ Raid-Type "Dwadge" is very difficult to operate, but it has a high firepower, so it seems to be a popular unit with some enthusiasts. It is difficult to operate, and there are few users, and there is also a rival called "Gouf Flight Type", so it tends to be less frequent. It may be a gift from "GBO2 development and operation" for "Dwadge" users who feel cramped in team formation (although you can't get it without your luck, of course). 

The "Dwadge Custom" is a unit that retains the distinctive characteristics of "Dwadge" and inherits the battle style of "Dwadge". However, there are gains and losses due to becoming General-Type. "This difference" may cause the two units to be evaluated differently in the future, but I cannot predict the future.
Currently, I am aware that both are difficult to operate. Both of them have a large physique that makes them easy to hit, and I feel that the benefits of high durability can not be felt so much. And it has the weakness that the maximum value of ability value and weapon firepower is large, but the average value is low.

When viewed from the front, there are few differences between "Dwadge" and "Dwadge Custom", and I am wondering if the specifications that are difficult to distinguish may be useful.

I also wanted it, so I used the token but it didn't work.

see you.

Playoff for the win with X teams(1)

If there is such a rule ...

playoff for the win with three teams participating (max member.4vs4vs4).

playoff for the win with four teams participating (max member .3vs3vs3vs3).

There is an element that the team will drop out. (The dropped team will watch until the result is announced?)
There is a time limit and there is a top draw.
MS-centered game rules (infantry action is excluded in principle).
The Re-Spawn point is the base or its remains.
The return time is shortened as in the simple battle.

(Selection) Bases are set up for each team. 1/4 to 1/3 HP of normal.

You can win by leaving the points of your team and losing all points of the enemy team. (Score calculation is different from the mixup rule)
There are cost limits. The cost range is the specified cost + 0 ~ -100 (minimum specified cost 200).
The team's initial point is
Team member × 5 × designated cost (4 members are 400 costs: 4 * 5 * 400 = 8000)
The score lost by destroying a base is different from the normal calculation. (Center cost = Specified cost x number of members) Even if you create a team at a low cost, the score lost when the team is destroyed is constant for all teams.

Anti-aircraft attack capability

Units with Flight-System skills dominate the environment above a certain level, and there seems to be a certain number of people who want to weaken those units. For me personally, it's more fun to give air defenses to an existing unit that hasn't been in the limelight until now, rather than wanting to weaken it. It grants the ability to compete like Anti-Stealth corresponding to Stealth, and makes only Flight-System effective.

As an example of Anti-Stealth,
"GM Night Seeker" with Anti-Stealth is not affected by the "Stealth" skill of "Agguguy", but allies do not benefit from it. In addition, the ability of the player who uses "GM Night Seeker" is asked to be able to deal with "Agguguy". The bottom line is that if it is not absolutely effective, it will be suppressed at a level where its effectiveness can be confirmed.

Candidates (Support-Type) that should be given anti-aircraft attack capability are "GM Sniper II", "Guncannon SML", "Gundam Ez8 (WR)", "Heavy Gundam", "Hizack Custom", "Dom Barrage", " Juaggu ", "Zaku Tank (Artillery)".

Candidates (General-Type) that should be given anti-aircraft attack capability are "GM (White Dingo)", "GM Sniper II (White Dingo)", "Gundam Ground Type", "Gundam Ez8", "Powered GM", "Slave Wraith", "Dom Tropen", "Early Production Gelgoog", "Gelgoog", "Gelgoog Ground Type (VD)", and "Nemo".

The candidates (Raid-Type) to which the anti-aircraft attack capability should be given are "Gelgoog Marine", "Gouf Custom", and "Z'Gok".

Then, it is a skill (of course, delusion) introduction.
Anti-Flight-System (lv1)
Only valid if the "Flight-System" owning unit is in flight. If a unit with this skill hits a flying unit with a stunning attack, the effect of "interrupting the action in the air and slightly lowering the flight altitude" is generated. Instantly doubles the cumulative damage of attacks that have no binding effect.

Commentary.
In order to benefit from the Flight-System, it is necessary to increase altitude during flight. Added an element to lower the altitude to the effect of this skill. The Flight-System makes it harder to hit when the altitude is maintained, and increasing accumulated damage makes it easier to "shoot down a unit in flight" which was difficult for some units.
Probably it is not effective to "shoot down" the unit in flight as expected, but I think that if you can hit it with a single shot, you will be able to stay a little. Since the head Vulcan is suitable for anti-aircraft attack, the accumulated damage should increase the chance of "shooting down" more than before. "Juaggu" and "SML" have a particularly high aptitude.


[054] [RGM-79V]

GM Night Seeker(Kight Yeager) 
Source:"MSV-R" and "MSV-R: The Return of Johnny Ridden".
A unit positioned as a higher version of "GM Night Seeker" and "GM Night Seeker II". You can make full use of its high mobility and multiple melee weapons, but its major role is the disturbance that makes use of your "jamming" skills. 
>>Detailed Data 

Released Mask Data unrelieable

The release of mask data makes it convenient to understand (visually) the degree of reinforcement of custom parts that enhance the turning speed.
However, there are times when various corrections are added and subtracted, so it seems that the numerical values are unreliable.

"Full Armor Gundam (TB)" has a slightly higher Turning Speed, but it's actually fairly low with four shields. The status is now displayed with the mask data release, but the gap between the numerical value and the current situation is severe. Every time the shield is destroyed, the turning speed becomes faster, so if all the shields are lost, the performance will be as expected.

It is difficult for skills such as EXAM and HADES to judge what kind of benefits and penalties the status has. It is inconvenient to not be able to check the status fluctuation range with custom parts, etc., even if you can get an overview from sites where information is gathered or self analysis.

For those who change the leg HP etc. with custom parts, it can be understood by self-calculation, but the inconvenience that can not be referred immediately remains.
What we want is to move the mask data disclosure to the next stage.

• Reflect the effect of the shield on the status. The format is displayed as "current value (maximum value)".
• For statuses such as EXAMHADESBio-Sensor, and skills to which skills are added, it is possible to check the status after change by adding a further tab.
• Add Head HP Value, Leg HP Value, and Back HP Value to the status column.

Up to here for this time


Asshimar

When I checked the past article Asshimar (Buran Blutarch Custom) for a while and compared the implemented Asshimar, it seems that my prediction was correct although it was small. The transformation unit of the shooting approach type, the category was General type unlike the expectation. As for armament, I have a cracker (I think it is GBO's own interpretation) as a secondary weapon. Unexpectedly, I didn't have a Marasai Beam Rifle that would be a hassle with the equipment.

The fighting style gives you a personality suitable for a new MS, such as a melee attack combo and the ability to shoot a focused beam during transformation. But, Even if you simply shoot a Stan beam rifle and carry out a melee attack, it may be difficult to produce the firepower of the existing MS.

In the future, the way of fighting unique to Asshimar may be invented, or a label of "very difficult unit" may be attached.

My personal impression is that the transformation to flight mode and the melee attack combo are very cool, and I want to get it someday (even if I can't do it now) and use it. I'm not sure if it's necessary to win the game, but it seems very interesting at the moment.

Up to here for this time.


Quarry(GBO1 Re-Make)

What if in the previous game "Gundam Battle Operation", the battlefield "Quarry", in which the support type with a strong attack from the hill was very favored, was implemented this time? The delusional article.

Perhaps the outline of the terrain will change, but the basin unique to the quarry will not disappear. However, if it is implemented as it is, only the MS with strong shooting will remain in the unbalanced battlefield where it can take advantage of the width. What is more likely to remain is a compartment that can only accommodate infantry.

There are three elements that I want to incorporate: "fill the depression with muddy water",  "symmetrical" and "easy for infantry-only combat".

1. "fill the depression with muddy water" 
The idea is to weaken the effectiveness of shooting from hills and to give preferential treatment to the performance of amphibious MS. The transparency of muddy water is opaque to the extent that it can be seen from above, and it is reasonably transparent in water.
Objects that have been submerged (equipment of the previous work, etc.) are scattered, and the specifications that make it difficult to hit by relying on the HP bar display are made. It does not mean that the support type is difficult to fight because the easiness of attacking the enemy coming out of the water is maintained. Since it can be moved over the water, it is a concept that you can fight as a flat terrain.

2. "symmetrical" 
Since the visibility of the left side of the reticle is poor in the current game system, it is inconvenient for either side to have a dominant terrain, so I think it is desirable to have symmetry.

3. "easy for infantry-only combat" 
It is desirable to have an invasion section dedicated to the infantry, which was the previous work, and this time I think there should be structures such as tunnels and living blocks that allow direct access to your base and enemy bases. However, the tunnel can be opened only in special rule battles such as infantry only battles, and the others can be closed. Normally, the main character of the game rule should be MS.
If it is an infantry rule, it will be fun if you can adjust the ease of play, such as being able to move the enemy army base that has become accessible on foot, optimizing such as newly setting up a relay point etc.

That's it for this time.


Purpose of miscellaneous notes

Unlike the initial service, which is lacking in various ways, when the units and weapons are ready, there are items that are not as effective as the current rarity items, right?
Would you like to rescue items that are often left behind in inflation that often causes game balance?
It's always okay to enhance existing items (if you still want new ones).
If you get out of the gacha lineup, you'll be lonely if you don't receive the enhancement (of existing items).

I will spell out suggestions for improvements to items that have been or have been unfavorably treated for a while or occasionally. This is the purpose of miscellaneous notes.

First of all, I would like to introduce "Gundam Beam Rifle".

Current Mix-Up Rules(2)

If you add the following sentence to the item of the mixup rule added this time, the extreme battle scene may be alleviated a little?
"Increase the score when destroying a unit by 1/50 of the increased HP."
A score of 5000 will add 100 points. The maximum increase is 400 points, so even with the lowest cost unit you can change by 500 points with one defeat.
However, if this idea is adopted as it is, in the calculation, between the costs of 300-400, the score value becomes the largest at the maximum HP increase at "350 costs". So it seems that some numerical adjustment is necessary.

Currently there is a 1000 score difference between the lowest cost unit and the highest cost unit. You can't catch up with the score unless you beat the lowest cost 11 times before the highest cost is destroyed once. If you adopt this idea, if the high cost unit side beats the low cost unit 5 times, the score will be (100 + 200 + 300 + 400 + 500 =) 1500 points. So even if a high cost unit is destroyed once, it will not be reversed to the low cost unit side. After that, the high cost unit side can maintain the lead by defeating the low cost unit twice (500 + 500 = 1000). So it seems that inefficient participation in mixup rules at high cost is not inefficient.

Current Mix-Up Rules (1)

According to the current mix-up rules, is teaming with only low-cost units the easiest tactic to win?
The answer seems to be yes.
Low cost units will return faster and increase HP. It seems that the tactics that make the most of it are highly effective. Strong tactics can be imitated, and in the future battle scenes, you will often see confrontations between teams that are composed of only low-cost units.
However, Custom Match is a My Rule that rejects such formation (you can choose not to play with only some optimal solutions), so it can not be said that this rule revision has an influence on how to play.
When it comes to influencing, it's a quick match.
The previous optimal solution was to "form a knitting centered on high-cost units", so there is no change to the extreme knitting, and we have not been able to acquire a variety of options this time either.
This part of the specification change was a good idea in some areas, but it can be said that it caused an extreme balance fluctuation due to lack of parts.
I'm going to write something that other people can think of.

Up to here for this time.

Dom Tropical Test Type

A unit that has been described in the Delusion MS article has been implemented. This time, I would like to talk about the impression of "Dom Tropical Test Type". As expected, I didn't have "Spread Beam" equipped, so I expected to add secondary weapons. It is too straightforward to adopt the machine gun of the main weapon equipped with "Dom Cannon" which is an advanced version of this unit, so I chose "Zaku Machine Gun Short Barrel (not implemented)" of "Zaku Desert Type". But, It was "MMP-80 Machine Gun" that was implemented. I didn't expect "Giant Bazooka (With Cloth)" because I thoght that unit as 250 cost. My expectations were as good as the performance of the "Dom", but I was disappointed in the good way. It was a new unit with a new personality.

I got the impression that this new Dom is full of variations. That is, I share the "Dom Tropical Type" and "Prototype Dom" personalities. In other words, there is a concern that there is no chance of implement  in these two types of variations. However, development and management may allow each variation to acquire its own characteristics as long as the game balance is maintained. Even this time (for my idea, the one I failed to personalize) participated as an interesting bonus item. You may have the possibility.

Up to here for this time.


Revised The Mix-up rules

The mixup rules have been revised in this week's update. How has the current game scene changed? I saw and read various impressions.
I was confused with the contradictory impression that the settlement was settled in no time, and that it was not settled at all. We saw the possibility of a low-cost unit (because of the system's increasing durability with each restart). The confrontation with only low-cost units caused delays, and there are now many mud games that are entangled in judgment games.
The trend in unit selection for mixups was high cost. This was well established. It's still in the process of testing the revised specifications, but the options for low-cost units are not final. It seems to be a game rule that is more difficult to read and more suitable for custom matches.

Up to here for this time.

Mechanism for improving space battle

It is my skill that keeps me defeated in space battles. There is no way to get rid of it by itself, so I will talk about requesting a mechanism for improving space warfare and a mechanism that leads to playability.

1. When you return to the battlefield, you get lost if there are no friendly forces in the radar range.
In stray battles where there is no unification of intentions, the engagement positions often fall apart. You can see the friendly tag if it is in the line of sight. However, confirmation is likely to be delayed in directions that are out of sight.

I want you to extend a certain specification to the friendly army. It is a specification that you can see the enemy who is out of sight and within the radar range with an icon. Furthermore, it is desirable that "friendly forces can detect more than the radar range". If you can display up to the "number assigned to the organization" of the friendly army, at that time, you will be wondering what the camouflage skill will be.

2. It is difficult to understand the reaction when there is a wall behind the unit. If there is a wall behind it, the operating unit will disappear from the screen. The reaction at that time is difficult for the operating player to understand.

Display status information when the wall is behind. The current unit status "Stun, Down, Invincible, Fast Move, Sudden Braking" is displayed in text in the center of the reticle. White background hollow letters are good if possible (my preference).



3. The vertical radar range is narrow. Or the vertical position of the detection unit cannot be determined. On the ground, this specification is also a "seasoning", but space is too inconvenient.

Extend the screen icon display while leaving the radar unchanged. Change the specifications so that the enemy and ally positions are displayed on the screen near the reticle.