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Zero-Shiki (Added on update ver.0129)

Hello.
This time, I will talk about "Zero-Shiki" from the manga "Mobile Suit Z Gundam Define".
The origin of "Zero-Shiki" is "Hyaku-Shiki" of the original "Mobile Suit Z Gundam". It seems that the author of the comic book has doubts that "Gundam Mk-II (developed by Earth Federation Force)" and "Hyaku-Shiki (developed by Anaheim Electronics)" have a strange similarity. 

If you interpret that "Hyaku-Shiki" was completed by incorporating the technology of "Gundam Mk-II" into the succeeding unit of "Rick Dias", the succeeding unit becomes "Zero-Shiki".
As you can see how the technology was applied, the "Zero-Shiki" design may have been positioned between the "Rick Dias" manufactured in the early technology and the "Hyaku-Shiki" in the later technology.

The performance in the game is getting little by little from "Rick Dias" and "Hyaku-Shiki". However, it seems that it cannot be said that only good points have been adopted. "Zero-Shiki" lost the "Maneuver Armor" that the above two units had in common, and "Melee Priority" was Lv2, so it was downgraded to standard performance. When you notice it, it doesn't look very much like "Rick Dias" or "Hyaku-Shiki", but rather much like "Alex".
The beam rifle, which has a low heat rate and is easy to fire continuously, can be said to be an evolution of the "Alex" beam rifle. High turning performance is still "Alex". However, it's a pity that "Zero-Shiki" can't have "Emergency Evasion Controller Lv2" which has "Hyaku-Shiki" and "Alex".
I think that the evaluation as a unit is an image like "Alex", but it may have a different image as it is actually operated.

Zock LV1 (Added to the Recycle Counter from 6/25/2020~6/26/2020)

Hello.
Let's talk about the unit "Zock" that was first released on the recycling counter. Also, as there is a description of defect correction in this update, please check on the official website.

Let's start with the unique shape of this unit. The front and rear are symmetrical design, and this unit can be "Reverse". When flipped, the "back" becomes "front", making it difficult for the enemy to determine which is behind. The elbows of both arms can be bent 180 degrees back and forth, so a melee attack can be done with ease even if you "Reverse" it.

The main weapons are Mega Particle Cannons equipped with four front gates, four rear gates, and a total of eight gates. Perform a shooting attack with this weapon unfocused or focused.

A distinctive weapon is the "Phonon Maser Cannon" mounted on the top of the head. This weapon is the first irradiation beam weapon in the game, and it continuously damages units within sight. Possibly because he has the heaviest weight in the game, he possesses the skill "Shock Dampeners" to reduce all stun effects. And the melee attack with the claws of the arm has the highest firepower among the support types, and has the effect of forcibly downing the hit opponent.

"Zock" has low mobility and low turning ability due to its huge physical structure. Thanks to Anti-Stealth and Anti-Jamming, it is strong against disturbance and easy for the support of allies. Since the operation method of "Zock" has an element that emphasizes fixed-point shooting, it can exhibit high performance on the battlefield where shooting attacks are easy. Its weaknesses are that it cannot avoid most attacks due to its huge physique, and it has no resistance to melee attacks. Even if you can move without being restrained by covering with excellent defense skills, you still do not have durability. 

Although "Zock" is a unit that was supposed to be bombarded from the water in the original setting, there is no water field in this game at this time. It is unclear if this unit will be further favored by adding underwater maps and rules in the future. Even so, it is still reasonably good.

Hygogg (update ver.0129.04xx)

The characteristics of the Hygogg are... 
・The overall height is relatively low, but the overall width is surprisingly large. 
・Even if you intend to hide the unit with the wall as a shield, Hygogg shoulders will easily stick out. 
・The weapons to be handled are hidden by the shoulders and cannot be seen at all (Hand Missile Unit). 
・The Hygogg's height is low and the missile launching point is even lower, so it is often the case that the missile hits the ground and self-destructs.
・"Hygogg" is often stuck in the explosion of the Mobile Suit and cannot move because of his large body. 
・"Hygogg" has a "two-step melee attack", but it is difficult to guess because the motion is slow and there is no Combo skill. ・"Hand Missile Unit" has a slow weapon switching time, slow bullet speed, and long reload time. 
・A large body of "Hyggog" hits every shot with a machine gun type weapon, so it can easily stop moving. 
・Because a large body of "Hygogg" can easily get caught up in a support attack by an ally, caution is required in shooting combat. 
・"Hygogg" possesses evasion skills and Maneuver Armor skills, has stan effective weapons capable of shooting even at high speeds move, and it has a high melee firepower that is difficult to block.
・"Hygogg" restricts movements of allies and actions such as shooting while fighting with a team. 
・"Hyggog" has low durability. Since it is particularly vulnerable to melee attacks, it cannot be used even though it has good melee power.

Due to the above characteristics, although it has a high 1 vs 1 combat ability, it is very weak in team combat. Therefore, it was settled down with a rating that is shunned by users other than "Hygogg" lovers.

As time went by, the types and levels of possessing skills were adjusted to increase, and follow-ups other than "the drawback of a large physical build" were made. The skills of Emergency Evasion Controller LV2Melee Combo Controler Lv1Anti-Blast StabilizerSpecial Shoulder Buffer Lv3, and Damage Control Lv2 have been added. The Missile Unit has almost been reborn.

It now has a status that is so high that it does not seem like a 350 cost performance.
On the other hand, it has the disadvantage that it has a very strong habit of operation and a very large body.
So although it has a good reputation, it will be moderately popular.
I am wondering if more masters will be able to use "Hygogg" in future battle scenes.

Modification Facility (update ver.0129.4xx)

Hello. 
I have a favorite unit. So would you spend "time" or "resources on hand" if you had the opportunity to further enhance that unit? My answer is half yes. It's good to spend the extra "time". But spending "resources on hand" is no. I have a plan to increase my collection with "these resources". Unfortunately there is no surplus in "my resources" yet.

Users who use the facility "Modification Facility" are those who have a large surplus of "resources on hand" or "people who give priority to enhancing their favorites". I have such an impression regarding the use of this facility. I also think that the units enhanced by this facility will not break the game balance between costs. Rather, I feel the intention to reduce the current disparity.

There are points of concern. This time, the maximum level of reinforcement level was increased to 6 by "modification", but there is still room in the display frame of the facility, and it is possible to add 2 more levels.
But it's still far from the future. At this point it is difficult to strengthen one unit to the maximum. So I don't think "two-step strengthening" is an extension of this strengthening system.

I don't think that adding a compelling element called "Modification Facility" is to win in rating match.
It is not a factor for new users to feel the difference of power.
Reinforcement stage information and custom part information is still not shared with other teammates.
These are because it is not the "cause" for finding the cause of losing a match. Unacceptable defeats often pass the cause on to the responsibility of another user. Otherwise it will be difficult to continue the game. You also blame the badness of the game itself. Actually, there are some bad things, but it is not the direct cause of defeat, so it is eight.
Winning or losing is one factor in enjoying the game. If you focus only on that element, you will get away from having fun. I think so.

GM Cannon II Lv1 (Added on June 11-12, 2020 "Recycle shop")

June 11~12, 2020 It was available as a "Recycle Ticket".
The "GM Cannon II Lv1"  has performance that can withstand a 400-cost environment, so it seems that more and more users are using it.
It seems that there is "Defense against Support Fire" in the strengthening stage in "Hanger" announced earlier.
The "Support Mobile Suit" tends to be fired in place and lacks maneuverability, so it is often "targeted for Support Fire". It may be easier to contribute to victory if you are less likely to be destroyed. While not effective in all situations, it's a better skill to have.

"GM Cannon II" has the following features. 
Cool time is longer, but you can fire without exhausting bullets
Having a machine gun with a long range and excellent power and rapid fire performance, although it has a habit of not collecting bullets.
Shooting Being resistant to attack and equipped with a shield.
Equipped with a Beam Saber that is difficult to use but effective in important situations.

Another important thing is that it's very easy to handle, which is why it's most popular.
I used to turn my gacha around for luck, but finally I got the good news that I could get it in exchange for a "Recycle Ticket". 
Unfortunately I don't have any tickets so I had to wait for the release again, but "some long-awaited users" would have gotten it.

Thoughts on the Developer Newsletter (June 23, 2020)

This update is...
The "Hanger" enhancement has been announced.
It was announced that the login service to obtain new items added by the expansion and the change of rewards for monthly tasks will be made.
We have announced a premium login bonus that is preferential to payers.
The Premium Login Bonus seems to have units that are distributed about three times a month.

Please check the official website for details.
I would like to share your thoughts on this announcement and future expectations.

The "Platinum Medal" has been added, heavy payers will receive "Mobile Suit" about three times a month, fine payers and non-payers will receive "1-2" a month, "Premium Login Bonus". I am very grateful for the items that I can receive without any luck.

I don't know if users who were unsatisfied with the "DP for monthly mission rewards" were expecting the appearance of "new enhancement items". But I don't think it's so much as "confusing with more elements."

Some users aren't interested in "extending gameplay or improving service" and want "game balancing". In other words, they want "correction of power balance of various Mobile Suits", "improvement of weapons with little meaning", "improvement of game rules", "optimization of user evaluation of rating match", "Measures for users who play maliciously."

It is an improvement of the environment related to game play, and they want development resources to be used for that part.

And as for the second anniversary event, I want a new game stage rather than honest unit addition. I want a stage and rules that allow me to battle underwater.

Recon Type Zaku Enhanced Plan (Delusion)

Hello.
I'll spell out a unit enhancement plan. Although the unit is unique, its lack of firepower makes it unpopular.
I want to leverage
・Reinforcement of firepower.
・Make it easier to effectively use "Jamming" .
・Increased dependence on the "Camera Gun" .
I want to be careful
・Not too similar to "Zaku Flipper
・Avoid adding secondary weapons

Increase the power of the "Recon Type Zaku (hereinafter abbreviated as RT Zaku)" shooting attack and avoid the dependency of melee attack. I don't want to add a secondary weapon to "RT Zaku" in order not to be similar to "Zaku Flipper", but I want to keep the original design concept.
Increase the "Ranged Strength" for reinforcement of fire attack firepower.
If "RT Zaku" always has "Jamming Skill", hate management becomes difficult. In that case, the number of situations in which it is difficult to carry out a shooting attack increases, and as a result, the firepower may be reduced.
So, in order to increase the firepower while maintaining the concept of "RT Zaku", there is an improvement in the performance of the "Chaff Cracker" .
Camera guns are easy to use for "Stealth" measures. However, I would like to have a means (eg, "Jamming effect") to opponents who do not have "Stealth". Dependency will increase if the performance is always used.

Mainly the power of throwing grenades has been greatly improved. Adjusted to make it easier to throw the grenade after restraining the enemy with the main weapon.
Grenade can also be used to chase down opponents that have been downed by a melee attack.
The grenade jamming effect remains, so the radar disturbance including the camera gun is excellent.

Enhanced  Plan
・"RT Zaku Lv1" "Ranged Strength" 20 to 30.
・Reduced the time to switch weapons for "Chaff Cracker".
・Power of "Chaff Cracker Lv1" increased from 900 to 1100.
・Reload time of "Chaff Cracker" decreased from 13.0 seconds to 10.0 seconds.
・"Camera Gun" Adds a jamming effect in addition to the normal effect when hit.

Mainly the power of throwing grenades has been greatly improved. Adjusted to make it easier to throw the grenade after restraining the enemy with the main weapon.
Grenade can also be used to chase down opponents that have been downed by a melee attack.
The grenade jamming effect remains, so the radar disturbance including the camera gun is excellent.

GM Striker Kai Lv3 (Added on June 18, 2020 Update) +

Hello.
There was simultaneous Lv2 enhancement and higher level addition. The survival rate increases mainly due to the strengthening of defense, and I am worried about whether I can compete with the rival "Rick Dom II (GH)".
"GM Striker Kai" Lv3 is a low-priced alternative to "Striker Custom". The melee attack ability is perfect, so it would be a good addition for those who could not get high rare.
There is a connection with the implementation timing and this week's clan match. The game rule is "Shuffle Target", which costs 450 "Space ", and is recommended by official management as one of the options.
 
Personally, I wanted to reduce the rarity [(★★) to (★)].
That's because the low-priced "Striker Custom" position isn't overridden, and it doesn't sell to players who already have the "Striker Custom". If you want to play against the rival "Rick Dom II (GH) Lv2", you want low acquisition difficulty.
Some of the higher-ranking weapons associated with this unit are common with the "Striker Custom", and Lv3 of the "Striker Custom" may be added soon.

Gameplay is not as popular on the "Space Battlefield" as it is on the "Ground Battlefield". At the same time, it shows that the evaluation of "units that have excellent performance in space but are operated on the ground" is low.
I would like some intervention from the official administration.

GM Striker Lv4 (Added on June 18, 2020)

Hello.
I don't know if there is demand, but it's a story I want to introduce.
This time, I will introduce "GM Striker Lv4".
High-level 450 cost Ground battle only "Raid Mobile Suit".
A combat-style unit that uses two types of melee attack weapons alternately to destroy an "enemy support type".
The initial level of rarity is (★★).
This added unit is (★).
It is presumed that it is a low-priced "Striker Custom" with a low acquisition difficulty. It means that it is a training machine for high rare units. Players who can get a good battle result with this unit will be able to fight more if they want a high rare type.
Units that reach Lv4 will have their "Hanger" enhancement increased. This makes it easy to "make up for defects" or "grow strengths".

"Shooting attack weapons that are difficult to work effectively" and "Low versatility to choose the battlefield" lead to low unit evaluation, but they have the advantage of "easy-to-remember operation and a little sturdy".

The highest cost of  (★) unit" currently available is 550. There are still "cost bands" where (★) units do not exist. High-cost (★) units have just started to be implemented recently and are few in number, and it is impossible to form a team consisting of only (★) units.
If there is a rarity limit in the game rules, I think that (★) units will gradually be implemented for all costs.
In the future, it may become normal for units with most of the 200-300 costs to be at the initial level to compete in the 400-500 cost range.
Even if the cost goes up, the way of fighting in the initial level band will not work, so I want to balance it at the same time.

Nemo III (Added on June 18, 2020)

Hello.
This time, "Nemo III" has been implemented from "Z-MSV". It will be an appearance that skips "Nemo II". All of the "Support Mobile Suits" that cost 500 have excellent units, so can this unit cut into it? That's what interests us.
We are  sure that we are examining what we really want to get. Information is indispensable for effective shopping with a small investment.
It can be well-received for a long time when it is rated "excellent" in the initial information.
When it is evaluated as "not enough performance", even if it is strengthened in the future or effective tactics are discovered, it is unlikely that it will be "re-evaluated" as excellent. It's not just me, I'm losing my normal judgments about "first impressions" and "implanted prejudices."

Important initial information, this unit is a well-tuned unit. Some people evaluate unit as "out of the question except for most excellent existence in that cost band", but the acceptable performance is a point that can be fully evaluated.
It may be a minority opinion that such a rigorous view (evaluation as out of the question) is taken, but I will want to negate this idea. But I'll try to be calm and accept it, as the opinion is not a mistake.

Two types of main weapons can be selected, both are excellent. In the future, either the machine gun or the beam rifle will become popular, or both will be evaluated / not evaluated, it is a point to worry.
The "E-pack format" "First appearance of a cannon weapon with a bullet number system" is a factor that determines the future game environment.

With the "second anniversary event" awaiting, there are some people who "have to put up with spinning gacha".
At such occasions, "excellent new unit of ★★★" may appear and dominate the game environment in the future. Or an event where you can get a unit that controls the current environment is also expected.
It is unavoidable that you will not be interested in "Nemo III" that was added along the way.
I tried "10 consecutive gachas" without any thought, but I couldn't draw what I wanted.

Higher rating than "Rating A+" (3)

Let's go to the infinite height.
Therefore, the rating point (2699) that was the upper limit of "Rating A+" is released. Let's fight for a new goal (9999).

Of course, it is treated as "A+" in the rating, and the fluctuation of the rating point is the same as before.
There is one big change.
The "Rating A+" mark is underlined. This is a percentage of the current ranking of that player.

・No mark is the player of A+ (~2699) until now.
・The four lines belong to the group of 60% of the top players (2700~).
・The 3 main lines belong to the group of 30% of the top players.
・The two lines belong to the group of 15% of the top players.
・One line belongs to the group of 5% of the top players. The highest player in the rating.

These line displays are indicators only and do not guarantee your ability. However, the points that have been won and collected so far are regarded as experience points. In Custom Match, this line display can also be added to the matching conditions.
The upper limit is a point that cannot be easily reached. However, if there is a reaching person, it is better to increase the upper limit value.
Inactive players won't lose points, but if the overall average point acquisition goes up, the rating will be relatively low.
At the beginning of implementation, there is almost no difference between top players and players below it. A system that allows top players to continue climbing endlessly. With time, the difference will be huge.
There is also a big problem. Top players may not be able to afford to play other than rating. When competition logic works, changes in the environment are also deadly. The competitiveness is increased, but it seems that this game may be less attractive.
I can't say it well, but it ends up being a "simple interpersonal game."

Therefore, this proposal is an extreme example. I think the way new users reach the top players is in the area of "competing for patience" rather than being a long way off.
It's not fair and unhealthy as a sport.

It looks like you'll be repeating the tragedy of the early rank matches that existed in the past. After all, it seems healthy to adopt a seasonal system that regularly refreshes the top players.
A system in which a strong player can reach the top is preferable to a system in which the player who continues to be in the rating match maintains the top position.

After all, it seems that the current situation is not that bad. It is a system that can easily reach the highest rating if you can win consecutively to some extent, so it is kind to new players and it is difficult for active players to maintain.

The problem with the current situation is that some of the players who have reached the highest rank are not competent.
If this problem can be solved, it seems that the current highest rating will still work.
At the "A+" stage, the rival system is not working effectively. Given the circumstances in which a situation can occur where "sacrifice your score to win", I think it's a good choice to take measures that give more weight to your victory than your score.

We need a slightly different perspective. I will talk about this next.

Higher rating than "Rating A+" (2)

Helo.
Introduces the "Rating S (the acronym "S" means special)". This is different from the conventional concept of rating points.
Players who reach "Rating S" get "5 SP". 
"SP" is the rating point in the "Rating S" band.
This rating is based on the number of "Rating S" opponents and their wins. "Rival Score" is no longer a criterion for "Rating S". "Personal score ranking (1~3)" will be a new reference.
・When you win a match. If there is at least one "Rating S" in the opponent, it will be plus 2, otherwise it will be plus 1.
・When you lose a match. If there is at least one "Rating S" in the opponent, it will be minus 2, otherwise it will be minus 1.
・In the case of Personal score ranking (1~3), you can add 1 to "SP".

Players with "SP" below zero are immediately demoted to "Rating A". Rating points for "Rating A" are reduced by 10 points from the maximum value.

There is a condition that a player with "Rating A" be promoted to "Rating S".
・The rating point is the maximum value (2699).
・Win the team with "Rating S" participating in the opponent.
・Put the 1st to 3rd place in "Personal score ranking" and win the match.
You can be promoted if you meet two or more of the above conditions. (You can get promoted if you meet the conditions even if you lose the rival in this game)
Since there is no "Rating S" in the early stages of implementation, the promotion conditions are strict.

The more "Rating S" an environment has, the more promotion conditions it has. I don't know if it will be easier.

There is another important rule. "Rating S has capacity."
What it means is that if a user exceeds the capacity each time they reach "Rating S", someone else loses all "SP ". At this time, candidates are the players with the lowest "SP" at that time.
I added this rule because it has the purpose of "demoted inactive players over time".
Collecting a lot of "SP" can prevent relegation. But If you don't win to the game or secure an "Personal score ranking (1-3)", you are not possible to collect points in the first place.  

I don't think that my plan is a good idea, but I made it into a shape for now. 
I can't decide if the difficulty of maintaining this rating is high or low. 
I don't think it's a rule that's easy for me to understand. 
However, it is a mechanism that allows active players to reach the top and at the same time legally demotes non-active players. 
Regarding the personal score ranking, this is what the rival system looks like from a negative perspective. 
Regarding matching, A+ and S are treated as the same.

I have another idea, but I will do it next time.

Dom Tropen Enhanced Plan (Delusion)

Hello.
Various "Dom types" are in play, but the "Dom Tropen" has yet to be successful. "Dom Tropen" doesn't seem to have a particular place in the "450~500 cost range".
The "Dom Tropen" is good in terms of status, but it's "not as highly rated."  I think that's because of the lack of skills and equipment.

Assuming that "Dom Tropen" is strengthened, it is difficult to adjust the main weapon, and it seems that the secondary weapon can be adjusted. After that, what I care about is "melee attack performance". For example, it's not difficult to give a combo ability to "Dom Tropen", but I would like to adopt a style that seems to be this unit.

Enhanced Plan 
・Get "Fast Melee Combat Enhancement Lv1" with Unit Lv1.
・Increased attack power correction value for "Dash Melee Attack".
・Implement "Hand Grenade (official name is unknown)" with Unit Lv3.
・Increased "Special Leg Buffer Lv1" to "Lv2" with Unit Lv4.
・"Sturm Faust (Enhanced)" range increased from 200m to 250m.
・Reduced "weapon switching time" in "Sturm Faust (Enhanced)"  
・"MMP-80 Machine Gun" range increased from 200m to 250m.

Please refer to the previous article for the explanation of "Fast Melee Combat Enhancement Lv1".
Even if it is said that the attack power correction value of the "Dash Melee Attack" is increased, the original attack power is not known, so it is about 150% of the power of the Normal Melee Attack.
"Hand Grenade (official name is unknown)" is a secondary weapon that this unit has been able to use  in the past. A similar Recent Weapon is the "Waist Large Missle Launcher (GM III)".
Overall, the range of weapons has been extended, and the addition of a "Dash Melee Attack" has made it easier to use the "One Strike & breakaway (Hit and Away) " tactics.

"Dom Tropen" has a "Dash Melee Attack" and "Extended Range", so it has a wider combat range and can compensate for the weakness of a large hit box. This fact also suits the battlefield where beam attacks fly, reducing the risk of damage.
With this, I hope "Dom Tropen" will come out more often than before. Of course, it's delusional, so this enhancement will not be adopted.


Higher rating than "Rating A+" (1)

Hello.
The "GBO2 Game User" apex, "Rating A+", is now in the midst of congestion. Although there is a difference in rating points, they are all treated as A+, so luck test events between players of unknown ability are becoming routine.
Rating points have a limit value, and even if a player who has reached the limit value participates in the rating and plays an active role, nothing will change, but it will only decrease if they lose.
You can also maintain rating points without participating in rating matches for a long time.
A player who has reached the limit with an old rating for a long time has not played a rating match for a long time, and the rating does not change regardless of how the environment changes thereafter.
In other words, it is always doubtful that the displayed rating can accurately represent the current player's ability.

This fact is known to some users. The user's reaction varies. Users who continue to rate while complaining, users who leave the rating match and play quick matches and custom matches with opponents in the "rating zone (not necessarily the latest state)", retire until improvement (Maybe some users will never come back).
According to one point of view, "a player who has reached the limit with a powerful A+ is less valuable to continue rating, so he/she leaves the rating, and the rating of the player whose remaining ability is insufficient is raised." It may be partially correct, but not for the majority of users.
Rather, it is questionable that users who play to the limit can easily leave this game. However, it is also true that a player who had set a goal as a limit value would have difficulty finding the next goal. It's no lie that there are a certain number of high-rating players with inadequate abilities.

Solutions to these problems have been made before. It is the opening of the upper category of the current rating. However, as mentioned in the first sentence, that method seems to have an expiration date. There is another problem. The rating difference is too far apart, making it difficult to establish matching.
This cannot solve the problem that the game does not start when the rating category "A++" or "S-" is implemented.

Is there no solution?
I don't say there is, but I can come up with a plan. I can't say that I've solved all the problems, but please take a look.

That's it for this time. It will continue to the next.

Fast Melee Combat Enhancement (Extra Game Rule)

I have always wanted "jump melee attack" and "dash melee attack".
The "rushing motion melee attack" possessed by a specific unit makes the attack "long distance" and "motion is cool", which makes me happy twice.
I want this kind of action to be a dash melee attack.

If you can make a "melee attack" (jump attack) around the point where the unit has reached the highest altitude by "jumping", it would be a countermeasure against units in high places and in flight.

Even though I want such actions, I want only some of them to exist to enhance the strength and individuality of the units.
As a prerequisite, "dash melee attack" would not be possible without "High Performance Balancer" in the first place. However, I want more severe conditions. For example, skill possession is a condition, and a skill with a name such as "fast melee combat enhancement" may be good.

Fast Melee Combat Enhancement
Skill text: You can make a melee attack when the speed of a unit with this skill reaches a certain speed or when the unit jumps and reaches a certain altitude. At this time, the swinging attack is given the effect of "knocking down the enemy."

Skill Description: "When the speed of high-speed movement reaches a certain level" means that the speed of high-speed movement of a unit with skill is at the maximum value. "When jumping and reaching a certain altitude" means that a unit with skill jumps to an altitude of 18m or more from the ground.
"The effect of knocking down the enemy is added" literally means that the effect is added to "melee attack by any direction input". Although omitted in the skill description, you cannot temporarily use the melee attack combo when using this skill. The melee attack is only once during the timing of use. The melee attack at the timing of using this skill can also be prevented by "counter attack" as well as the normal melee attack. So it's not a good idea to attack casually.

The dash melee attack and the jump melee attack speed up the attack. The faster you can "knock down" an enemy, the faster you can defeat it. The advantage is that you can make effective attacks with few chances. These attacks can cancel the rest of the motion like any other melee attack by "fast moving (thruster movement)" when the attack hits. "Airborne Control Program Lv2" is required to cancel the jump attack. If it cannot be canceled, the attack motion will continue for a long time, increasing the risk of being counterattacked.


Gundam Ground Type Lv4 & Lv5 (Enhanced Plan(Delusion))

Hello. 
I will write the article "I want to save the high level unit" again. The target is "Gundam Ground Type". It is a regular of "recycle shop" (Lv1~4), but the high level unit (Lv5) is in "Supply Drop". In the current environment, even if you can get it (Lv4~5), it is a performance and public opinion that you can not easily use it.
Since the mobility has been adjusted, there will be no problem in terms of movement except for high speed movement. There seems to be a problem with the narrow choice of weapons that can not fully utilize the performance of the shooting type unit.

Therefore, it is better to be able to expand "2nd Main Weapon" for this unit. Once expandable, this unit will be able to equip two main weapons from the machine gun, beam rifle, and rocket launcher. In that case, it may be possible to have a personality called the general-type of the medium-range shooting type where the live bullet is the main force.

The strengthening plan is like this.
・"Top Speed(HSM)" 170 to 185.
・Unit Lv4~"Lv0 Upgrade in Hanger: 2nd Main Weapon Release (100p ) "  .
・Get the unit Lv4~"Damage Control Lv1".

Since the potential ability is high, there are few adjustments. The low evaluation so far is mainly due to the small number of armaments. The increase in weapons alone changes the character of the unit significantly.
The rocket launcher will be selected first with the two combinations of weapons, but the machine gun and the beam rifle are likely to be separated. The machine gun is excellent for accumulated damage and continuous fire power, and a beam rifle is necessary if you want to be a versatile type capable of close combat and long distance.

Hanger Upgrades Lv0 & 2nd Main Weapon (Extra Game Rule)

Hello!
Are you using "Hanger"?
I'm steadily waiting for an upgrade every day. Accumulate points with the goal of the most effective "Increase in Custom Parts Slots".
Well, this time's story is not about "Hanger". The main topic is "elements that can be opened with the points (100p) that can be obtained with one use of Hanger (delusion, of course)". Let's say "Lv0 Upgrades: 2nd Main Weapon Release (100p )".

What is 2nd Main Weapon?
• It is "main weapon" that "units" can be "equipped" additionally.
・The first is the originally selected main weapon, and the second is the weapon other than the weapon selected in the first (weapons of the same name and different levels cannot be selected).
・The second main weapon fixes the weapon performance to Lv1.
・You may choose not to equip the 2nd Main Weapon.
・The second main weapon can be opened by a specific unit with unit Lv3 or Lv5 or higher.
・The 2nd Main Weapon can be opened by "Lv0 Upgrades" of "Hanger".

Suppose you speak from a unit that has previously issued a strengthening idea. As a concept of releasing the "2nd Main Weapon", "Zaku II" is Lv5, and "GM Sniper II" is Lv3.
"Zaku II" has three main weapons, a "Zaku Machine Gun" , "MMP-80 Machine Gun" and "Bazooka" , and two of them can be equipped.
"GM Sniper II" has three main weapons, a sniper rifle, a beam gun, and a machine gun, and two of them can be equipped.

This idea is mainly a coordination idea for high level units.
If you give this enhancement to the initial level, the "strength inflation" will be more advanced. That's not what I want. I was also thinking of a "additional defensive armament" option, such as "shields" or "increased armor" for units that don't have more than one main armament.

For example, "Alex (with Chobam Armor)" and "Act Zaku Commander Type (with Shield)". It's very nice to have the appearance changed, but will it be reproduced?
In the first place, these two units have two or more types of main weapons, and it cannot be said that this addition (addition of defensive secondary weapons) is necessary (if the second main weapon plan is adopted).

Why should I upgrade a unit to expand its capabilities? The reason is that the unit itself can be adjusted easily even if this plan is adopted or abolished.
If it is adopted, even if some units lose their game balance significantly, it is easy to return to the original environment by disabling the upgrade for that unit. The reason for upgrading to Lv0 is also to reduce the risk (time loss and ticket loss) to the user when the adjustment fails.

This plan is a rescue plan for a unit that has become a high level with few weapons to rely on, and is also an idea that is not necessary if you can escape from "weak unit treatment" by individual adjustment. I personally want to see "heavy armed Zaku".


Gigan Lv4 & Lv5 (Added on June 11, 2020)

Hello. I will talk about "★Unit" today. There are 13 "★ items" added in this update. I'm surprised at how many are there, but the majority are "Gigan" or "GM Camouf" weapons or units.
It's okay to increase it, but I want you to remove it from the same lineup added. Well, I can't help it.

"Gigan". It appeared as a unit that can operate like "Zaku Cannon" in space. The main weapon has a long range of 350m, and it has the image of a trigger happy unit that "just keeps shooting Gatling" despite the presence of a cannon.
The cannon fire and the Gatling fire attack launched from the fast moving speed satisfy the standard performance as a support type. On the other hand, the ability to withstand attacks is weak, and even if Raid-Type is unavoidable, even General-Type can be destroyed. Because of this weakness, this unit is not very reliable and has little impact on the environment.

With the addition of higher levels, you can acquire a large number of custom parts slots, so depending on the settings you may shine as an effective force.
There is another concern. Due to the melee attack performance that does not feel so effective, the shooting attack power is slightly lower. In addition, the firepower will only come out if you can continue to hit for a long time. This is where you want a single-shot high firepower weapon.

Probably most users do not welcome this "★ bulk addition of items". However, there is no reason why this is not a "step to shake the environment in the future." We can't predict the future yet, so just interpret it conveniently.

GM Camouf Lv4 & Lv5 (Added on June 11, 2020)

Hello.
"GM Camouf". Immediately after its appearance, it shocked the low-cost environment. They were strong in "All Units" rather than "Raid-Type" and took the option of other units.
But that is now a story of the past. "OSHIOKI". In short, they lost their momentum with a weakening adjustment.
Now that time has passed, they have advanced into the mid-cost range. 
We've added a bunch of extra "★weapons" to the "Supply Drop", which may have caused a lot of damage to players who want a specific "★unit".
What they lost (performance) did not return even when the level increased. Almost nothing has changed except for "weapon power" and "Ranged Strength".
I feel unsatisfactory enough to worry that I can fight in the middle cost range as it is.

Let's compare a little with the past here
(The number on the left is the current one, the one on the right is before weakening)

 GM Camouf Lv5  
 HP 12000 14000
 Melee Strength 8 16
 Movement Speed 115 125
 High-Speed Movement  160 160↑
 Shield HP 4200 4800

How is it? Isn't the "right side" number likely able to fight in this cost range (350•400)?

Another factor is the turn rate of the secondary weapon. If the unit's "many amount of attacks (secondary weapon turnover rate)" is good on the battlefield in the cost range of 350 to 400, it will be judged as "appropriate".

Unfortunately, the secondary weapon "Sturmfaust" has excellent power, but the "turnover rate" is poor. Also, the "turnover rate" of the main weapon is poor. If so, it seems unlikely to be suitable.

It's a sad evaluation, but it's also possible to wait until the evaluation covers it.

GM III (Added on June 11, 2020)

Hello!
Today, I will talk about "New units added to Supply Drop". It's "GM III". This unit first appeared before the game service started. In other words, it appeared in the beta test. However, when the service started, it disappeared and never appeared.
And now, about two years have passed before this unit reappears.

It seems that the beta test was excellent. I have been playing for a while, but it's a level I can't remember at all. Compared to "unreliable past data", the current status is generally superior.

The "GM III", which has adapted to the changes in the environment for two years, has earned "Ground Compatibility" and "High Spec AMBAC" without realizing it.

The main weapon is "powerful as a 400-cost weapon, but it has a low ability to continue fighting".
Highlights 1.
The missile "which allows you to shoot while walking" has a large capacity of 30 remaining ammo.
You can expect "high damage" if you keep hitting it.
Highlights 2.
Two missiles that generate a large blast. It is very difficult to handle, but an irregular attack is attractive. "Interception, wide area blast attack, counter-attack shooting to high places, time-lag attack, combo parts" and weapons full of applied power.

Fortunately, "GM III" came to me, so I'm very happy.
Immediately practiced some in the "Battle Simulator". The "easy-to-handle but modest power melee attack" is used quite often, and "shooting attack" alone causes out of ammo.

The range of a shooting weapon can reach up to 350m, but it will hardly hit unless it is a "stopping opponent". A reliable weapon is a beam rifle, and we decided to increase stability with custom parts. I can come up with custom plans such as "Increasing the utilization rate of sub-weapons", "Increasing HP significantly", "Increasing thrusters", but honestly my playing style is important and there is no correct answer.


Anyway, a very good "GM".

Gouf Custom Enhanced Plan(Delusion)

Hello. "Gouf Custom (abbreviation 7B3)" is a unit that does not have much presence since the appearance of "Gouf Flight Type (abbreviation GFT)". I will make a strengthening plan (delusion) of that "7B3".
"7B3" was reinforced many times and never seemed to be appreciated. However, with the advent of "GFT", it became clear that the common main weapon has sufficient performance. There is also an opinion that this is because the operation method is different because "GFT can continue to attack unilaterally from the air". There is also the opinion that it was not evaluated for "It is not realistic for the 7B3 to continue shooting and attacking with the main weapon".
There is a clear difference in attack animation between "7B3" and "GFT", which have the same melee weapons, and their performance is not the same. And "Melee Strength" is low "7B3" and higher "GFT", it is difficult to make a difference in weapon level.
There is a clear difference between the secondary weapons "Heat Rod" and "Sturm Faust". The "7B3" with higher "Ranged Strength" does not have "Sturm Faust", and the "GFT" with higher "Melee Strength" does not have "Heat Rod". In other words, neither is blessed.

Now, what kind of enhancement does "7B3" need?
Although you have a lot of melee attack skills, you don't have the weapons to get close to the enemy, so you want "Sturm Faust"? I think that is also good.
Since you can't survive after approaching and firing, do you want evasion skills? I think it's an ant.
However, there are rivals that both already have that capability. In other words, a half-strength enhancement cannot be an attractive personality.

So how about such a strengthening plan?

1. "7B3" Lv2 increased "turning speed" from 57 to 60.
2. "7B3" Lv3 increased "turning speed" from 60 to 63.
3. "7B3" Lv4 increased "turning speed" from 63 to 66.
4. "7B3" Lv5 increased "turning speed" from 66 to 69.
5. Get "Emergency Shield Removal Device(delusion skill)" from "7B3" Lv1. 
6. Get "Emergency Evasion Controller LV2" from "7B3" Lv1.
7. Get "Damage Control LV2" from "7B3" Lv1.
8. Get "Rapid Fire Control Device (delusion skill)" from "7B3" Lv1. 
9. Increased attack power correction for melee attacks with "(horizontal/down) direction" input.

Weapons are not added, but many skills are added. Two of them are the delusional skills I wrote about before. The corresponding range is expanded by increasing the turning speed for each level. "Turning the enemy into the "sight"" seems quick and troublesome.

Evasion skill and accumulation resistance increase survival rate if treated effectively. Since "7B3" has a high durability by nature, it will have more chances to attack.

Delusion skills reduce risk and increase attack opportunities. And the adjustment to compensate for the lower "Melee Strength" is intended to destroy the "property that requires a long combo to generate firepower".

To be honest, I think there are more obvious enhancements, and I don't need delusional skills. Regarding the evasion skill, the reason is that the game environment is "Required for Raid-Type".

Although the "7B3" has been strengthened many times, the reason why it is still desired to be strengthened may be that it is supported by the "popularity that this unit is not such a thing".


Derelict Colony (Added on May 28, 2020)

Hello. It's been a while, but I'll review the newly added battlefield. I mentioned the user reaction to the additional map before, but it is still the same evaluation. 

From the experience of walking and few games.

・I feel uncomfortable with inorganic structures and strangely bright places.
・It is narrow as in the previous information. 
・It may be easy to make a mistake unless you confirm the access route to the base in advance. 
・Since it has many corners, it is easy to protect yourself from shooting attacks. 
・Units suitable for the battlefield are based on those with excellent turning performance.
・In the "low cost zone" where mobility is relatively low, "quick braking action" is a mandatory subject. 
・The visibility of the "bottom of the battlefield" is poor, so be careful of the "narrowness of the bottom" when fighting at the edge of the battle area.
・It is important to know the vertical position of the enemy and the ally. 

What I am interested in is "The visibility of the bottom of the battle field".
It looks like I can go to the background "cosmic space", but I can't. The edge is the bottom plate that can be seen in places. I want you to attach "tiger-stripe mark" to this bottom plate.

I can't understand until I play a few more games. I'm glad that the battlefield is increasing, and the upside down location is easy to imagine the outer space. The distant view concentrates on the bottom and the visibility is poor, so the image that is oppressed may emphasize the "narrowness". I don't care about the placement, but I want some kind of logo or guide text on the wall. Maybe you just haven't found it yet, but on a symmetric battlefield, you want a clue about where you are.

If the next space battlefield is added, please make it a content that includes experimental elements.
For example, "Dark space occupies most of the map", "The vertical rotation is open 360 degrees", "Spherical or slightly curved area with no corners of the map", etc. 

The game will be unbalanced, so I'd like you to put it on a mission in "Battle Simulator" first.






Anonymous Clan Matches(Extra Game Rule)

Hello! There was a clan match held around the other day.  
And whether it's true or not, it's an event that some people didn't enjoy, so probably a lot of things. There seems to be an incident that happened.  So it's a source of discussion that says things from each side.  

Unfortunately, I'm the kind of person who gathers information and writes articles, so I sometimes deal with topics that aren't even interesting .  If you don't want to see that, I suggest you don't read the rest of this article.

As I mentioned in the previous article, "Good Opponent" in Clan Match, it seems that there was another "time wasted" match with clans that did not fight properly.

I think the victim's claim is this.

・"We wanted our opponents to refuse the match before the match started, we didn't lose time or feel pain (because it didn't really happen)."
・"The abandonment of combat has significantly reduced my motivation"
・"If you leave the operation as it is because your team does not need to act against "the opponent's abandonment of battle", your innocent teammate will get a "no operation penalty". "


It may be completely different, but I will think about countermeasures assuming that this is the case.
It is partially covered by the content of the "Anonymous matching rule(1)" article. Matching between clans is the same as before, but how about adopting a method where the information of the opponent is not displayed on the "team formation screen"?
"Clan Name" and "Member Name" before and during the match are always "always displayed" to the person to which they belong, but the opponent team is not visible until the end of the match. You can finally see all the information while displaying the match results.

Isn't this idea a "battle abandoned" because it is a well-known clan? From the perspective. Of course, once you start the game, you may be able to guess which clan you are in due to the unique coloring units and configurations, and the development after that may not change much.
There may be cases where you are relaying a battle between famous clans, so this measure may work negatively. If you don't know one of the names, the tempo at which you can find interesting developments such as "defeating a famous player" will be poor.

Another thing is that it is impossible to prevent the occurrence of a clan that "abandons battle" regardless of who it is. Since there are opponents, I cannot affirm "abandoning battle" in the first place. However, it often happens that the score does not grow faster than expected. At that time, I wouldn't deny the psychology that makes me want to take the tactic of "not letting the opponent score high".
I would like you to tighten the criteria for in-game penalties as mentioned in " "Good Opponent" in Clan Match (2) ".
In any case, it's good to fight in-game, but never out-of-game. It's fine if you define the problem, but don't make the other person suffer more than necessary with "correct argument". People make mistakes, but they can correct mistakes. I want to avoid the imitation that takes away the opportunity. Because people who are not forgiven can fight infinitely.






GM Sniper II Enhancement plan (delusion)

Hello. In fact, I will talk about the unit "GM Sniper II", which has a lot of mystery and is badly evaluated. This "MS" is all about fighting with reference to masked data, and it seems that the offensive ability is low.
Characteristically, "75mm Sniper Rifle" seems to have a stronger damage increasing effect to "Head/Legs/Back" than "Database Link". This up effect doesn't reduce "normal HP", but it seems to give big damage to "Head Hp" etc. 
"GM Sniper II" is an MS that operates mainly for the purpose of leg damage. It has a high ability to incapacitate the opponent's unit by damaging the head or legs. Head damage, which is effective for neutralizing the enemy, becomes difficult depending on the opponent. So, if you don't have the skill to hit the enemy's part that is moving at high speed, it is a unit that is almost unnecessary. 
This MS has the image that the firepower is low and the attack frequency is low. For the purpose of actually giving a score, it is better to have a machine gun. However, if you think calmly, the firepower of another unit that can be connected from the bombardment of Canon etc. by the fire of the main weapon is higher. 
So I think that the main reason for choosing this MS is the specialized tactics with sniper rifles. It is recognized that units with superior offensive ability are more effective than this specialized combat method.
 
An easy comparison is "Hizack Custom(Abbreviated as HC)". It has a simple high weapon firepower and another advantage. 
It is not known because it is mask data, but in general, Beam weapons have effective damage to the shield. On the other hand, live weapons have a low ability to destroy shields.
If the assumption that these mask data is correct, "Hizack Custom" is easy to attack without worrying about the shield, while "GM Sniper II" has a high difficulty in sniping while avoiding the shield.
Users of this unit do not know whether they use it after understanding such advantages and disadvantages. However, if you had experience of thinking that this unit appeared as an enemy and had a hard time, it is speculated that he was a skillful person who took advantage of those advantages and did not show any disadvantages.

The reason I did a long explanation was because I wanted to say that this unit is unwieldy, and I wanted to talk about a simple strengthening plan that can lower the threshold and present a clear strength.

1. Add a penetration effect to "75mm Sniper Rifle (hereinafter abbreviated as 75SR)".
2. Increase the damage correction to the shield of "75SR". Make it equivalent to a standard beam weapon.
3. Increase "Melee Priority" of "GM Sniper II (hereafter abbreviated to SNII)" from Lv1 to Lv2.
4. Get "Melee Combo Controller Lv1" from "SNII" Lv2.
5. Get "Emergency Evasion Controller LV1" from "SNII" Lv3. 
6. Get "High-precision shooting support system (delusion skill)" from "SNII" Lv1. 
7. "SNII" Lv1 status column "Melee Strength" increased from 2 to 10, Lv2: 4 to 12, Lv3: 6 to 14. 

As an outline, the melee attack ability was strengthened and the response power in the short range was increased to easily defeat the General-Type. Since the walking speed is originally excellent, it is easy to cooperate with allies.
Another adjustment is reinforcement of long-range attack performance. Penetration effect and ability to deal with shields increase. The delusion skill (described later) is used to reduce the difficulty of part damage.

"High-precision shooting support system"
Shooting Attack Inflicts 50% of "the HP damage" to the parts (Head/Leg/Back) that were not hit during hits as additional part damage. 

Skill Description: Suppose your shooting attack hits the leg of an enemy unit. The enemy unit's HP damage was 1000. If the skill acts at this time, it will inflict 500 damage to each of Head and Back that did not hit.
Direct damage to the part will cause the most damage, but destruction will progress no matter where you hit.
Since the head HP of many units is set low, it can be considered as a skill that makes it easier to break the head. Note that this skill is effective even for machine guns and grenades, so the correction value was made low. However, it is impossible to predict how powerful it will be.

I don't know if this unit is needed at all levels at present, but it is recognized as one of the very popular MS in the "Mobile Suit Gundam Series".
Even if you don't want game fans to want it, I just hope that the original fans will like it.
Of course, it's not expected that the game balance will collapse, and it's safe to keep it in my delusion. Well, I'm writing this kind of article, so I have a lot of desires, but what about the future?

High Mobility Gelgoog(UL) Lv3 & Full Armor Gundam (Type B) (Added on June 04, 2020)

Hello. The number of the rare items (★★★) has increased by 3. Two of them, I will tell you a little about the pickup event in the image of "MSV-R: The Return of Johnny Ridden". 
That said, I haven't talked much about it because it's a unit that was enhanced in the last article. 

High Mobility Gelgoog(UL): Although it has been strengthened, it feels unsatisfactory. 550 cost is hard to participate because there are many highest rarities.
I think high-level units want high combat performance and easy availability. Still, the recognition that a high-level unit is "minimum strengthening while maintaining the basic performance of the initial level" is still intact.

Full Armor Gundam (Type B): Fully enhanced, this high level addition is simply a plus. This unit has low maneuverability, so it seems that the evaluation will change depending on whether it can respond to fast-moving enemies. Many weapons are live weapon types, so they are effective against opponents who have only strengthened beam resistance. 

Each will have some influence over the 550 cost band. There is some value to the challenge during the pickup event. This is not the case if you already have an easy-to-use unit in the same cost band. 
In this update, there are many items added to "Supply Drop", but zero items have been deleted.
It's hard to challenge Gacha many times to get the item you want. Even pick-up events will not be picked correctly without increasing the number of trials. So I try to accept any result with a small number of challenges.


I want more vehicles(Extra Game Rule)

Hello. It's been a week since the new battlefield "Derelict Colony" was added. When I heard that new battlefields would be added, I was hoping for new vehicles. The result was that the same number of "Ball" and "Oggo" were placed as you know.
 It's a bit disappointing as my impression, but it's inevitable because MS Combat is the main game. But, It's good because it is a valuable battlefield where "Ball" vs. "Oggo" can be done.

"Ball" and "Oggo" are not the main characters in this game. So it's totally unknown whether or not it will be cared for in the future, and it may not be worth it.
I want more Non-MS Vehicles.
I hope as "unit that play-able as a MS" rather than the supporting mechanics. There are many precedents that "Guntank II" and "Hildolfr" are not exactly MS. 

Add "Vehicle".
This item is not available from "Supply Drop" and will be purchased at DP. And also implement as a unit with a cost of 100. There is no doubt that the category is "Vehicles", neither Raid nor General nor Support. Has no advantages or disadvantages in all other categories.

Personally, I would like to recommend specifications that this unit can not participate in normal game rules. I'd like to announce the rule that can participate, "the rule that infantry and vehicles are leading roles" later, so I will talk even at that time. 

Summary.
1. Add "Vehicle".
2. "Vehicles" are available at the "DP Shop".
3. A "vehicle" is a unit with a cost of 100.
4. "Vehicles" category is "Vehicles"
5. "Vehicle" has neither advantage nor disadvantage to other categories (Raid, General, Support).
6. "Vehicle" cannot participate in normal game rules even if it meets the cost requirement.
7. "Vehicle" can only be registered for "the rule that infantry and vehicles are leading roles".
8. Unlike the "vehicles" that are currently on the battlefield, they are treated the same as regular MS.
9. "Vehicles" can use the enhancement facility to increase the number of parts slots.
10. Paint function is available for "vehicles".

Companion rule(Extra Game Rule)

A recent revision to Magic: The Gathering rules adds a sentence to the Companion rule text. Aside from the contents, there is no reason why the cards that can be played directly from the sideboard are weak, and adjustment was unavoidable. Since this rule refers to the deck, it should be difficult for an analog game to judge whether it is appropriate without opening it to the opponent at the start of the game. However, I can only think that digitization has advanced to Magic: like Arena.

You might wonder if you're not talking about GBO2 today, but that's not the case.

It has been past days when  we could discuss team formation even at the unit selection stage, and scenes where units are silently selected in rating matches and quick matches are being done everywhere.
 Often, once you start a game, you're in a panic over your opponent's composition and a not favorable development. Unfortunately, it tends to be a case where the game doesn't progress smoothly. It means that there is a risk of getting into the so-called "abandonment of battle" mentioned in the past.

This measure is one of the ways to keep your motivation to continue playing by increasing some precautionary lines and complicating the process to finalize the game. What I will talk about this time is a proposal as an attached rule that can be turned on/off to the existing rules.

Choose two candidates when organizing.
Select the main unit (candidate at the start of the game) and sub-unit (candidate that can be changed during the battle) respectively. These selections are shared with teammates. Both must meet the sortie condition to display the sortie completion indication. You can select the same MS sub unit as the main unit, and you can use different My Sets for each. If you select a different MS unit for the sub, you can change the category.
When the main unit is destroyed during the game, the player has two choices.
1. Board the main unit and return to the battlefield. / Call the main unit.
2. Board a subunit and return to the battlefield. / Call the subunit. 
(Because it is a tentative idea, I do not thoght the button setting assigned to the command of calling and sortie.)
Sub-units are so-called spare units. Or it is like an image of returning to the battlefield with the settings adjusted.
This rule breaks the assumption that you will continue to board with the "one MS" selected in the formation until the end of the match.

Benefits: 
In the early stage of mounting, it is possible to install a unit with poor versatility as a sub.
You can also adopt a tactic that focuses on base attacks, a tactic specialized for defense, and a guerrilla tactic that makes full use of stealth and jamming with low risk.

Disadvantages:
 It can be used as a material for team selection because information can be shared during organization. There may be an effect that encourages you to leave the room within the organization time.
If only specialized tactics become popular, there is a fear that game diversity will eventually be lost.

This proposal is an evaluation of all options adopted.

Element 1. You can select another unit. / I can't choose.
Element 2. You can select another Myset. / Cannot be selected.
Element 3. You can select another category (Raid, General, Support). / Cannot be selected.
Element 4. There is no limit on the number of transfers. / There is a limit.
Element 5. Main or sub can be selected and called from relay points and bases. / Call is fixed.

You can set the above elements to play the game (custom match only). It may be advisable to employ quick matches, rating matches, etc. with prior explanation.
After all, there was no connection between the name "companion" and this special rule.

This is the end.



Gabthley (Added on June 04, 2020 Update)

Hello. Today, I will talk about the "Gabthley" added to "Supply Drop". 600 costs. General-Type. You can sortie both Space/Ground. It is an MS that has the ability to transform. Main weapons are weapons that combine shooting attack and melee attack as initial equipment, standard melee attack weapons, beam weapons equipped on both shoulders. Head Vulcan. Transformed (MA) weapons have the same shape, but have different heat gauges and abilities. Counting all these, the "Gabthley" has eight weapons. I think "Gabthley (hereafter GAB)" is a unit adjusted based on "Z-Gundam (hereafter Z-G)" of the same cost.

Let's compare GAB and Z-G beam rifles (main weapons) and secondary weapons. 

The Z-G beam rifle (main weapon) is a normal reload type with a number of bullets, and the GAB type is a heat gauge type that a focused beam can shoot. The Z-G rifle has a "stun" hit effect, and the GAB rifle has a "stun" hit effect only on focused beams. 
The Z-G secondary weapon is a grenade and has a "stun" for multiple hit effects, while the GAB secondary weapon has two beams that require it to stop when attacking, but the hit effect has a "stun".

As a comprehensive evaluation, "GAB" seems to fall short of "Z-G" in terms of ease of handling, straightforward mobility, and turning performance.

So what are the strengths and characteristics of "GAB"? It will be an attack performance that mixes "transformation state" and "normal state". However, there is "Asshimar (hereafter referred to as ASH)" in the transformed unit with combat ability. Relatively, "GAB" does not have good turning performance in the transformed state. So, it seems appropriate to say that "ASH" is the leading person in combat ability that makes full use of the transformation state.

"GAB" is designed to fight with multiple melee attack weapons by reducing the distance from the enemy by shooting attacks in a transformed state.

First, "GAB" uses his "High Performance Radar Lv2" skill to catch enemies at long distances. It then restrains the enemy while approaching with a "transforming shooting attack" that uses a large amount of "Thrusters". Finally it destroys enemies with multiple melee attacks. "Anti-Blast Stabilizer" prevents "Explosion of destroyed MS" that occurs at this time.

If the skill is set with the above intention, it may be good to describe it as a long-range surprise attack type that moves very long distances.
It is understandable to think that the basic performance that is difficult to raise is being extended at the cost of lowering the basic performance that is difficult to lower with rough low turning performance and large amount of thrusters. No, I'm not satisfied, but it's a little better than just saying it's difficult to use.

It may be because GAB of GBO2 has a slightly modest combat ability because GAB has various unique mobile attacks in different games and video media. 
I don't think I understand all of the units that just appeared, so it's possible that today's bad reputation is well received the next day. In the first place, it's excellent in terms of molding (I think I always say it), so I still want it. But after all, the transition to the transformation state is very cool.

Skills (delusion) you may want for Raid-Type

Hello. Games are fun when you're paranoid. 
Now Raid-Type Mobile Suit is in an environment where gameplay in very difficult categories is required. Some users want it to be a little more manageable. 
Well, It will give positive consideration to official development, so please feel free to look at my delusional ideas that I thought about in the past. 

After this, I will introduce three skills that I wish I had in Raid Type. All of these were used in previous articles, and the brief content is explained. However, I am adding another explanation based on the recent environment and my own perspective.
If you are free, read over.

Both me and official development are considering the unit ability from the setting of "Mobile Suit Gundam". Of course, I am based on the MS released by official development, so it is natural that the unimplemented MS that I wrote in the past looks similar to the implemented MS. My idea has a strong desire, so I ignore game balance.

1. [Emergency Shield Removal Device] 
Skill text: Prevents the MS that occurs when the equipped shield is destroyed from becoming staggered. 

Simple Description: When a shield is destroyed, the MS equipped with the shield will cause a stagger. This skill prevents this staggering state and allows you to continue what MS was doing before. 

Most Raid Types possess the "Maneuver Armor" skill. 
The "shield" is a convenient device that reduces such as "stun"   reactions and damage  even when you are not moving at high speed. However, if the "shield" is destroyed, damage will be prevented, but a "stun due to shield destruction" will occur. 

This "Stun due to shield destruction" cannot be prevented by "Maneuver Armor", so a unit equipped with a shield will fall into a dilemma where "Maneuver Armor" cannot be used easily.
For example, "Full Armor Gundam (TB)" equipped with 4 shields stops its action each time it breaks, so it is hell in the environment where you can easily break shields.

More specifically, this skill is a skill that disables reactions. This skill also invalidates reactions that cannot be prevented by "shields". As an image, by replacing all the attacks with the shield, the equipped MS can escape without damage. On the other hand, if the shield does not break, the reaction remains the same, so the powerful "shield" of "GM Guard Custom" is likely to suffer from "down" or "heavy stun". This skill is set for stable operation of "Maneuver Armor". No further application is considered.

2. [Rapid Fire Control Device] 
Skill text: Allows the MS to cancel landing and thrust recovery animations by using shooting attacks. 

Many "Raid-Types" have more modest shooting weapon performance than the other categories... quite poor quality.
Stable fire attack ability is deadly for Support-Type with low mobility. Because of that consideration, the Raid-Type shooting weapons may have been adjusted slightly.
However, low-performance shooting weapons are almost useless in the current environment. I set this skill in the hope that if you can't improve your performance, you should at least create a chance to shoot quickly. An easy-to-understand image is the shooting version "High Performance Balancer".

The usage is the same. You can shoot by attacking by canceling the inactivity time that occurs after finishing high speed movement or landing from a high place. If applied, the attack variation can be increased to shooting attacks including evasive actions such as "high speed movement after shooting attack, canceling landing after moving and shooting attack".
Of course, you can also use it in combination with "High Performance Balancer".
Personally, I think it would be helpful if the attacking opportunities of throwing weapons such as "Cracker" and "Hand Grenade" increase.

3. [Assault Armor Skill]
Skill text : Reduces the reaction and negates the accumulated damage when hit by a shot with a stun(or heavy stun) effect. 

Simple Description: If a unit with this skill is hit by a shot that has the effect of a stun (or heavy stun), this skill reduces the reaction it causes and negates cumulative damage. 
*This skill has no effect at all times. Once effective, it takes time to reuse. 
*This skill has no effect on knockdown (or Wince), tackle, or melee attacks. Reduces stun reaction by one level when effect occurs. Also negates cumulative damage at its source.

My perception was based on "Raid-Type will be destroyed if you stop moving" and I wanted to give them " a little time invincibility". However, reaction invalidation is overkill, and I wanted to leave some risks.
The text at that time made reference to cumulative damage, but as the "Damage Control Skill" is gradually being implemented, this text may be deleted.
The situation is tougher than it was at the time, and "heavy stuns" are not uncommon. So I will announce various modified texts and update this skill.

New Text: Reduce reaction "Stun"/"Heavy Stun" from shooting attacks.  It cannot be used for a certain period after this effect occurs. 

The change is easy to understand, so it is less effective. I think that a certain period of time is at least 15 seconds, which cannot be prevented even if a second attack comes to the enemy. Also, there needs to be a way to see if this skill is available.  There is another problem. It is a duplication of mitigation effects. For example, the effect of "Assault Armor" will be applied even when the effect of "Maneuver Armor" is applied. If you do so, there will be no particular merit and the skill will enter cool time until it can be reused. Of course, this can be a risk for this skill, but I feel that it is useless. If you double the reaction reduction effect you adopted last time, you may be able to deal with "heavy stuns" by technical intervention.

If you clear those challenges, can you come up with an installed unit that can benefit?
"Flying Gouf" is different because it requires cumulative damage countermeasures. "Zaku I" doesn't have "Maneuver Armor", so I'm happy. When the "Maneuver Armor" can't be used because the hit box is big, it's great for "Bolinoak Sammahn". It has "Damage Control" so it can be used effectively. 

Summary.
1. The reaction reduction effect is valid for this skill alone, but if the conditions are duplicated, the reduction effect will be improved.
2. Immediately after the effect is applied, the cool time starts. The time is 15 seconds.
3. Use "HP bar color" to check if the effect is applicable. When the skill can be used, it differs from the normal color.
4. Cumulative damage is not reduced, so reaction by accumulation has no effect. Naturally, this skill remains available.
5. During the "Stun"/"Heavy Stun" reaction, this skill does nothing even if the cooldown time for this skill has expired. Available when the unit becomes active again.
6. The skill cannot be used while "HP bar is white".



Gouf Flight Test Type (Update on May 28, 2020)

Hello. This time I will talk about another unit that has been weakened. It is "GFTT (Gouf Flight Test Type)".
The fighting style that utilizes the three-dimensional space of the sky has completely changed the fighting that took place only on the ground. 
At first, some users favorably looked at flying units. Especially for players suffering from bombardment from high altitudes, it was a good countermeasure. Over time, it began to be recognized as suitable for exposing hidden units using stealth and walls. GFTT can keep chasing with almost no resistance even if Raid-Type is found.
As the number of users gradually increases, it has become possible to arrange most of the formation at GFTT. Offensives in flight units are difficult to deal with in ground units, and flight interception specialized units have become preferred. I think that the number of people who hate flying units has increased around here.
By the time it dominated the environment, the battlefields in the 350-400 cost range lost their diversity, creating anxiety about their popularity rising and falling.

The weakened GFTT was given the weakness of being countered by Bazooka. This has helped General-Type with Bazooka. Originally the majority of them, the ease with which they returned to the battlefield helped the game environment to calm down. On the other hand, it cannot be said that the "Raid-Type" opponent has weakened. Although it is unavoidable because it is an advantageous attribute, the situation that there is no good news on "Raid-Type" in general continues.

Support-Type is expected to return to the battlefield of the Canon type, but there are still some points that can not be supported by the approached GFTT. Support-Type, which does not rely on "heavy stun", has application capabilities, and although we struggle, I think we can handle it more than before.

I want to use the GFTT I got, so I'll probably use it in the future. However, I would be the one who sees hell if I match a team that can handle it.