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Bolinoak Sammahn (Greatest crisis)

Hello.
I do not dare to introduce the newly added unit "
In the previous article, the unit's weapon was optimized for weakening two hours after it was implemented. I reviewed the optimized performance at that time. At that time, I wasn't concerned with the environmental impact of this unit at cost because I was interested in how I could use the interesting skills.
Since it is difficult to create an attack opportunity with the beamgun of the current performance, I would like to expect the 
What this means is that this skill is not compatible with 

For most team formations, the Raid Mobile Suit is less than two units at most. The radar misidentification effect seems to work because this decimal number moves independently. However, Raid Mobile Suit's overriding goals are focused on Support Mobile Suit, so behavior tends towards the goal even if it is not conscious. The radar detection range of a standard unit is within a circle centered on itself with a radius of 300m. And the effective range of Fake Beacon that this unit has is within a circle with a radius of 250 m centered on itself. In other words, before the Fake Beacon is activated, the enemy radar will display normal information. The target for this unit is the Support Mobile Suit, and radar is often high performance. Therefore, the radar has a longer normal display time, and if the skill is activated from there, it is definitely "

There is Damage Control LV3 as a skill to operate when not disguising radar. Although the skill itself is powerful, it does not have the ability to reduce the reaction to the "immediately binding weapon" that the enemy unit handles. Therefore, it is necessary to prepare a separate skill that directly reduces the reaction. This unit has Maneuver Armor skills. Therefore, the safest action is the movement that consumes the thruster. Other actions are not so stable against a shooting attack, and it is very frustrating that you cannot utilize your skills during the closest melee attack.

The other Marker skill is a skill that is almost unusable by improvised teammates, because the elements of teamwork, timing, and various lucks are too strong.

As a whole, this unit has a problem as a unit evaluation, and there is a question mark on the weapon performance adjustment performed immediately after implementation. However, there is no doubt that the melee attack has firepower, and if it can be adapted to the battlefield, it will be very powerful.

Evaluation up to this point is a while ago. Nowadays, the significance of existence is threatened by the addition of units that are powerful, easy to handle, and do not require special combat methods. At this time, the adoption rate of this unit may be significantly reduced. For that reason, it seems that it will eventually be reinforced.

I think that it is necessary to add ideas that can cover the concept and improve armament in order to maintain a certain record of performance while maintaining the peculiarity of this unit.

If you want to take advantage of Fake Beacon skills, you need skills to prevent weaknesses. With Stealth LV1's skill, you can limit the range detected by the enemy's radar to within 100m of your own radius. The Fake Beacon skill will be activated within the range of being detected by enemy radar. This is the first step.
If the enemy is able to check the radar all the time, there will be doubts about the "sudden ally display". However, this effect works effectively if there is a battle of enemies and allies. Marker skills can also be used at this timing. However, the fact that Fake Beacon cannot be used by itself is a factor that question the effectiveness of this skill.

If you want to take advantage of Damage Control LV3, I think you need more than Maneuver Armor skills. Requires Offense System or Shock Dampeners. In both cases, Damage Control works effectively at the required timing, increasing the sense of stability.

Finally, we will adjust the performance of the main weapon. The rough adjustment is to make the weapon performance similar to the initial implementation. The performance at the time of the implementation of this weapon was evaluated as being unavoidable even if it was weakened, but now it is in an acceptable environment. Rather, weapons have appeared that exceed the performance of this weapon at the time of its implementation.
Therefore, if you hit two "non-charge" fire attacks on a "target without mitigation skill", a stun effect will occur due to cumulative damage. Please adjust to a weapon that causes a stun effect by cumulative damage when you hit a charge shooting attack on "Shock Dampeners + Damage Control LV1 possession target".

ZZ Gundam (Added on ver.0130)

It's a mobile suit "ZZ Gundam" for the 2nd anniversary, but I wonder if everyone got it (I haven't got it yet).
This is a unit that can be used from a cost of 650, which is an unknown area in the game, so it is difficult to say in the current evaluation criteria. So, I will give my opinion on some points.

A unit that has a Head High Mega Cannon that is said to be one-fifth the output of a Colony Laser.

In fact, if you have five ZZ Gundams and perform a concentrated attack with the Head High Mega Cannon, you may feel the firepower of the Colony Laser. Single-fire power is normal, but the gun that hits up to 7 shots has no weakness and you will want to try it once. There are almost no examples of use even in the original, so you can get a general idea when dealing with this game. When you recharge, you can hardly move, the charging time is long, and the other party does not wait. On the contrary, the opponent who shoots this weapon is the battlefield at the cost range that has the fastest movement performance and weapons.
After all, unplanned use is not recommended.

The coalescing, separation, and transformation functions are omitted.

ZZ Gundam is a unit that can be transformed into a flight unit or Mobile Suit unit by combining 3 units. However, even during the original work, there is only a few things to do during battle, and most of the scenes retain the form of mobile suits. Some people may be happy to have two sorties of sortie scenes, such as sortie in the G Fortress form and transformation scenes when they arrive on the battlefield. Some users may want a battle style that transforms during battle, but this time it seems that they emphasized good operability in the game.

Considering Z Gundam's example, it may be the standard as well as the present.

It can be said to be the first unit with 600 costs released "Z Gundam" wasn't too strong, and some even said it couldn't beat the Gundam Mk-II, which would eventually reach the same cost.
In fact, it is still a unit that represents the battlefield in the 600-cost range, and it is evaluated highly by some who think that it can fight rather than ZZ Gundam. This has the potential to make ZZ Gundam a long-standing favourite, if the future moves in a similar fashion.
Of course, the future may not be similar. In either case, calmly decide whether ZZ Gundam is your choice.

that's all.
I haven't had a relationship with ZZ Gundam before this game. That's why I want it. But I wouldn't force myself to turn my gacha until I get this unit. Therefore, please consider carefully and decide whether to play gacha.

Dra-C Custom (Update on Ver.0130)

I will talk about the unit, Dra-C Custom, which has some enhancements that change the battle style with this update. Since Dra-C Custom was implemented after Dra-C was tuned, Dra-C Custom is often compared to Dra-C.
Although similar to the Dra-C, the Dra-C Custom is inferior to the Dra-C in maneuverability and durability, and this difference does not close.
The Dra-C Custom has excellent gatling, but has the drawback of having a short attack time and a long cool time. This drawback was included in the reason for this adjustment, which increased the number of Gatling ammunition and shortened the reload time.
The number of Gatling bullets has increased a little, but the amount and turnover are not adjusted enough to complete with this one weapon. However, two Dra-C Custom have the potential to contain without being resisted by cross fire by Gatling on one enemy.
Melee attacks from restraints from Gatling or Sturmfaust are still excellent.

The low endurance that makes the most of Maneuver Armor skills is always a hindrance, and can be fatal to Dra-C Custom if attacked by an enemy. Although the MSHP of the Dra-C Custom has been slightly increased by this adjustment, it is still insufficient.

There is no doubt that Dra-C Custom has become easier to handle. It was a perfect degree as a practice unit for vigorous position changes in the space environment. If you get used to avoiding the attack with the tension that you can be shot down if you are hit, you will be able to acquire the skill to fight perfectly on the high cost space battlefield.

This adjustment improves the durability and attack power of the Dra-C Custom. However, if you make it too durable, the Dra-C Custom may have a strong advantage over other units, and gain the strength of no other choice. Therefore, the increase in durability of Dra-C Custom due to adjustment is a slight number, and I am wondering whether to secure a safe win rate in future re-evaluation.

Act Zaku Bullpup Machine Gun (Update on ver.0130)

In the middle of the 2nd Anniversary event, it may be a little blurry from my point of view to talk about one weapon that hasn't received much attention (I'm asking myself that there are other better topics). However, not everyone handles it specially, so I took up this one weapon adjustment.

This time we will talk about Act Zaku Bullpup Machine Gun.
Since the name of the weapon includes "Mobile Suit name", it seems to be a special weapon only for the unit with that name, but it is a general-purpose weapon that can be equipped with Act Zaku, Act Zaku Commander Type, Pezun Dwadge, Galbaldy Alpha.
The reason for this weapon's enhancements in this update is to give you more opportunities to use this weapon than it currently is. In fact, the fact that this weapon was not a candidate for selection is nothing but the excellent performance of other weapons.

Then, when compared and evaluated among other machine gun weapons, the performance of this weapon is excellent in rapid fire performance even before adjustment, and boasts high power. Probably it will be in the upper class. Nonetheless, the low selection of machine gun-based main weapons is partly due to the environment in this game. In this game, it is important to do more damage to the enemy, but the most effective source of damage is melee attack. Weapons, such as bazookas and beam rifles, that instantly restrain an enemy immediately do less damage than machine guns in a given amount of time. However, an additional melee attack against an enemy in captivity knocks the enemy down, taking a counterattack opportunity and increasing the chance of damaging further attacks.

There is also a merit that the melee attack combo, which causes a lot of damage in a short period of time, has less time to be exposed to the enemy's counterattack than the machine gun which causes a lot of damage over a long time. This tactic is used by many players. Nonetheless, using machine guns against popular tactics often causes discord with teammates.

Although a personal battle evaluation with a machine gun in the main weapon can give a high score, the team tactic is likely to be broken. If the weaknesses are put into the opponent team, there is a risk of a big loss.
Currently, there is a special situation where only units with excellent secondary armament are allowed for units that can use machine gun weapons as their main armament.

In that situation, the environment in which the "non-special unit" machine gun main armament can be operated is limited to operations with the understanding that the teammates such as friends and clans will be overloaded.
Any other use will be difficult unless the environment changes or strengthened adjustments that make it even more heavily armed.

The Act Zaku Bullpup Machine Gun, which has been enhanced by this update adjustment, will not take precedence over other weapons yet.
However, I think it has become a powerful firepower weapon rather than a weapon that cannot be used. Even so, the existing tactics will not be updated now, so they will be kept cold.

From this update, additional adjustment items will be evaluated, so it is possible to see the development action after adjustment. If I strengthened it, but the usage rate did not increase and the track record was still poor, I was wondering if there were further adjustment adjustments or comments that gave up strengthening.
In other words, the next step, whether it should be seen as a sign of environmental changes or whether heavy armed adjustment can be expected, will be the focus.

Higher rating than "Rating A+" (4)?

Stop binding users who don't participate in rating matches to rating rules. It is only necessary that the rating of the user who continues the rating match is evaluated correctly.

The same rating is used for both quick match and rating match.
It may not be fair to say that the fact that the rating doesn't change even if you don't play rating match forever pretends to be your identity.
I've heard that higher ratings mean higher rewards, but I didn't care. The desire to keep the highest position reached in the past (without knowing the current rating environment) may be for reward.
Ranking matches that haven't been heard for a while also have the concept of grouping by rating, so it's still important in terms of ease of receiving rewards.

Is it still just for rewards that many users continue to hold rating matches despite holding the highest position?
Probably not, but I don't know exactly because I rarely do rating matches.
For users who continue to have rating matches, they will always be bothered by "high-rated teammates who can be disguised as ratings and have no ability." Poorly performing players are much more annoying than strong enemy teams, as they cannot fulfill the team's ideals (plays that lead to victory) to other teammates.

In the current rating match, considering the rating based on the recognition that good luck is included, it is impossible to exclude the case where a high rating is reached by chance due to the strong allies. Therefore, so to speak, there are many high-rating users who do not have the ability. I think that's the idea.

The reason why I propose a plan to counter the "incompetent player" mentioned above is the desire to get closer to the rating environment in which the ability is correctly reflected.
Roughly speaking, the method is not to add a rating of A+ or higher, but rather to refresh the rating points and create an environment where it is easy to reflect the subsequent ratings on the user who is currently playing.

The idea is
The first thing to do is to regularly and uniformly reduce the "rating points for all users". The amount of reduction is assumed to be "the number of points that the rating drops by one to two steps per month". In addition, it should be emphasized that the amount of reduction is "to the extent that players rating daily do not feel burdened".
If the amount of decrease in rating points is small, it can be easily recovered, and if left too much, it may be reflected in a large decrease. Therefore, the rating points that decrease at each time division and the total amount of decrease per month are displayed.

・Every time the daily mission is updated, reduce the rating points of all players by 4.

Players lose 120 rating points per month on average. However, you lose 4 rating points in a day, so if you can beat the rating match once, it shouldn't be too much.

If you use this option, I think it would be better if there was a solid reduction in points only in the first month. It's not all initializing the user's rating points, but without proper refreshing, the effect of this idea becomes questionable. So only on the first day of adoption, reduce the rating points of all players by 120 points. After that, it will be reduced by 4 points every day.

What I would like to say is that I would like to change the rating of players who happen to be high ratings or who are retired from rating matches.
It reduces the chances that a player with no ability will play with a talented person, but such a player will be able to reach it immediately by fighting the appropriate rating first.
It is not necessary to guarantee the current rating of users who have not retired from this game but have retired from a rating match. Please recognize that this also created the need to show your current ability.

In addition, we need a mechanism to prevent high-class users from being demoted to the rating range where many low-class users, including new users, exist.
Roughly speaking, it means setting a lower limit for the reduction of rating points by class.
Note that this lower limit is the lower limit that applies to users who don't play any rating matches. That is, even if the rank is high, the rating of users who do not have any ability is lowered to the beginner level. The daily reduction of rating points will not be further reduced when the lower limit set for each class is reached, but the reduction due to rating match will be processed normally, that is, the proper rating.

I think that the lower limit of rating points for users who are probably captains is the point that stays around rating C. But if this user loses rating points in a losing match in a rating match, it will naturally be lower than C-.


Galluss-J (Added on Update ver.0129.0441)

Long time no see.
I was thinking too much about the negative elements of the game, and I was in a vicious circle where writing articles was delayed.

Now that I've said I'm going to go a little bit forward, it's about a newly added unit.

His name is Gallus-J. It is a basic unit that has Galluss-K and Schuzrum-Galluss as its derivative units.
The characteristic Arm punch is recorded as armament, which is useful for close combat. An Energy gun with a Missile pod, which is a weapon with a different design from other units, has very high performance.

It reflects the performance of the concept that focuses on melee combat in urban areas, and is good at close to medium distance even during the game.
Now that the source of the game is changing from Mobile Suit Z Gundam to Mobile Suit Gundam ZZ, it seems that the unit belonging to Neo Zeon has a performance comparable to the units belonging to other camps. This unit is currently the latest in age by source. However, the performance of this unit is probably about the same as the cost setting in the game.

The rarity of this unit is the highest, probably because it was handled by a famous MS pilot in the source, or because it has a derivative unit. As a further note, the pickup campaign period for this unit is 5 days, which is shorter than the usual 7 days. There is some doubt as to whether this fact is accurate, but it seems necessary to be concerned.

GM Sniper II [WD] (Update on ver.0129)

I would like to talk about "a current rated" of a "modified unit that someone I don't know benefits in this Update(07/02/2020) " and "the future of this unit". If you are not interested in delusional stories, we recommend skipping them. 

The GM Sniper II [WD] is a General Mobile Suit with an initial cost of 400. There seem to be many weapons such as "L Beam Rifle (Enhanced Type)", Gundam Ground Type Beam Rifle, Rocket Launcher, 100mm Machine Gun. However, the only weapon that is commonly used is the L Beam Rifle (Enhanced Type).

This weapon (LBRE) has a modest power, but if it is a shooting attack operation at regular intervals, it can continue to hit infinitely. Therefore, it is excellent in controlling the enemy. 
It also has a minimum close combat capability. 

The point that this unit is unsatisfactory. 
・It has high fire shooting attack power, but it is difficult to destroy enemy units only with that attack. 
・Marking an enemy unit alone is excellent, but as a deterrent against multiple units, the rotation of the weapon cannot catch up. 
・Performance that is intended for long-distance attack operations, with low mobility and durability. 
・There are virtually no weapon options.

I think the "GM Sniper II" series is a popular unit. The reason for this is either because the design feels attractive or because the setting performance that outperforms the "Gundam" is attractive. 

As a matter of fact, Both the "GM Sniper II" and the "GM Sniper II[WD]" appear in the game as "units where long-range attacks are the main role". I will think so that which is far from the "universal performance" that suits all distances. 

With this adjustment, the attack power of "Long Range Beam Rifle" has been increased. Since other options are not originally good, it is a substantial enhancement, but It is hard to say that this adjustment has solved the unsatisfactory points. 

For this unit, I would like to give a little more enhancement plan (delusion) next.

Release of the 2nd Main Weapon [see previous article: Hanger Upgrades Lv0 & 2nd Main Weapon (Extra Game Rule)].
・Deleted 100mm Machine Gun of the main weapon. At the same time, the addition of the secondary weapon 100 mm Machine Gun.
・Increase in durability (MS HP).
・Improved mobility (Top Speed).

This unit has the concept of being able to carry two binding weapons with a wide variety of weapon types. My delusion is "How about reborn like this?" Actually, it seems that it will be difficult to put out a similar concept (a unit equipped with many weapons), so it will not be realized.

Rick Dias Lv2 (Added on update ver. 0129.04)

Hello.
Let's talk about the "Rick Dias", a powerhouse hidden behind Gundam Mk-II's success (I don't think it's really hidden), and the higher-level units that have been added this time.

It is a General Mobile Suit that focuses on shooting attacks and adapts to the space environment at the start of 500 costs. Designed based on the Dom, it moves while hovering on the ground battlefield.
This unit focuses on shooting attacks, and has a variety of shooting weapons including the main weapon Bazooka, high-performance Vulcan Phalanx, high-power Beam pistol x2 and Knuckles Sealant Launcher.

This unit has various excellent skills such as Maneuver Armor skill, so it has high survival performance and durability. The firepower of this unit is high. With high attack power correction, it will damage enemy units mainly on Vulcan PhalanxBeam Pistol, and Bazooka. Due to this performance, this unit excels in short-to-medium range and its continuous attack power is also quite high.

This unit has a more powerful combat style in the space environment, and hovering movement is limited to the ground, so the operability is more than normal and easy to handle. It can be said that the difficulty is high due to the fact that there are many things that can be done, such as ground control and weapon selection, and it can evolve into a powerful unit as you get used to it.

Originally it was 500 cost, but there was a marginal performance that could be used even in the 600 cost range, so a higher level was longed for. With the advent of Lv2 as expected, high-cost battlefields may be moving into a more shooting-attack environment. Since the successor unit "Schuzrum Dias [NZ]" based on this unit has almost the same appearance characteristics, it is possible to expect a deceptive effect of misleading the category on the battlefield.

The Rick Dias Lv2 was a modest performance improvement like the Gundam Mk-II Lv3 that was added at the same time, but since it was not as explicit as the Gundam Mk-II, you may try to get it with confidence.

Gundam Mk-II Lv3 (Added on Update ver. 0129.04)

Hello.
This time, I will talk about the unit "Gundam Mk-II" that has an impact on the environment with a cost of 500 to 550 and the higher level added this time.
Gundam Mk-II is a 500 cost start General Mobile Suit adapted for space environment.
The feature is a close combat type unit with a high offensive weapon performance and high mobility. "Melee Priority Lv3" has an overwhelming advantage in high-cost units. The high maneuverability and straightforward operability work well together, and players who are familiar with the classic battle style in this game can achieve high battle results.

Gundam Mk-II is said to have the highest melee combat strength and can even fight against the seemingly incompatible Support Mobile Suit. The weakness of this unit is low MS HP. Probably the same type of unit is fragile enough to settle immediately even if they hit each other, and if you continue to attack from medium to long range, which you are not good at, Gundam Mk-II can be easily destroyed.

With the emergence of powerful Support Mobile Suits and rival General Mobile Suits, it is becoming difficult to harness the strengths of this unit. However, the firepower at the time of successful attack is amazing, and it can be said that it is still a top-class unit.

Lv3, which was added this time, was supposed to bring this majesty to the roar on the 600-cost battlefield, but it probably does not have that much impact. The reason for this is that the enhancement of the unit in the rise of Lv was minimal, and it was an addition as if it had undergone a weakening adjustment. A notable weakening adjustment is the growth of Beam Saber Lv3, a dedicated melee weapon. Weapon attack power at Lv2 is 2625. Lv3 attack power at this time is only 2650, an increase of 25.
Since it is a Gundam Mk-II with a high attack power, it still has a high firepower even with some growth, but the overall influence is the same as Lv2.

The explicit adjustments so far are not limited to the present, but users who want to obtain this unit should carefully examine and spin the gacha.

High-cost GM Striker enhancement plan (Delusion).

I have the ideal that "the range of play expands when a unit that is considered weak by the user's perception is strengthened." This is the reason for writing a strengthening plan even though it is a delusion.
The ideal of the user is high, and they tend to seek the ability to upset the current situation. If a unit is strengthened, it will be used more often. However, if there were many units that were less frequently used because of that effect, the enhancement would be completely ruined.
After all, it needs to be strengthened, but the degree is "to the extent that the play is widened".
Perhaps the reason why the sluggish unit is not adjusted easily is that the extent to which it does not "strengthen too much" is not understood. But the fact that a long time has passed is a pain for users who are waiting for enhancement.

It is a user's feeling that "a high-level unit that is reasonably good on the battlefield at the initial level, but outdated on a high-cost battlefield" needs its capability increased until it matches the battlefield at that cost.
Even if it is "correct" to "standardize" those units, the development and management of this game may fear the burial of individuality due to the disparity between units.
One of the reasons is that "They want to avoid similar combat styles to the units that are planned to be added." The situation where a new unit is recognized as a reuse of an existing unit will reduce the number of people who want it.

For example, in GM Striker, "Melee Combo Controller Lv1" does not become "Lv2" from the initial level to 4th level.
On the other hand, "Striker Custom", which is the successor unit in the setting, is "Lv2" from the initial level. This fact is not limited to these units.

GM Striker Lv4 and Striker Custom Lv1 are units of the same cost. If standardized, GM Striker's "Melee Combo Controller Lv1" will be "Lv2". Possibly, abilities other than "Demon Blade System Ability Boost LV1" are likely to be strengthened more than Striker Custom. It is a possible story if standardization is to eliminate the difference between the same costs.

In fact, in many cases, reinforcement is done so that the superiority or inferiority between units is not filled.
The result has led to "increased durability" with many unit adjustment results. Any adjustments that increase attack power can be postponed because they can exceed units that are considered superior. An important element is to solve the problem of not being able to handle mobility at high cost. The GM Striker, which isn't that fast at the cost of 300, can't afford the maneuverability of high cost. If you want to strengthen it, you can simply increase the Top Speed (HSM). However, it may be interesting to have a skill that "you can move at maximum speed in the game for 0.5 seconds". It is the fastest in sprinting. Endurance is slow. I thought these skills were necessary for the Raid Mobile Suit.

High-cost GM Striker enhancement plan (summary).

・I want Melee Combo Controller Lv2.
・I want the skill "you can move at maximum speed in the game for 0.5 seconds".
・Increased attack power.
・Improved mobility.

Gundam Unit 5 [Lv4] (Added on ver. 0129)

Hello.
I will talk about "Gundam Unit 5", a unit with a characteristic Gatling gun.
Basic performance information
This unit has a slightly higher "Ranged Strength" than "Melee Strength", but both have more.
"Melee Resistance" is the highest, and other resistances are as high as standard.
"MS HP" is quite expensive for "Raid Mobile Suit".
"Hyper Bazooka" has binding power, and "Hyper Beam Rifle" has excellent range and firepower.
"Beam Saber (Further Enhanced) has a standard melee attack motion", so it is easy to handle and has a stable feeling of fixing damage.
The combo firepower is also high.
"Giant Gatiling Cannon" Large number of ammunition, very long range, less time required for switching and rigidity during shooting attack.
"Beam Gun Unit" A lot of continuous fire attack ability and accumulated damage.

This unit has the opportunity to attack at any distance and can generate firepower.
Its weakness is its low mobility, which makes it relatively defeated by the "General Mobile Suit", so it's hard to escape when the "Galbaldy Beta" and "Gundam Mk-II" are noticed. 
If you are restrained, there are few ways to get out of the situation. 
If you prioritize firepower, you will have little means of restraining the enemy. This unit is always required to be ahead of the opponent. You lose if you become passive, but you can make the most of your strengths while you are preemptive.

Units with the potential to bounce even if they preempt, such as "Asshimar", and high-cost natural enemies such as the "Gundam Mk-III", which have excellent range, continue to increase. The presence of the "Dijeh", a powerful enemy of many "Raid Mobile Suits", has to be kept alert.

On high-cost battlefields, maneuverability weaknesses can be more deadly. This unit is required to judge the situation so that it is not preempted by the opponent's Raid Mobile Suit. In other words, there is a rigor that a few mistakes cannot be tolerated. The situation in which this unit can keep firing the Gatling cannon simply is that its own army is dominant. This unit has little ability to reverse the war situation. Rather, this unit stays on the battlefield for a long time, and by continuing to damage enemy units, it can contribute to building its foundation.

Dom Cannon Single Gun Type [Lv1] (Reward for Clan Match)

Hello.
I will talk about the clan match reward "Dom Cannon Single Gun Type [Lv1] (DCSG)" that was updated in July.
Since it is a review based on uncertain information about NetSource, the reliability is slightly lower than usual.
This unit is a sibling of the "Dom Cannon Multi Gun Type (DCMG)", with similar maneuvers and weapons(High Mobility G Rocket Launcher).
Of course there are some differences.

  Dom Cannon Single Gun Type [Lv1]  Dom Cannon Multi Gun Type [Lv1]
 MS HP 13000 14000
 Balistic Resistance 22 19
 Beam Resistance 10 19
 Melee Resistance 6 8
 Ranged Strength 35 30
 Melee Strength 0 5
 Thruster Gauge 50 40
 Turning Speed 57 54
 Ranged Main Weapon (Not common) MMP Machine Gun(GN)  Zaku Machine Gun
 Melee Main Weapon Blow(Enhanced) Blow
 Secondary Weapon (Cannon) Shoulder Long Cannon (650m) Shoulder Twin Middle Cannon (400m)
 Arm Missile Pod's Range 350m 250m
 Cracker (Enhanced) Not available  Available
 High Performance Radar  Lv3 Lv1
 High Performance Scope Lv3 Lv1
 Non-common skills Precision Shelling Lv1 Special Leg Buffer Lv1

 Looking at the data, there are many differences in detail. This means that the characteristics of the unit are different. It seems that there are reports that the counter motion is also different. 

Both DCSG and DCMG can fight in the front row. DCSG has a wide radar range, can see more distant enemy units, and cannons can be directly attacked, so more things can be done. Instead, the DCSG is losing track of the crackers and Special Leg Buffer, making it difficult to fight at close range.

The above is information that can be known from data. More accurate operational data will be revealed in the future. Because we can expect this unit to operate as well as DCMG.

Gundam Unit 4 [Lv4] (Added on ver. 0129)

Hello.
This time, I will talk about "Gundam Unit 4 [Lv4]" that was added in the July update.
At high cost (500~550 cost), this unit's current rating is "Unreliable Gunner who does not actively participate in attacks."

The initial level (450 cost) of this unit has a higher correction of shooting attacks. Walking speed is a little fast, but turning performance and high-speed movement ability are low. And it is a unit with the tendency of Support Mobile Suit.

Weapons are powerful and easy to handle at all cost ranges. Among them, the "Mega Beam Launcher (MBL)", which boasts a high-power single shot, is a very attractive weapon.

At the time of mounting, this unit was evaluated as an excellent unit without using "MBL".
The 450 cost Gundam Unit 4's "Observational Data Link Lv1" has been accepted in an environment that suffers from the lack of a suitable cost Support Mobile Suit. Also, "MBL" was too effective for units that were vulnerable to fire attacks such as "Kampfer".

Considering the range of the original weapon, it is a unit that is supposed to fight at a short distance rather than a medium distance. The weaknesses are low resistance to melee attacks and low mobility. It is considered that the fighting method to compensate for them is to shooting attack and Melee attack from a position slightly pulled from the allies in the front row. It is a unit that has a poor ability to restrain its opponent, but contributes with firepower.

At first it was a good fit in that position, but it lost its position due to the appearance of more qualified units such as the "Guncannon Heavy Type D" and "Full Armor Gundam Ground Type".
From that background, it changed to a unit specializing in one-shot killing, centered on "MBL", which is a unique character.

Even with the current situation, I think there is a place for Lv1.
However, "Gundam Mk-II" and "Rick Dias" dominate the environment, although the role is different for the environment after Lv2. There may not be a turn in such a situation.

Finally, it is unlikely that this unit will fit well into a 600 cost battlefield. The unit added this time loses the rarity it used to be and is transformed into a unit that is easy to strengthen. That seems to suit a style that is specialized for one-shot kills. Most of the games are inconspicuous, but the units that give off glitter are ephemeral, but very beautiful.
It is recommended for people who have particular feelings rather than ordinary things.

Hambrabi (Added on ver.0129)

Hello.
I will talk about "Hambrabi," which is the highest rarity unit (★★★) that was implemented in July.
Immediately after the release, the user reaction was [I do not need this unit because I have Gaplant].
The evaluation changes after a while. [This unit is strong against the Gundam GP02 [MLRS], the top two Support Mobile Suit environments at 600 costs.]
And the current rating has settled on [Hambrabi is in the top two of the 600-cost Raid Mobile Suit, but the stability is slightly inferior to Gaplant].

Initially, I imagined the "combat style of this unit" as "Marasai" with transformation features. In addition, the one with Gabthley's "Fedayeen Rifle" equipped is the closest image.
This image is half correct in the actual evaluation, but the "not correct" part shows the characteristics of this unit.

First of all, it is "Melee Priority Lv3". The difference is large because both "Gabthley" and "Marasai" with the same type of weapon are "Melee Priority Lv2". This is an advantage as there are many "Melee Priority Lv2" units on the 600 cost battlefield.

Next is the power of "Sea Serpent". The "Hambrabi" initial level weapon is more powerful than the "Marasai" initial level weapon. This means that you can expect a high firepower equivalent to 600 cost, so it is a better weapon including another attraction of this weapon, "Great stun effect".

What's more, this unit has a "Transformation system special specification". This is a specification that "thruster consumption when releasing the transformation state is less than usual". This unit has very good secondary weapons in the transformed state, and it is easy to cover the weak points after the shooting attack in the transformed state. It surprised users who valued it as a transformation system similar to other units.

Some information is unexpected. The size of this unit is a little "small". Certainly the wings on the back are large, but in practice the problem may be perceived as a smaller unit. Very maneuverable and top class turning performance. There are rumors that the hidden status is that the speed of left and right movements and backwards is also high (actually unknown).

Although it is generally capable, it has high marginal performance but low minimum performance, so it is a unit with a high degree of player technical intervention.

Full Armor Gundam Lv4 (Added on update ver.0129)

Hello. 
One of the 600-cost units that grows in number one after another. I will talk about "Full Armor Gundam". 
A unit that has a long track record of operation as a high-cost "Support Mobile Suit" since it was implemented, and is good at "Shooting from high places" with a sense of stability. The range of team play is rather narrow because it has advantages and disadvantages. If it is to be used at the current highest cost (600), the conventional operation (Shooting from high places) is correct.

Approximate weapons have a long range, and shooting attacks are useful in open areas. The main cannon, "When a shell hits the ground, a large-scale blast is generated," so it is easy to restrain enemy units. The powerful multi-shot beam rifle is "easy to use because it has a long range and large accumulated damage." Secondary weapon missiles are easy to handle in order to stop units approaching this unit.
Operation in high places has the advantages of firepower and support support, but it is somewhat easy to be isolated. If your ally's defenses work, you'll be reasonably successful on the battlefield at any cost.
Mobility is somewhat low in the category, and it can be said that it is a speed that makes it difficult to join with allies. In many cases, you cannot escape if you are isolated.
I think that it will come into play on the battlefield in the cost range where "Full Armor Gundam Type-B", which is becoming a higher version of almost the same type, does not exist. In other words, if the battlefield has the same cost, "Type-B" is superior.
That's the case at the moment, but it may be possible to continue to be active if "Full Armor Gundam" has some kind of enhancement.

  Finally, after all, I wanted this unit to lose its rarity. I thought it was because I thought it would be easy to obtain (?) and easy to strengthen.

"Multi-unit build" team battle (Delusion)

Hello.
The game "Gundam Battle Operation 2" is about to reach its second anniversary soon. If you are a player who started from the beginning of the service, you probably have a large number of units.
If a game rule has a cost limit (including an unlimited cost rule), the player will choose the "handheld unit" with the highest chance of winning that rule.
Perhaps the units chosen will naturally be those that have a good reputation. The game made up of these teams has a sense of stability, but at the same time it feels like a similar game development. Furthermore, teammates and members of the enemy team are likely to have similar configurations in a cost range where there are not so many popular units to choose from. 
The environment of fighting with a limited team is excellent for measuring ability and competing. However, it seems difficult to fulfill the purpose of enjoying battle scenes under various circumstances.
Even if you have a lot of units, only the most powerful ones are selected, and it is unavoidable that you have few opportunities to choose other units.
It's fun to look at the unselected units as a collection. It can also be said that it is the correct reaction to make a request to strengthen the official management so that these units can participate in battle. In addition, some people may become more proficient in operating such units and compete with units that are evaluated as strong.
There is a way to enjoy the battle according to the situation by adopting the rules strictly managed by custom match.

I would like to propose a game where you can legally select various units according to the game rules and fight. However, I do not think about the team balance because it is somewhat doubtful that this proposed content can make a serious battle.
This rule is intended for quick matches and custom matches, but adds a time-consuming factor when building a team.
Therefore, it is necessary to have a mechanism that does not allow prepared users to match users who have not prepared in advance.

The elements to be prepared in advance are as follows.
First of all, each user should select five units that he/she thinks are appropriate in "each game cost limit rule". Next, each user should prioritize within them. The above is what to do in advance.
This is the units that each user will board in the game and the order in which they will be spawned.

The game rules themselves are:

The player cannot destroy the base.
You can get off the unit and fight as infantry.
Mobile Suits are never captured.
There is support shelling.
The team with 0 team points loses.

The rules adopted are generally similar to the mixup rules.

There are also differences.
When forming a team, select the first sortie unit "from the 5 pre-selected units" (this information is visible to the teammates, but the other four are unknown to the teammates).

If the first selected unit is destroyed, the "higher priority unit of the remaining four units" will spawn next." This procedure is repeated until "all five have spawned". After all units have spawned once, the first selected unit will spawn.
This rule seems to fight in the "common configuration" of reputation units at the beginning of the game, but each time the unit is destroyed, the formation of enemies and allies collapses.
The reason why I didn't choose the unit according to the situation is because I want to make it a situation that is unlikely to happen normally. However, if you don't have a special feeling, it seems to be good to choose one from the unselected ones at each spawn.

I wanted to show that the reason for these rules is that "the top units of each user's priority are almost the same, but the second to fifth places are totally different."
The winning/losing method by setting the team points to 0 is because "I wanted to make the situation where all five units are not used." Even if I mixed the different categories, I intended to make it possible to play without any discomfort.

Finally, I thought that it would be good if units that were not even candidates for this rule would be the criteria for being selected for enhancement. Although it is a delusion, there are many desires to use it.

Gelgoog Cannon Lv4 (Added on update ver.0129)

Hello.
This time, I will talk about "Gelgoog Cannon Lv4 (600 cost)".
This unit has sufficient durability as a support Mobile Suit, has a track record as a staggering effect in the medium and short range, and an assist role in the melee attack fire power, and has the advantage of a high power beam cannon. Recently, "G-Line Full Custom", which is at the same initial cost level, has been prominent, and it can be said that this unit, which was initially installed, is in a difficult situation. And it is impossible to judge whether this higher level release can be said to be a tailwind for this unit.

Currently, there are 7 Support Mobile Suits (as of 07/01/2020) that cost 600. The breakdown is Full Armor Gundam Lv4, Full Armor 7th Gundam Lv2, Gundam GP02 (MLRS) Lv2, Gundam GP04 Lv2, Gelgoog J Lv4, Xamel Lv3, and this unit (Gelgoog Cannon Lv4).

This unit is a little difficult to move among these units, but its durability and firepower are not bad. This unit shooting weapon group has a slightly weak "stagger effect due to accumulated damage and short shooting attack distance", but "there are two weapons that can immediately stagger" is an advantage.

The weakness of this unit is that it has no shields or reaction reduction skills. Therefore, when this unit is hit, it is certain that it will suffer a restraint effect. If the number of such hits increases, it is difficult to continue fighting even if the durability is high.
The limited weakness of this unit is that it is difficult to swing a melee attack when operating on the ground. This point is considered to be an "improvement point" among users due to the high weapon firepower.

The biggest attraction of this unit is its single-shot attack power (Beam Cannon). Its power is the top class among practical weapons, and its reputation will change greatly by making sure it hits.
There are also weaknesses. Beam Cannon weapon switching times are slow compared to recent rival units. Even if it can be used at the initial cost range, it becomes an anxiety factor on the high cost battlefield.

Finally, I would like to express my wish that did not come true. I wanted this unit to have a rarity of "★★". If so, this unit would have been able to extend its parts slot by 6 with the hanger reinforcement. It didn't come true, but I'm sorry. The rarity of this unit is "★★★", so in the short term you can meet one of the monthly mission achievement items. You may think this is good.

G-3 Gundam LV3 (Added to the DP Exchange Counter from ver.0129)

Hello.
"G-3 Gundam" was implemented in the early days of the game service, and at that time it was useful. Then, each time a new unit was added, the difference in performance began to appear, and it lost its position.
However, I think that I am now able to regain that position due to repeated enhancements.

It is the performance after Lv2 that the adjustment is significantly effective, and Lv3 introduced this time is also included in it.
"G-3 Gundam" is good at long-range shooting attacks by "Hyper Bazooka x2" or "Beam Rifle", which are easy to hit. Although it has low melee attack power, it has high mobility, excellent responsiveness, and easy to exert power regardless of the battlefield.
As expected, "Gaplant" will come out in the environment where Lv3 can be released, and the priority will be lowered, but "G-3 Gundam" may be preferred because of its ease of operation and stability. ..
As long as the rank is reached, it is now available on the DP Exchange Counter, and there is likely to be further demand. It was a rewarding feeling for the "G-3 Gundam" to experience the days of suffering, as it quickly established itself as a high-cost entry-level unit.