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Gouf (MQ)

Delusion-MS #018: 

Click here for older version articles 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: 
MS-07B 
Gouf M'Quve Custom

Source: 
Mobile Suit Variations (MSV)
GUNDAM WIKI: MS-07B Gouf M'Quve Custom, Mobile Suit Gundam: Battle Operation 2 Wiki: Gouf, 5-Barrel Finger Vulcan, Heat Sword. We referred from the article.  

Machine Concept: 
This machine is an MS based on the Gouf type. (MC) included in the name of this machine indicates M'Quve Custom. Performance is similar to Gouf. This difference is from Gouf in that it has the evasion skill and general type damage reduction skill, Heat Rod with improved performance, and Attack motion of Heat Sword different from the conventional one.

The antennae of the head, which stands out as a decoration on this machine, improves radar performance. This is my selfish interpretation.

The main weapon Gatling of this machine still has terrible performance. However, Heat Rod does the main work. It has a cool time of 5 seconds (reduction of 1 second), a range of 180 m (extended to +80 m), and a post-attack stiffness of almost 0 seconds compared to Gouf's. Instead, the power is halved.

The attack motion of Heat Sword is the same as the attack motion of beam saber of R jarja. The stab motion has a wide downward attack range, and it is easy to hit down enemies. As expected, it does not hit the enemy down the slope.

There are many skills in the performance of the old version of this machine, but we excluded some of them. Excluded are Combo Damage Enhancement: LV3, Power Assist Device, Assault Armor, Quick Response Maneuver: LV3. Quick Response Maneuver replaces General Type damage reduction skills.

Equipped Weapons: 
5-Barrel Finger Vulcan 
Heat Sword  
Heat Rod 
Gouf Shield

Skill: 
Melee Combo Controller: LV2
Anti-Blast Stabilizer
Emergency Shield Removal Device
Maneuver Armor: LV1
Damage Reduction From General Type
Emergency Evasion Controller: LV1
High Performance Balancer
Leg Shock Absorber: LV1
Quick Boost: LV1
Anti-Jamming: LV1
Anti-Stealth: LV1
High Performance Radar: LV2

Unit Type: Raid
Environment Usage: Ground 
Environment Specialization: Ground
Melee Priority: 3

Damage Reduction From General Type [D-Skill #001]
Skill category: 
Diffense Skill, Damage Reduction

Description: 
-15% Damage taken From General Types

Skill that interferes with the damage judgment of advantage and disadvantage depending on the category of machine. Although the influence greatly changes depending on the given target, it works purely beneficially. Mostly given to Raid Mobile Suit. I hope that changes in game balance will eliminate the need for this skill.

Emergency Shield Removal Device [D-Skill #014]
Skill category: 
Deffense Skill, Reaction Reduction

Description: 
Negates the damage reaction that occurs when the shield is destroyed.

When a shield is destroyed, the machine equipped with that shield loses balance. This skill prevents this reaction. If this skill is enabled, destroying the shield will not hinder your actions.

If the shield doesn't break, this skill does nothing. In fact, this skill is designed solely for the stable operation of the Maneuver Armor skill.

Mass Productive Zaku

Delusion-MS #029: 

Click here for older version articles 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: 
MS-06F 
Mass Productive Zaku

Source: 
Mobile Suit Gundam
GUNDAM wiki : MS-06F Zaku II, Mobile Suit Gundam: Battle Operation 2 Wiki: Zaku II, Zaku Machine Gun, Heat Hawk, Zaku Bazooka. We referred from the article. 

Machine Concept: 
This machine uses the Zaku type and aims to be as useful as a GM Trainer. The equipment of this machine has a modified Machine Gun and Heat Hawk of the main weapon, Bazooka and Cracker as secondary weapons. 

Unlike the GM trainer, which mainly uses melee attack combos, this machine places importance on shooting attacks. This machine has 115 walking speeds faster than Zaku II, a left shoulder shield that can reduce damage, reaction recovery speed-up skills, and evasion skills.

The difference from the previous version of this machine is that the skill (Burst Shooting Control System) to increase the rate of fire has been removed. Instead, the machine has acquired a modified machine gun.

Equipped Weapons: 
Zaku Machine Gun BM
Heat Hawk
Cracker
Zaku Bazooka

Skill: 
Damage Recovery System
Shock Absorbing Shield
Left-Arm Special Cushioning: LV1 (Shoulder Shield)
Emergency Evasion Controller: LV1
High Performance Balancer
Frontline Support System: LV1
Personnel Radar: LV1

Unit Type: General
Environment Usage: Space , Ground 
Environment Specialization: None
Melee Priority: 2


Zaku Machine Gun BM [M-Weapon #025]
Gundam Battle Operation 2 Wiki : Zaku Machine GunWe referred from the article.

Weapon type: 
Main Weapon, Machine Gun

Description: 
Zaku Machine Gun weapon. The name (BM) indicates Burst Mode. The appearance and performance of this weapon is similar to Zaku Machine Gun. The difference is that the power is half and the firing rate of about 4 shots per second has risen to 8 shots per second. 

Single-shot damage of this weapon is reduced compared to Zaku Machine Gun. However, the amount of damage per second is the same. Also, since the firing speed is improved, it is easy to lose the enemy's balance in a short time.

Zaku Bazooka [Sub-Weapon #002]
Gundam Battle Operation 2 Wiki : Zaku Bazooka, Hyper Bazooka. We referred from the article.

Weapon type: 
Secondary Weapon, Bazooka
Hit Effect: 
Stun

Description: 
Secondary weapon with the same name as the main weapon Zaku Bazooka. Performance is similar to the main weapon version. The difference is that the power is about the same as a hand grenade, and the number of bullets has been halved to 5. 

Its effectiveness is high, and it is easy to list it as a secondary weapon for various machines. If there is one drawback, the tactics adopted tend to be similar for all machines, and there is no choice. So when official development adopts this weapon, I expect it to have a slightly different performance.

Damage Recovery System [D-Skill #007]
Gundam: Battle Operation 2 Wiki : Strategy and Mechanics : Basic Mechanics : Wince, Stun, Stagger, Knockdown. I referred to this article.

Skill category: 
Deffense Skill, Damge Reduction

Description: 
-10% reaction recovery time in case of damage. This effect reduces stun, heavy stun, and knockdown.

A skill that reduces the duration of the reaction that occurs when the target is hit. There are only three reaction effects: stun, heavy stun, and knockdown. The reduction effect is a 10% time saving.

Stun effect end time is 2.4 seconds. The time available for dodge roll is 1.4 seconds after the occurrence. This skill shortens them respectively.
reduce 2.4s to 2.16s. reduce 1.4s to 1.26s. 

Shock Absorbing Shield [D-Skill #009]
Skill category: 
Deffense Skill, Reaction Reduction

Description:
When the part that is treated as a shield is hit, the reaction is reduced.

This skill is a reproduction of the shield's function. This skill is different from the actual shield, the damage is to reduce the MSHP and not damage the shield. This skill is a reaction reduction skill for a specific part (the part treated as a shield). Please note that it is not a skill that reduces damage.

Reactions that can be mitigated are limited to shooting attacks. It has no effect on the knockdown effect.

Alex (CA)

Delusion-MS #056: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: 
RX-78NT-1 
Alex with Chobam Armor

Source: 
Mobile Suit Gundam 0080: War in the Pocket
GUNDAM wiki: RX-78NT-1 Gundam "Alex", Mobile Suit Gundam: Battle Operation 2 Wiki: Alex, Alex Beam Rifle, Alex Beam Saber. We referred from the article. There is no basis for setting the equipped weapon.

Machine Concept: 
This machine has "General Type" "Alex" reset to "Support Type".(CA) included in the name of this machine indicates Chobam Armor. Maneuverability is the same as "Alex", but it's a little slower because it's equipped with heavy armor. 

The feature of this machine is "Chobam Armor". This covers the whole body with a shield. Therefore, it has a very high defense power and damages the enemy with Gatling equipped on both hands. Losing armor makes it more manoeuvrable and easier to avoid enemy attacks. On the other hand, the defense power is significantly reduced. 

Unlike "Alex", it has a high fire correction. Previously, if the shooting attack modifier: melee attack modifier was 5:5, this time it is 9:1. 

It has a high melee attack and also has a balancer. Be careful when making melee attacks, as your legs are slow while armor is equipped.

"Arm 90mm Gatling Cannon LH" is a Gatling equipped on the left hand (LH). This weapon has the same performance as the normal "Arm 90mm Gatling Cannon", but with an extended range of 250m.

Equipped Weapons: 
Alex Beam Rifle / Alex Hyper Bazooka
Alex Beam Saber
Head Vulcan (Late Model)
Arm 90mm Gatling Cannon 
Arm 90mm Gatling Cannon LH
Alex Chobam Armor 

Skill: 
Shield Tackle
High Performance Balancer
Forced Injector LV1
Precision Shelling
High Spec AMBAC 
Leg Shock Absorber: LV3 
Quick Boost: LV3 
High Performance Aerospace Gimbal
High Performance Radar: LV2
Observational Data Link

Unit Type: Support
Environment Usage: Space , Ground 
Environment Specialization: Ground
Melee Priority: 2


Alex Chobam Armor [Sub-Weapon #033]
GUNDAM wiki: RX-78NT-1 Gundam "Alex", Mobile Suit Gundam: Battle Operation 2 Wiki: Alex. We referred from the article. 

Weapon type: 
Secondary weapon, shield

Description: 
The same effect as a shield. Protect the entire machine. It will break when the shield is exhausted. After breaking, the turning performance and walking speed of the machine are improved (the effect is great)

Armor that covers the entire body of the machine. Equipped units lose their maneuverability, but greatly reduce the damage they take. Armor is damaged by a certain amount of damage, but the original mobility of the machine is restored. Since it protects the whole body, the HP of the machine increases by the HP of the armor. 

This armor, like the shield, reduces the reaction on damage, so machines equipped with this armor are less likely to lose their balance even if they are hit by a bazooka-type shooting attack. The mobility that rises when armor is destroyed is about the same as a giant shield.

I assume the armored "shield HP" to be around 5000. More "stronger units" will adversely affect your choice. As in the GP02 (MLRS) example, I think the "great shield reassurance" is blocking the choice of other support-type units.



GM Sniper Custom (HA)

Delusion-MS #040: 

Click here for older version articles 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: 
RGM-79SC 
GM Sniper Custom Heavy Armament

Source: 
Mobile Suit Variations (MSV)
GUNDAM wiki : RGM-79SC GM Sniper Custom, Mobile Suit Gundam: Battle Operation 2 Wiki: GM Sniper Custom, GM Ground Type, R-4 Type Beam Rifle, Hyper Bazooka, 2-Barrel Beam Gun, Beam Saber Unit. We referred from the article. 

Machine Concept: 
A machine with the ability to counter sniper type units. (HA) included in the name of this machine indicates Heavy Armament. This machine is a "Raid Mobile Suit". The unit category is different from "GM Sniper Custom" with the same name.

This machine has a large number of armaments. Most of them will be firearms. Due to the large number of weapons with short range, the engagement distance with the enemy will be short. The damage source of this machine is high in local damage compensation, so the role of this machine is to neutralize the enemy.

The walking speed of this machine is as high as 135, and the turning ability is 70, high-speed movement 210, and parallel movement speed are also excellent. There is no possession of skills to supplement mobility, and it is not a unit that overwhelms the enemy in that aspect.

The main armament of this machine is to provide firepower and destroy the legs, and the enemy's balance is disturbed by the secondary weapon Hyper Bazooka.

Equipped Weapons: 
R-4 Type Beam Rifle
Beam Saber Unit
Hypr Bazooka
2-Barrel Beam Gun
Hand Beam Gun
Head Vulcan
Ground Type Shield 

Skill: 
High-precision shooting support system
Shield Tackle
High Performance Balancer
High Spec AMBAC
External Auxiliary Reactor
High Performance Aerospace Gimbal
High Performance Radar: LV3
High Performance Scope: LV3
Observational Data Link
Scouting Parallel Processing Device

Unit Type: Raid
Environment Usage: Space, Ground 
Environment Specialization: Space
Melee Priority: 2

Hyper Bazooka [Sub-Weapon #011]
Gundam Battle Operation 2 Wiki: Hyper Bazooka. We referred from the article.
Weapon type: 
Secondary weapon, Live Ammo , Bazooka
Hit Effect: 
Stun

Description: 
Secondary weapon with the same name as the main weapon Hyper Bazooka. Performance is similar to the main weapon version. The difference is that the power is about the same as a hand grenade, and the number of bullets has been halved to 5. 

Its effectiveness is high, and it is easy to list it as a secondary weapon for various machines. If there is one drawback, the tactics adopted tend to be similar for all machines, and there is no choice. So when official development adopts this weapon, I expect it to have a slightly different performance.

2-Barrel Beam Gun [Sub-Weapon #023]
GUNDAM Wiki : RGM-79SC GM Sniper Custom. Mobile Suit Gundam Battle Operation 2 Wiki : 2-Barrel Beam Gun.We referred from the article.
Weapon type: 
Secondary weapon, Beam , Beam Gun

Description: 
Secondary weapon with the same name as the main weapon 2-Barrel Beam Gun. Performance is similar to the main 
weapon. The only difference is that this weapon is a secondary weapon. This weapon is difficult to handle as the main weapon, but it is useful as a secondary weapon. It can be used as a weapon to supplement machines with low firepower. 

High-Precision Shooting Support System [D-Skill #012]
Skill category: 
Offense  Skill, Specialized Attack
Description: 
Inflicts 50% of the damage of the shooting attack as additional damage to each part (head / foot / back) as part damage.

Suppose your shooting attack hits an enemy unit. The HP damage of the enemy unit was 1000. This skill deals an additional 500 damage to the head, back, and legs.
If you damage the part directly, the damage to the part will be the largest, but this skill works so that the destruction will proceed no matter where you hit.
 
Since the HP of the head of many units is set low, it can be said that it is a skill that makes it easy to destroy the head. Since this skill is also effective with machine guns and grenades, the amount of additional damage has been reduced. However, it is unpredictable how powerful it will be.

External Auxiliary Reactor [D-Skill #017]
Skill category: 
Auxiliary Skill, Beam overheat Reduction
Description: 
-15% beam overheat recovery time.

Reload time reduction skill. Can be shortened even further by using with custom parts. This skill has the performance equivalent to custom part LV4.

Gouf Custom (WR)

Delusion-MS #009

Click here for older version articles 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: 
MS-07B-3 
Gouf Custom White Rose / MS-07B-3 Gouf Custom Weis Rose

Source: 
The Plot to Assassinate Gihren
Mobile Suit Gundam: The 08th MS Team
Gundam wiki: MS-07B-3 Gouf Custom, Mobile Suit Gundam: Battle Operation 2 Wiki: Gouf Custom, Gouf Custom(VD), Heat Sword (Modified). We referred from the article.  

Machine Concept: 
"Operation name Niflheimr" A mobile suit that can be operated in an environment (very low temperature in the middle of winter). Actually, a normal mobile suit could be operated, so it is unknown whether this machine is suitable for cold climates. However, I picked up the setting and established the cold climate suitability. I speculated that I was also disturbing information during this operation, so I said that it is resistant to the "jamming effect". Previously I didn't set stealth. This time, it is close to "Desert Gelgoog", which excels at surprise attacks, and has been reconfigured as a machine with melee attacks as its main force.

This machine is a jamming resistant stealth attack unit. Last time it was a saber dual wield, but this time I change the taste and let each one function as a separate weapon. In other words, it treats a saber equipped with a left hand as a secondary weapon. This makes a big difference to "Efreet Nacht" with similar equipment.

The major difference from the performance of the previous article is that the skill of this machine is greatly lost and the walking speed of this machine is greatly increased. Walking speed is equal to or higher than "Dom".

Skill [Collision Point From Melee Attack: LV3] is removed by the setting of Melee Priority. We decided that the strength in the work is temporary and should not be reflected in the game. Since this machine gained stealth skills, the [Rapid Fire Control Device] and [Optimized Cooling Efficiency: LV3] that were on this machine will now be removed.

Equipped Weapons: 
3-Barrel Gatling (Enhanced)
Heat Sword(Modified)
Heat Sword LH (Modified)
Cracker (Flash)
Heat Rod(Enhanced)
Gouf Shield

Skill: 
Melee Combo Controller: LV2
Anti-Blast Stabilizer
Emergency Shield Removal Device
Maneuver Armor: LV2
Emergency Evasion Controller: LV2
Forced Injector: LV2
High Performance Balancer
Power Accelerator
Cold District Equipment 
Stealth: LV2
Anti-Jamming: LV2

Unit Type: Raid
Environment Usage: Ground 
Environment Specialization: Ground
Melee Priority: 3

3-Barrel Gatling (Enhanced) [M-Weapon #016]
Gundam Battle Operation 2 Wiki : Gouf (VD), Desert Gelgoog. We referred from the article.
Weapon Type: 
Main weapon, Live Ammo , Gatling. 

Description: 
This weapon is a gatling that emphasizes losing the balance of the enemy with accumulated damage. Its coverage includes units with damage control. This weapon shoots 10 shots (all bullets) instantly. The accumulation amount is 25% per shot, assuming that a normal unit has 100% accumulation and is a stun. If all the hits hit, most of the units with damage control lose their balance.

Mounted on the machine's left upper arm, it takes some getting used to hitting the shot. The amount of damage is low, the range is 150m, and reloading takes a long 15 seconds. Therefore, it is not suitable for shooting combat. But, This weapon can fire while walking or jumping, with no post-shooting stiffness. And, It's as easy to lose balance as a shotgun, making it an excellent starting point for a melee attack combo. This point can be said to have referred to the "Armed Buster of Desert Gelgoog." Compared with that, it is quite high performance.

Heat Sword LH (Modified) [Sub-Weapon #034]
Mobile Suit Gundam Battle Operation 2 Wiki : Heat Sword (Modified). We referred from the article.
Weapon Type: 
Secondary Weapon, Melee

Description: 
Weapon name "LH" indicates left hand use. A weapon for melee attack equipped on the left hand of the machine. Since I always have it in my hand, the switching time is short. While the weapon is selected, the right hand is equipped with a sword. At first glance it seems to handle two swords at the same time, but only a left-handed weapon makes melee attacks. The motion is the left-right reversal of the beam saber motion of EFF (GM series) machines.

Weapon attack power is the same as the main weapon. Since there is no page to describe, the attack motion of the main weapon is the left-right reversal motion of this weapon.

The attack motion of a one-handed weapon reflects the fact that there are few scenes where the machine handles two sabers at the same time in the exhibited work, and when the right hand is damaged and lost, only the left hand handles the saber.

Cracker (Flash) [Sub-Weapon #010]
Gundam Battle Operation 2 Wiki : Recon Type Zaku, GM Quel. We referred from the article.
Weapon Type: 
Secondary Weapon, Hand Grenade. 
Hit Effect: 
Stun , Jamming. 

Description: 
The name is similar to Flash Grenade. However, this weapon is a grenade containing explosives and radar interfering substances, which it named by emitting explosive blasts and flashes. This weapon is a weapon that is not in the setup, and I have given it the necessary and sufficient function as an aid to the equipped machine.

This weapon is a grenade and can be thrown while walking. If hit, the target's balance will be lost, and a jamming effect will be given. Its power is the same as that of similar grenades, and its effect on hit is great, so it is excellent for everyday use.

Cold District Equipment [D-Skill #010]
Skill category: 
Mobility Skill, Thruster

Description: 
The performance degradation in the Cold Climate is invalid. Thruster gauge recovery speed increased by 5%, recovery time from overheat reduced by 5%.

Currently, the "Cold Climate" is a product of delusion. There is no such area. So the first text of this skill is currently worthless. This skill has another thruster-related benefit. The benefits of thrusters are valid in all areas.

Emergency Shield Removal Device [D-Skill #014]
Skill category: 
Deffense Skill, Reaction Reduction

Description: 
Negates the damage reaction that occurs when the shield is destroyed.

When a shield is destroyed, the machine equipped with that shield loses balance. This skill prevents this reaction. If this skill is enabled, destroying the shield will not hinder your actions.

If the shield doesn't break, this skill does nothing. In fact, this skill is designed solely for the stable operation of the Maneuver Armor skill.

Zaku Flipper (EH)

Delusion-MS #003: 

Click here for older version articles 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: 
MS-06E-3 
Zaku Flipper Ethelbert Hincapie Custom

Source: 
Mobile Suit Variations (MSV)
Advance of Zeta: The Traitor to Destiny
GUNDAM wiki: MS-06E-3 Zaku Flipper, Mobile Suit Gundam: Battle Operation 2 Wiki: Zaku Flipper, 95mm Sniper Rifle, Beam Launcher: Sniper, Blow. We referred from the article. There is no basis for setting the equipped weapon.

Machine Concept: 
This machine is a modern refurbishment of Zaku Flipper. Included in the name of this machine (EH) indicates Ethelbert Hincapie Custom. Zaku Flipper's reconnaissance ability is outstanding even today, and it is used almost as it is. The concept of this machine is to play a role as a sniper and spotter in a cost-increasing environment. I borrow the main weapons of "Zudah F" and "Hi-Zack Custom" as sniper weapons. This is my delusion not in the settings. Both have a low attack frequency and are recommended to be used in combination with a camera gun. Since the spot debuff effect was realized in the recent update, I updated it this time.

Equipped Weapons: 
95mm Sniper Rifle / Beam Launcher: Sniper 
Blow
Camera Gun(Modified)

Skill: 
Special Leg Buffer: LV1 
Flight Control Program: LV1
High Spec AMBAC 
Leg Shock Absorber: LV2 
Quick Boost: LV2 
Anti-Jamming: LV2
Anti-Stealth: LV3
High Performance Aerospace Gimbal
High Performance Radar: LV3
High Performance Scope: LV3
Observational Data Link
Stealth: LV1
High Accuracy Analysis System LV1 

Unit Type: Support
Environment Usage: Space, Ground 
Environment Specialization: Space
Melee Priority: 1

Camera Gun(Modified) [Sub-Weapon #027]
Gundam Battle Operation 2 Wiki : Recon Type Zaku. We referred from the article.

Weapon type: 
Secondary weapon, Beam , Extra

Hit Effect: 
Stun , Spot

Description: 
Since the observation camera is used for reconnaissance, it does not physically interfere with the observation target. Since the indirect effect of the observation target is replaced with physical interference, it is treated as a weapon. It has a stun and spot effect, and has a long range, but it takes a long time to reuse it. No damage occurs on hit. The damage of the target is increased during the effect by the benefit of the equipped machine's skill.

The text was changed because the debuff effect was officially implemented. This weapon is easily noticed by the enemy due to the "stun effect". The spot effect can exceed the radar detectable distance.

This weapon will stop moving when attacking. Stiffness occurs after using this weapon. This specification makes it difficult for machines that use this weapon to make melee attack combos.

Gaza-E

Delusion-MS #055: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: 
AMX-007 
Gaza-E

Source: 
Mobile Suit Zeta Gundam A New Translation
Gundam Sentinel
 GUNDAM wiki: AMX-007 Gaza-E, Gundam Battle Operation 2 Wiki: Gaza C, Gaza C  Beam Saber, Zaku Bazooka. We referred from the article. There is no basis for setting the equipped weapon.

Machine Concept: 
One of Gaza C's derivative works. The concept of this machine emphasizes the performance of MA type rather than MS type. This machine has more weapon types than Gaza C. Weapon Pod weapons adopt grenade firing specifications. This is an operation method and weapon choice not found in the settings. The reason is that I wanted the MA form of this machine to act as a bombing unit.

Equipped Weapons: 
Gaza E Bazooka
Gaza C Beam Saber
Grenade Launcher(WP)
Gaza E Beam Cannon x2

Skill(Mobile Suit) : 
High-Performance Rader: LV3
Forced Injector LV1
High-Performance Aerospace Gimbal
Bider Special Cushioning: LV1
Shoulder Weaponry Special Cushioning: LV3 
High-Spec AMBAC
Precision Shelling
Transform(Flight)

Skill(Mobile Armor) : 
Ram Attack
High-Performance Rader: LV3
Anti-Blast Stabilizer: LV1
High-Performance Aerospace Gimbal
Bider Special Cushioning: LV1
Shoulder Weaponry Special Cushioning: LV3
Damage Control: LV2
Shock Dampeners
Transform(Flight)

Unit Type: Support
Environment Usage: Space, Ground 
Environment Specialization: None
Melee Priority: 1

Shoot down Score Reduction or Simplified Frame Structure

 I have proposed several delusion enhancement plans. The proposal involves some common assumptions.

"Strengthen the unit to a performance comparable to a strong unit in the same environment."
My policy and the policy of official development are the same.

Contrary to that policy, the skills introduced this time do not directly strengthen the unit. However, it works strategically.

Skill: "Shoot down Score Reduction" or "Simplified Frame Structure"
Skill text: During battle, units possessing this skill will be treated as 100 points less cost than their original cost.

This skill affects systems where cost-limited warfare is the main game rule. Because this skill is effective when destroyed. To be flat, it is a skill that "does not give the enemy a full score" and "returns to the battlefield quickly". If the damage is the same for both sides, the score dispute can make a difference depending on whether the person who owns this skill is included in the victim. It's a quick return, so this unit isn't a weak point for your team.

It's important to note that this skill is only effective during combat and is treated as a natural cost when forming a team.

If a 400-cost unit possesses this skill, it will be reduced to 300 even if it is destroyed. The assist score also drops from 120 to 90. The return time is 14 seconds if it costs 400, but it will be 10 seconds.

I don't think there is a misunderstanding, but the performance of the unit itself remains the same as the original cost. This is a skill that gives you the advantage you gain at low cost.

As many of you may have noticed, the unit that wants to grant this skill is the so-called weak unit.
Weak units will be identified as useless in the same cost limit battle if left untouched. With this skill, such units will be given preferential treatment in terms of score and return time instead of enhancing performance.
This skill is a skill that can contribute to victory if the unit possessing it has a good result. Even when competing against an enemy unit, the score can take precedence. It will also be applied to the score for destroying bases and mix-up rules.

I haven't come up with this idea until now, because I didn't find the elements lacking in impartiality, simply abandoning adjustments, affirming the existence of weaker units, to be interesting.
However, with this idea, I was able to take positive aspects such as facilitating the formation of tactically weak units, deterring the inflation of unit strengthening, and using it as a convenient temporary adjustment method.

Even if the units of this game have the same cost, there is a large difference in performance evaluation. It is ideal to rescue a poorly performing unit. If you treat everything equally, you lose personality and think that the environment is less interesting.
Whatever unit you choose, it is important that it be attractive and useful.
A weak unit makes it attractive, but not useful. You can't win a match without being useful.

This skill maintains its weakness and enhances its usefulness.

Make a new rating point lower limit.

The rating point lower limit value (=MIR) is a mechanism to set the minimum limit value to the player's rating point (=RTP). The purpose of introducing this mechanism is to prevent completely beginners from matching with former high ranking people.


MIR rules
・All players have 1500 RTP and 1475 MIR (when starting rating for the first time).
・RTP does not decrease below the MIR value.
-The upper limit of MIR is 2100 points.
・MR upper limit value does not change even if the rating above A+ is released.
・MIR does not decrease.

The MIR of a player who has already played a rating match is calculated by the following method.

Use the player's highest rating point (=MAR) and current rating point (=RTP).

・MIR = (MAR-1500)/2 + 1475
・MIR> RTP ➡ MIR = RTP
・1475≦MIR≦2100

If the player's current rating point is lower than MIR, the current rating point will be given priority. That is, the current rating point is set as the new MIR.

(Example) MAR:2699, RTP:1900.

MIR = (2699 -1500)/2+1475 2074 
MIR = 2074> 1900 ➡ MIR = 1900

MIR update
・When the player wins the match and the MAR is updated, MIR +5 points.
・When the player wins the match and the MAR is maximum (2699), MIR + 5 points.

The future of the non-standard monster "new B rifle" and the future of the old-fashioned (heat gauge type) B rifle.

Bayonet Beam Rifle is a R-Jarja equipment. The system of this weapon has a new impact on the future game environment. At the same time, the position of conventional heat gauge beam rifles is being threatened.
This time, a beam rifle with a limited number of bullets is equipped with a type that can charge an attack for the first time. The advantage of this weapon is to use two attack methods properly. "Hit multiple bullets to cause cumulative damage and thereby restrain enemy units" and "Hit a charge shot to instantly restrain enemy units". In addition, even if the two attacking methods are used messily, there is no risk of overheating of the weapon except when the bullet is out. Its ease of use is unmatched in the past.

The heat gauge type beam rifle is difficult to manage. In particular, the heat gauge consumption of charge shots is high. Therefore, if you continue shooting attacks immediately after firing a charge shot, it will usually overheat. Many non-charged fire attacks also consume more than 50% gauge. Many weapons have short cool times, and if they are accidentally fired, they will immediately overheat. Although it is difficult to handle like this, it is basically capable of producing a continuous and stable firepower, and occasionally a momentary high firepower.
On the other hand, this new beam rifle can be charged, but it only consumes one shot of ammunition. Continuous shooting is possible as long as the remaining ammo is sufficient. This is new.
The role of custom parts that can be installed in the unit can also be handled by the quick loader. It can be said that this new beam rifle is out of standard.

In the future game scene, the new B Rifle may become the standard for portable beam weapons. Otherwise, only some powerful units will use the weapons of this system.
On the other hand, heat gauge type armament will be adopted mainly in the secondary armament in the future. However, with the recognition of better weapons, users may be worried about adopting weapons that are now obsolete.

Certainly, until now, the heat gauge beam rifle could not be said to be a high-performance but easy-to-use weapon. Unfortunately, the old B Rifle seems to be a rather inconvenient weapon when compared to the new B Rifle.
If it becomes such a development, it may be a moment to improve the heat gauge system weapons. There will be a future where both types of weapons are also active if the old type is improved.

This time, it is not the weapon itself that will be improved, but the custom parts. That part is the Auxiliary Generator, a custom part with more limited roles. By expanding the performance of this part, we would like to improve the usability of traditional beam weapons.
Adds a new strengthening effect to this part. Specifically, it means "adding the effect of improving the heat gauge recovery speed of beam weapons". The point to be noted is whether to make a big improvement by mounting multiple custom parts, or to make the effect the same no matter which part is pinched. It is possible to mount multiple units with a high cost unit, but if you can not use other custom parts, it will be meaningless if you weaken overall. Therefore, even if the lowest level of custom parts is used, the heat gauge recovery rate will be improved to the maximum effect.

There is one problem. The higher heat gauge consumption of the old B Rifle is set to limit the continuous use of the weapon by the user. Since this adjusts the balance of the unit equipped with the beam rifle, changing it will destroy the current environment. However, it can be said that this problem has been destroyed by this new B Rifle, so don't worry about it.

Currently, the gauge recovery speed is the same for all weapons, with a 10% gauge recovery rate per second. Let's say that by reinforcing the custom parts, the recovery amount of 10% per second will be increased to the recovery amount of 20% per second. Also assume that you have a weapon with a heat gauge consumption of 55%, a full charge shot heat gauge consumption of 80% and a cool time of 3 seconds.
The amount of gauge recovery for 3 seconds of cool time is 60%.
Even if you shoot this weapon with no charge, the gauge will be full when the cool time has passed, and if you do not shoot charged, you can shoot endlessly. Cool time will also occur after you shoot a full charge. The amount of heat gauge still recovers 60%, so you will not overheat with a non-charged attack. This weapon is now a beam rifle with a cool time of 3 seconds and infinite bullets. But this is overkill.

Let's change the value.
Suppose that the strength of custom parts has changed the amount of gauge recovery from 10% per second to 15% recovery per second.
45% of the gauge recovers with a cool time of 3 seconds. Each time you shoot the weapon with the above settings uncharged, the total gauge will decrease by 10%. Therefore, this weapon has a limit to continuous fire. When you shoot a full charge shot, the total gauge is 20%. After the cool time, the total gauge is 65%. At this time, if you shoot one shot with no charge, the total gauge becomes 10%, and if you shoot immediately to open the cool time, you will overheat.
Here, the charge completion time of this weapon is 3.5 seconds. The amount of gauge recovery in 3.5 seconds is about 52%. The total amount of gauge is about 97% because it is added to the amount of cool time recovery. In other words, in the case of operations that only shoot full charge shots, it seems that you can shoot endlessly.
By the way, in the case of Gunner Gundam, in the attack operation only with the charge shot of the main weapon, if you charge while waiting for heat gauge recovery without shooting for 6 seconds after the shooting attack, you can shoot without overheating, so you can reinforce the custom parts It can be said that it is essential. I think the effect of this reinforcement is sufficient. The heat gauge type weapon will be changed to a weapon that does not overheat conditionally, so it seems that it can sufficiently compete with the new model.

Gouf Custom LV4 is swallowed by a loose inflation environment.

Recently, Gouf Custom LV4 has been newly added to the DP Shop lineup. High cost units are generally expensive. This unit also costs slightly less than 100,000 DP. If you still have the appeal you want, you can consider purchasing.
This unit has been reinforced to resist attack. Walking speed is high enough and high speed movement is low. Especially, the high movement speed is a slow category for a 500 cost unit.
Gouf Custom's high-speed movement speed is considerably lower than that of "R-Jarja (initial level is 500 cost), which is regarded as particularly excellent. Rather, Gouf Custom rarely beat R-Jarja in status. The difference in power between a future generation unit and this unit is explicit.

Suppose you have a unit with an initial level of 500 costs. Suppose a unit with an initial level of 350 costs goes to a higher level and is a unit with a cost of 500. The current game environment is generally superior to the former (compared to the former and the latter).
In the comparison made earlier, R-Jarja LV1 >Gouf Custom LV4. This fact is exactly the epitome of this game. This element is not so interesting because the power relationship between the units is too tight and the user loses the freedom to choose.
What users want is that if they are the same cost, each one should have the performance corresponding to the cost.
That's correct for the user, but not for official operation. This is because official operation wants users to charge for the newly added units. The attraction of the newly added unit is that it "performs better than the existing unit" and is very convincing. I think that its unique visuals and presence are appealing, but it is very easy to understand that it has high performance. That's why there are probably many users who want R-Jarja, which is particularly good at the same cost range.

If it is currently popular, the scheme R-Jarja LV1 >Gouf Custom LV4 is correct.

There is no doubt that the game is out of balance if one is strong and the other is not. In short, the Gouf Custom LV4 is perfectly placed in the environment of today's cost range, a sort of outdated unit, requiring modern refurbishment.

The operation seems to recognize that leaving a unit with a low evaluation as it is is a factor that reduces the popularity. So it seems that there will be Gouf Custom LV4 enhancements in the next 1-3 months. Perhaps it means that it can be upgraded to the performance of a unit with a strong evaluation.
What I feel is that the Gouf Custom LV4 was also swallowed by this loose but reliable inflation. This is the current game environment.

Unit enhancement adjustments have been frequently made in the past. Many of the management's strengthening policies do not allow adjustments that greatly change the originality that the adjustment target could have at the initial level. In the high level cost range, the skills that are recognized as essential among users are not easily given, so it seems that growth is always hindered for users who want them.
The G-3 Gundam, for example, has had users who wanted evasion control skills around the time of its initial implementation, but it's only recently that the skills were implemented.
It's just a delusion that I come up with an adjustment proposal. I always wonder if reality can catch up with delusions.

It is a strengthening plan (delusion).
Should we specialize in defensive power in accordance with the strengthening policy that we have so far? Defensive power is appreciated when the unit has sufficient offensive power. Unfortunately, Gouf Custom's firepower is a bit lower than normal, so it's not considered a wonder to enemy teams.
Shooting attacks are easy to damage. On the other hand, it has a weak ability to restrain the enemy immediately and exposes itself when attacking, so it has the drawback of being easily noticed by the enemy. If it is an attacker, it works well, but if it goes to the recipient, it is brittle and easily collapses. In other words, it is a unit that always wants a shooting attack weapon that immediately restrains the enemy. Melee weapons now also have only standard firepower and lack the ability to do a lot of damage in a short time. In other words, I want attack power and binding power.

Here's a concrete plan:
Review the correction of the direction of melee attack damage.
Lateral attack has the same value as normal attack power (100%), strong attack slightly increases attack correction (140%).

・Change the firing mode of secondary weapon Gatling.
It consumes 3 bullets with a single trigger and shoots as a lump of bullets, with a firing rate of 10 (30) per second. Improved accuracy, increased damage (20%), halved attack power (60%), reload time (+2 seconds).

・Emergency avoidance control LV2 and damage control LV2 added.

・The damage of the heat rod is increased and the cool time is shortened.
LV1 Attack Power increased from 1600 to 2000. After that +100 every LVUP. Cool time from 6 seconds to 5 seconds.