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Eye-Zack

GBO2-Column #001: 

Most of the roles of support-type machines are observation information connection and fire support. However, as an essential condition, a machine capable of blocking or restraining the enemy's attack to some extent was desired.

The battlefield is often led by the General type. It has excellent maneuverability and fighting ability, so it is easy to approach the enemy, and the more people are assigned to the team, the easier it is to cooperate. No matter how many General types there are in the team, it is dangerous to charge the entire army without any information. To help with this, the Support type, which has a long radar detection range and information connection, will help. Support-type observation capabilities have contributed to the war situation as an aid. 

The General type, which has excellent fighting ability, has come to have an omnipotent presence in the recent high cost range. Some people find it easier to win by adding more powerful machines to the team than traditional tactics. The presence of the Raid type is relatively weak for teams made up of only the powerful General type.

There is an idea to make the Support type stronger in order to counter the powerful General type. This means that the strong Support type keeps the game balance by suppressing the General type with force. However, if you make a mistake in the adjustment, the omnipotent existence will move to Support, and there is a risk of causing more inflation. I don't want to welcome things like that.

The Eye-Zack added this time seems a little different from inflation. The combat capability of this machine is below average as an individual, but it has the ability to strengthen team cooperation. If team cooperation is strengthened, overall firepower and survival rate will naturally increase.

Not enough as a combatant, but still easier to fight as a team. It seems that it has the potential to fight with any opponent than a team formed only with the General type. Being weak as an individual does not work against you even when you are hostile. It may be blocked by team play, but I think the weaknesses that the Raid type can defeat if it succeeds in breaking through the enemy's siege are balanced at a level that does not inflate.

I said that the overall firepower of the team that added Eye-Zack to their teammates would improve, but it's probably higher for teams that don't have Eye-Zack as their teammates. However, teams with Eye-Zack functioning can continue to fight because of their increased survival rate. This is because I thought that the result score would increase. Teams made up of collaborated clans and friends are the highest in overall firepower, but it is difficult to achieve it with an improvised team. Eye-Zack is evaluated as a machine that helps reduce the difficulty level.

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