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Editing Guide:Formation Menu

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{{p|[[File:Echelon Selection Fairy Menu.jpg|thumb||400px|Fairy selection screen.]]}}
 
{{p|[[File:Echelon Selection Fairy Menu.jpg|thumb||400px|Fairy selection screen.]]}}
 
}}
 
}}
* Commanders can assign up to five T-Dolls to form a Griffin echelon. T-Dolls put on the first slot will act as the leader, and the remaining slots will act as members.
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* Commander can assign up to five T-Dolls to form a Griffin echelon. T-Doll put on the first slot will act as the leader, and the remaining slot will act as members.
* To assign T-Dolls to an echelon, simply tap the empty slot or already occupied T-Doll slot. This will bring up the T-Doll selection screen. Commanders may select one of the T-Dolls to assign to that slot.
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* To assign T-Dolls to an echelon, simply tap the empty slot or already occupied T-Doll slot. This will bring Commander to T-Doll selection screen. Choose one of the T-Doll that Commander wants to assign.
* Aside from T-Dolls, Commander can also assign one fairy to each echelon. [[Technical Fairies|Fairies]] provide aura and unique skills to aid T-Dolls in combat.
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* Aside from T-Dolls, Commander can also assign one fairy to each echelon. Fairies provide aura and unique skills to aid T-Dolls in combat.
* To assign a Fairy to an echelon, simply tap the empty slot or already occupied Fairy slot. This will bring up the Fairy selection screen. Commanders may choose one of the Fairies to assign to the echelon.
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* To assign Fairy to an echelon, simply tap the empty slot or already occupied Fairy slot. This will bring Commander to Fairy selection screen. Choose one of the Fairy that Commander wants to assign.
* Commanders can display detailed informations for both T-Dolls and Fairy alike by tapping the button with magnifying glass icon.
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* Commander can display detailed informations for both T-Dolls and Fairy alike by tapping the button with magnifying glass icon.
  
 
== Adjusting Formation ==
 
== Adjusting Formation ==
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{{p|[[File:Formation Building 2.jpg|thumb||400px|Buff tiles demonstration.]]}}
 
{{p|[[File:Formation Building 2.jpg|thumb||400px|Buff tiles demonstration.]]}}
 
}}
 
}}
From here, Commanders may see the formation of the selected echelon, together with some additional information.
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From here, player can see the formation of the selected echelon, together with some additional information.
  
 
Formation composition and position offer different stats bonus and directly affects combat. So take into consideration when building echelons and formations!!!
 
Formation composition and position offer different stats bonus and directly affects combat. So take into consideration when building echelons and formations!!!
  
 
=== Buff Aura/Area of Effect Tiles ===
 
=== Buff Aura/Area of Effect Tiles ===
Generally, each type of T-Dolls will provide buffs to T-Dolls of different types.
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Generally, each type of T-Dolls will provide buffs to T-Dolls of different type.
 
* Handgun (HG) provides buff tiles to all type.
 
* Handgun (HG) provides buff tiles to all type.
 
* Submachine Gun (SMG) provides buff tiles to Assault Rifle (AR).
 
* Submachine Gun (SMG) provides buff tiles to Assault Rifle (AR).
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The T-Dolls will enter combat from the left side of the screen. Therefore, the T-Dolls in the far right column are the frontline, meaning that they '''WILL''' almost certainly take damage. T-Dolls in the middle row generally will be targeted by enemies first, and thus will take the most damage.
 
The T-Dolls will enter combat from the left side of the screen. Therefore, the T-Dolls in the far right column are the frontline, meaning that they '''WILL''' almost certainly take damage. T-Dolls in the middle row generally will be targeted by enemies first, and thus will take the most damage.
  
If you have T-Dolls with multiple [[Guide:Factory Menu#Dummy Linking|dummy-links]], it will not only increase the versatility and survivability of the T-Doll itself, but the buff rate of it's T-Dolls also improved.
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If you have a T-Dolls have a greater amount of clone, it will not only increase the versatility and survivability of the T-Doll itself, but the buff rate of it's T-Dolls also improved.
  
 
The aura effect icons displayed in the formation menu represent, from left to right:
 
The aura effect icons displayed in the formation menu represent, from left to right:
  
* [[File:Icon_dmg.png|20px]] Damage
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* Damage
* [[File:Icon_rof.png|20px]] Rate of Fire
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* Rate of Fire
* [[File:Icon_acc.png|20px]] Accuracy
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* Accuracy
* [[File:Icon_eva.png|20px]] Evasion
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* Evasion
* [[File:Icon_crit.png|20px]] Critical Hit Chance
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* Critical Hit Chance
 
* Skill Cooldown
 
* Skill Cooldown
* [[File:Icon_armor.png|20px]] Armor
 
  
 
{{ThumbSlider|width=400|align=right|list=
 
{{ThumbSlider|width=400|align=right|list=
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{{p|[[File:Equipment Preset ON.jpeg|thumb||400px|Equipment presets.]]}}
 
{{p|[[File:Equipment Preset ON.jpeg|thumb||400px|Equipment presets.]]}}
 
}}
 
}}
* [[Equipment Index|Equipment]] is various accessories that can be equipped by T-Dolls to further increase their performance, offensively and defensively.
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* Equipment is various accessories that can be equipped by T-Dolls to further increase their performance, offensively and defensively.
 
* Each T-Doll is given three equipment slots; Accessories, Ammunition, and Body.
 
* Each T-Doll is given three equipment slots; Accessories, Ammunition, and Body.
 
** Accessory slot is used to mount equipments such as scopes, sight, and suppressor.
 
** Accessory slot is used to mount equipments such as scopes, sight, and suppressor.
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* As above, players can access the equipment menu from each T-Doll additional statistics menu. They can also access it by using the Equipment Display Menu from the main Formation Menu. Simply tap the "Display Equipment" to bring out the display menu. From here, tap the yellow "+" to go the Equipment Menu.
 
* As above, players can access the equipment menu from each T-Doll additional statistics menu. They can also access it by using the Equipment Display Menu from the main Formation Menu. Simply tap the "Display Equipment" to bring out the display menu. From here, tap the yellow "+" to go the Equipment Menu.
  
= Coalition Echelon (Sangvis Ferri) =
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= Coalition Echelon =
{{Spoiler|target=HOC Formation}}
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ToDo
As of January 2020, players starting in Official CN server gained access to commanding Sangvis Ferri echelons. SF Coalition echelons are a different experience from conventional, total unit limits is increased from 5 (five) to 9 (nine), the total unit limit is likely due to tile limits, as player owned echelons can only have nine slots. Tile buff auras found on conventional T-Dolls are no longer present, additional equipment is no longer necessary and technical fairies are now simply incompatible. Coalition echelons can be deployed normally on the map without a special helipad, alongside normal echelons. They can also receive bonus from strategic type technical fairies, as well as HOC out-of-combat supports. On the subject of 'How to obtain Sangvis Ferri units', see [[Protocol Assimilation|main topic]] here.
 
 
 
== Assigning units ==
 
{{ThumbSlider|width=400|align=right|list=
 
{{p|[[File:Coalition_Echelon_Assign.jpg|thumb||400px|right|Confirmation dialogue box to switch from normal echelon to Coalition echelon.]]}}
 
{{p|[[File:Coalition_Echelon_Formation.jpg|thumb||400px|right|Coalition unit formation interface.]]}}
 
{{p|[[File:Coalition_Echelon_Unit_Selection.jpg|thumb||400px|right|Coalition unit selection interface.]]}}
 
}}
 
 
 
Commanders can assign any Coalition units that are already captured into combat echelons, to assign them to combat echelon, go to the formation menu, tap the empty position or already assigned doll, select the sub-categories on top of the menu to Coalition on the doll selection screen, and finalise selection. Upon selecting any coalition units, a dialogue box will prompt asking for confirmation to switch echelon type. To switch back to the conventional echelon type, simply reverse the process by selecting any T-Doll, and confirm on the message prompted.
 
 
 
Coalition Echelon of Sangvis Ferri design consist of one leader and up to eight members, Commanders must select a leader first before assigning members of the echelon, note that Ringleader type units cannot be assigned as team members. Coalition echelons also has an unit limit known as 'Cost', each unit has their own cost, the higher the base rarity is, the higher the cost though there are some exceptions. Cost limit restricts Commanders from mindlessly stuffing powerful units into one echelon.
 
 
 
{{clr}}
 
 
 
== Ringleader units ==
 
{{ThumbSlider|width=400|align=right|list=
 
{{p|[[File:Coalition_Echelon_Ringleader.jpg|thumb||400px|right|Coalition echelon interface with Executioner present.]]}}
 
{{p|[[File:Ringleader_Tactical_Chips.png|thumb||400px|right|Ringleader's Tactical Chip selection UI.]]}}
 
{{p|[[File:Architect_Fire_Support_Aura.png|thumb||400px|right|UI with Architect's fire support interface]]}}
 
{{p|[[File:Architect Fire_Support_Cut_in.png|thumb||400px|right|Cut-in animation for 'Territorial Spirit']]}}
 
{{p|[[File:Fighting_Spirit_Tactical_Chip_Aura.png|thumb||400px|right|UI with Ringleader's 'Fighting Spirit' Tactical Chip buff indicator]]}}
 
{{p|[[File:Weaken_Tactical_Chip_Aura.png|thumb||400px|right|UI showing Intruder debuffing enemies using 'Weaken' Tactical Chip]]}}
 
}}
 
 
 
 
 
Ringleader units, as story suggests, are field commanders for lesser SF units further down the chain of command, not only they are very capable of combat, they also act as force multipliers for other SF units present.
 
*Ringleader units are exceptional combatants, boasting stats and ability beyond both ordinary and extraordinary T-Doll are capable of, with {{enemy name|Destroyer|boss}} boasting 930 damage per attack at maximum upgrades, and {{enemy name|Executioner|boss}} capable of unleashing a devastating attack calculating up to 25x of her base damage.
 
*Ringleader comes with a wide variety of skills depending on their occupation for the previous employer.
 
**Their trump card, the primary skill (skill 1) is a combat skill, which can be considered an ultimate move in combat, usually revolves around dealing massive damage to enemies in front of them.
 
**Secondary, tertiary and quaternary skills differ between different Ringleaders, with ultimate assisting skills, pre-applied combat bonuses, out-of-combat fire support, self modifiers, and many more.
 
*Simply leading the echelon, Ringleaders can apply combat buffs to the entire echelon, though different Ringleaders may apply bonuses to different type of units, as well as different attribute increases.
 
**To further amplify the force-multiplier effect, Ringleaders can be equipped with (Up to 2) Tactical Chips, providing additional modifiers to their formation.
 
*It is possible to Oath Ringleader type units as of September 2020.
 
 
 
{{clr}}
 
 
 
== Combat ==
 
[[File:Coalition_Units_InBattle.jpg|thumb|right]]
 
 
 
Commanding an SF echelon is not so dissimilar to conventional echelons, with a few exceptions. Coalition echelons always deploy carrying 0 ammo 0 ration, they can be moved just like conventional echelons, and capable of engaging enemies, capturing nodes, destroying map infrastructures and rescuing hostages. Some other points of interest listed below:
 
*Assimilation echelons have a fixed supply cost regardless of how many units are present in the formation, -72 Manpower to deploy them, -360 Rations/Ammo to supply them, Assimilation echelons also posses 10 ammo/ration pips, active battles the SF echelon engages will use 2 ammo pips and 1 ration pip. Echelons with a fire support capable ringleaders will consume 2 ammo and 1 ration pip to launch a fire support session.
 
*When extracting an Assimilation echelon from a helipad, you'll refund their excess supply costs, for example if you supplied them at the start of the round, and then extracted them from a helipad, you'll get +360 Ammo/Rations back.
 
*Assimilated units can be separated into two distinct classes; Melee and Ranged. Ranged units should be placed in the backline and will not be affected by players' Orders. Melee units should be placed on the frontline, these units will change their properties based on the orders Players' give them.
 
*All 1* and 2* (non-Ringleader) units will auto use their combat skill, if they have the said skill(s) unlocked. Manually controlling SF unit skills are currently not possible.
 
*Assimilation Echelons have a default vision radius of 1 tile in night battles. This radius can be expanded by another 1 tile, with the 'Night Combat FoV' Tactical Chip.
 
*Assimilation Echelons are affected by the night battle accuracy penalty similar to regular echelons. This can be corrected by the 'Night Combat Ability' Tactical Chip which completely negates the echelons penalty.
 
 
 
=== Assault, Eliminate and Guard ===
 
Players will notice distinct UI differences when entering combat sessions with an Coalition SF echelon, this is known as the Assault, Eliminate and Guard order. All combat session deploys with the echelon under 'Guard' stance. Entering battle, assimilation echelons will engage enemies much like regular T-Dolls, assuming units are occupying the rightmost tiles, ranged units will have max range and will target anything within range.
 
 
 
Units moved away to engage enemies at melee range will still be 'tethered' to their tiles, but however they will not response to change position/swapping managements when they are not under 'Guard' order. The only real command a player can give to melee units is either move-to-engage, or return-to-position. While melee units are on the move all AoE attacks aimed at them will be aimed at their model's spot, lacking the precise control, the only way to micro-manage them away from the attack is to give the guard order.
 
 
 
'''Guard:'''
 
[[File:Command_Guard.png|thumb||400px|right|Coalition echelon holding their position]]
 
 
 
The default stance, all units will stand their ground, will only attack enemies when they are within reach. This obviously does not affect ranged units, but melee units will stand their position.
 
 
 
{{clr}}
 
 
 
'''Eliminate:'''
 
[[File:Command_Eliminate.png|thumb||400px|right|Executioner leading the charge]]
 
 
 
Eliminate is the middle command, this will send all melee units to attack their closest enemy, range units will still attack as normal.
 
 
 
{{clr}}
 
 
 
'''Assault:'''
 
[[File:Command_Assault.png|thumb||400px|right|Melee units performing a frontal assault on the enemy]]
 
 
 
Assault mode sends melee units charging straight down their lane until encountering an enemy or edge of the 'kill-zone'. If encountering enemies during the process of the charge, melee units will initiate attack until either enemies are defeated or the guard order is given. Upon reaching the edge of the 'kill-zone' they will halt still, until no enemy remains in the 'kill-zone' or given the guard order.
 
 
 
Melee units will only stay in their lane of the formation, and during the assault order, they will ignore all enemies that they do not make contact with, unless another order is given.
 
 
 
{{clr}}
 
  
 
= HOC Formation =
 
= HOC Formation =

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