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{{Guide}}
This article covers page contains community suggested gameplay tips and formation layouts to optimize information regarding optimized combat effectiveness and primary resource efficiency.
== Corpse Dragging =="Corpse Dragging" refers to completing a stage with minimum resources spent. Efficiently gaining experiences and 'cores' or 'equipment' as reward.*Usually, only one singular T-doll will be resupplied, acting as the DPS to defeat enemies. The rest will remain without supplies, effectively dead weights only present to absorb damage or gain experience.*Role Terms:**DPS = (Resupplied) Defeat enemies, *DPS T-Doll looks around and notices her team is without Ammo or Ration***Tank = (Without Supply) Absorb incoming enemies fire damage.**Buffer = (Without Supply) T-Dolls**Tourist = (Without Supply) Any tag-along T-Dolls needing experiences, not contributing to reducing resource cost.*Otherwise if you Contrarily to common knowledge, HGs are lazymore cost effective as tank role versus SMGs/SGs at least up to stage 4-3E.*Common {{doll name|PPK|HG|2}} hold titles as the 2nd highest efficient HGs at stage 4-3E, leave taking no damage or only one or two hit at 5-link and adequate DPS on stage 4-3E. 1st = HGs goes to {{doll name|PSM|HG|3}}.*The way damage works is [Enemy Fire - Ally Armor = Damage Taken]*IF IT IS A HIT from the enemy that is. SMGs and HGs with the same amount of evasion stat will perform identically as a tank in terms of damage taken.*SMGS will incure higher repair cost until DPS T-Doll is powerfully efficient enough to kill enemies wave in which HG tanks will be more efficient. Since HGs evasions are much higher than SMGs.*HGs will get hit less. HGs are inherently more repair cost effective than SMGs, and SMGs are more repair cost effective than SGs. {{doll name|PPK|HG |2}} outperform even {{doll name|M16A1|AR|4}} at top4-3E.*Give the HGs some recognition!*As for SGs tanks, they shine within stage 0-2 and those alike due to damage mitigation.They perform poorly elsewhere such as 4-3E
Once the stage ends, swap out the 4 exhausted DPS dolls with newly-gained 2-star dolls. Make sure to keep the XP grinding doll as the leader. ==== 1-5 Progression Stage ====EXP lost threshold: Level 22 ==== 2-3 Progression Stage ====Utilize as progression stage, to build your carrier DPSEXP lost threshold: Level 30 ==== 2-1E Progression Stage ====Utilize as progression stage, to build your carrier DPSEXP lost threshold: Level 35 ==== 4-3E Final Stage ====A 4-Linked level 70 AR as DPS carrier is adequate for this stage. This is the last stage where HGs are able to tank safely. Even with the ability to perform 5-2E and 5-4E, commander will realize after trying that 4-3E is the practical place prior to 0-2EEXP lost threshold: Level 75 ==== 5-2E Alternative====The problem is the enemy accuracy and damage is too high, HGs/SMGs/SGs all take huge damage, and continuous play is not practical.EXP lost threshold: Level 88 ==== 5-4E ====This stage is a little different. This is where the player needs to:# Supply supplying echelon.# '''Evacuate''' supplying echelon.# Run around as much as possible against weakest enemies with the main echelon.# '''Forfeit''' the stage. This stage is also great for boss grinding. However, this is very different from corpse dragging as it requires the tanker to be an SMG and the whole echelon needs to be supplied for this. XP decreases after level 93. This means the dolls can quickly get to 5 links. However, this stage does not give as much cores as 4-3E. ==== 0-2 ====The most optimal stage for core farming via retiring dropped 3* T-Doll. There are multiple routes, however only one that would claim an S-Rank victory of the stage, which gives the the exclusive drop % (Thus increasing core % per run). This route is the middle route, middle lane two enemies, then the most top three enemies. For optimal result, T-Dolls with armor +11 can mitigate incoming damage to 1. The drawback being that SGs armored T-Dolls do not possess high evasion, {{doll name|Super-Shorty|SG|4}}, being the highest at the moment at 20, whom repair time average 11 minutes with setup = {{doll name|G11|AR|5}} | {{doll name|Grizzly MkV|HG|5}} | {{fairy name|Parachute Fairy|Strategy Fairy}} Thus, {{doll name|M16A1|AR|4}}, utilizing both special equipment armor plate {{equip name|Custom Exoskeletal Armor|Ballistic Plate|5}} (Dropped from 6-4N) and exoskeleton {{equip name|IOP T4 Exoskeleton|Exoskeleton|5}} is #1 optimal tank setup for this stage due to her +89 evasion setup. Tank Role Key Info: Any armor above +11 is trivial, remove plates from traditional SG such as {{doll name|Super-Shorty|SG|4}} to avoid negative evasive stat. With that in mind, meet the #2 optimal tank and #1 overall efficient all-star for this stage. {{doll name|M4A1|AR|5|costume=costume1}} with Special Equipment {{equip name|Inherited Weapon Arsenal|Exoskeleton|5}}, which gives +11 armor. Only a +11 armor requirement is needed, thus {{doll name|M4A1|AR|5|costume=costume1}} may act as both tank and dps role simultaneously, giving commanders another tourist spot. Surprisingly, HGs tank can survive this stage non-kited, although repair time exceed +30 minutes, so for newer players without access to SG. SMGs tank receives more incoming bullets, but possess more HP to survive. HGs actually outperform SMGs here as well, IF the team composition is set up properly. HG tanks requires high evasion, such as {{doll name|PPK|HG|2}}, reaching inherent 118 evasion with Special Equipment {{equip name|PPK Suppressor|Silencer|5}}. Due to the larger amount of enemies unit and health pool, only some notable DPS dolls will clear this stage efficiently.Ingeneral sense, they are most effective in the following order.*S+ {{doll name|G11|AR|5}}*S {{doll name|AN-94|AR|5}} > {{doll name|ST AR-Combat15|AR|5|costume=costume2}}*A+ {{doll name|FAL|AR|5}}*A {{doll name|M4 SOPMOD II|AR|4}} > {{doll name|HK416|AR|5}} XP penalty occurs post level 111 ==== 0-4 ====The process is a little different for this stage too. On this stage, the player can play the stage infinitely without completing or forfeiting from the stage. This means the process becomes a lot quicker, but the fact that the enemies generated from enemy heliports don't drop dolls means it gives you no core at all. The armor requirement is 11 and XP decreases after level 115. This means you can farm here for MOD3 Neural Upgrade here. ===Kiting=6-3N Zas Run ====[[File:6-3N Zas Run.gif|right]]On 6-3N, the player can use '''1-link''' {{doll name|Zas M21|AR|5}} to minimize the resource used even further. The resupplying process is very similar to rest of these runs, the process is extremely specific. However, this is a very resource-efficient XP and equipment grinding method. ===== Preparation =====* You need 2 Zas M21s.** It's better to keep both 1-link.** Both needs to have '''skill damage of at least 77 while keeping damage below 90!''' This is to make sure the grenade does at least 65 damage to every link of every enemy echelons while none of the enemies die from base attacks, which causes them to attack before the grenade goes out. See the table below.** Not only do you have to worry about the damage, but you need to cut the Rate of Fire at specific value to make sure The delay made by her base attack doesn't delay the skill too much that the grenade goes out too late and get hurt. Rate of fire can easily be adjusted using red dots or eotechs. Also see the table below.* '''Automatic skill use needs to be on.'''* Although XP grinding dolls having ammo/food or not wasn't a problem, for Zas run it's important that the rest of the dolls are unable to attack or use skills.* You need the same 2-echelon like the rest of these runs.** The formation needs to be L-shape formation as seen in the gif above. Make sure to place Zas where it is shown.** '''Mind the buffs!''' Keep watch on the '''Damage and Rate of Fire buffs''' applied to the Zas, ''including'' the [[Technical Fairies]]' buffs!Damage Table{| class="wikitable"|-! Skill Level! Skill Damage Multiplier! Minimum Firepower|-| 1| 120%| 65|-| 2| 140%| 55|-| 3| 160%| 49|-| 4| 180%| 43|-| 5| 200%| 39|-| 6| 220%| 35|-| 7| 240%| 33|-| 8| 260%| 30|-| 9| 280%| 28|-| 10| 300%| 26|}
With fully addition upgraded equipment, '''Damage stat amounts to 84''' ''(No Oath)''.<br />:*<small>Doll:</small>{{doll name|Zas M21|AR|5}} <small>'''Lv.100'''</small> ='''55 Damage''' <small>& 74 Rof | Affection 90+ =</small> '''58 Damage''' <small>& 74 RoF | Oath 140+ =Animation Canceling===</small> '''60 Damage''' <small>& 74 RoF</small>:*<small>Sight</small>:{{equip name|EOT 518|Holographic Sight|5}} '''+6 Damage''' <small>& RoF -4 ~ -6</small>:*<small>Ammo:</small>{{equip name|APCR High-Velocity Ammo|High-Velocity Ammo|5}} '''+20 Damage'''
===Blocking 2 columns with one tank=Airstrike Run ====Airstrike run is another extremely useful grinding method that can be used on 5-2N, 6-3N, 8-1N, and 10-5. It utilizes [[Airstrike Fairy]] to wipe out the enemies. This method does not consume any resources, but it does constantly drain Support Order.