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{{Stub}}
{{EnemyUnit
{{EnemyUnit
|hasChibiAnimation=1
|hasChibiAnimation=1
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|affiliation=[[KCCO]]
|affiliation=[[KCCO]]
|classification=boss
|classification=boss
|summary= An enhanced model of heavily armed bipedal walker unit used by the army. Out of the four Ares deployed during Polarized Light, [[Yegor]] ends up piloting one of them, and later becomes a boss fight.
|fullname=AA-02 Sinner
|summary= An advanced model of [[Assault Artillery]] heavily armed bipedal walker unit used by the [[KCCO]]. Also called “Sinner”.
|appearences=  
|appearences=  
Makes their first appearance in Major Event [[Polarized Light]].
Makes their first appearance in Major Event [[Polarized Light]]. Makes a return in chapter 13 and [[Poincare Recurrence]].


|releasedon={{server short|CN}}, {{server short|TW}}, {{server short|KR}}
|releasedon={{server short|CN}} (负罪者), {{server short|TW}}, {{server short|KR}}, {{server short|EN}}, {{server short|JP}}
|stats=
|stats=
*Classification: Boss
*Classification: Boss
Line 23: Line 23:
Ares are formidable units and players should plan strategically before tackling them, for they present to be a problem even for high level, well equipped, fairy supported doll echelons. Ares units are encountered several times in Polarized Light event, but only two nodes they are the map objectives, in which players are obligated to fight them.
Ares are formidable units and players should plan strategically before tackling them, for they present to be a problem even for high level, well equipped, fairy supported doll echelons. Ares units are encountered several times in Polarized Light event, but only two nodes they are the map objectives, in which players are obligated to fight them.


Upon entering the combat scene, Ares units leaps forward in a flashy animation into the doll's firing range, and soon begins to fire upon the closest doll with the arm cannon auto attacks, these attacks can be easily avoided by dolls with high evasion ratings, and does not hurt much. After couple of rounds of auto attacks Ares will deploy a shield, open the rocket pod and start telegraphing its attacks, players will realise the telegraphed covered areas exceeds 4, meaning an echelon of 5 dolls cannot fit in all the available safe zones. Instead players should focus on depleting Ares' shield, upon the shield's depletion Ares' attack will cancel and enter a stagger animation, thus the attack is essentially a DPS check.
Upon entering the combat scene, Ares units leaps forward in a flashy animation into the doll's firing range, and soon begins to fire upon the closest doll with the arm cannon auto attacks, these attacks can be easily avoided by dolls with high evasion ratings, and does not hurt much. After couple of rounds of auto attacks Ares will deploy a shield, open the rocket pod and start telegraphing its attacks, players will realise some of the telegraphed covered areas exceeds 4, meaning an echelon of 5 dolls cannot fit in all the available safe zones. Instead players should focus on depleting Ares' shield, upon the shield's depletion Ares' attack will cancel and enter a stagger animation, thus the attack is essentially a DPS check. If unable to break the projected shield, Ares will continue to mark areas for rocket attacks until shield depletion.


Ares' special attack uses its shoulder laser weapon, when fighting Yegor's Ares unit this attack plays an animation slide and display the attack name as Sinner's Punishment (Suspected to be activated whenever a portion of health is taken off, once at 75%, once more at 30%), this attack will telegraph the entire echelon and there is no safe spots, it deals a couple of ticks of damage to every doll on the field. It also serves as an invulnerability frame for Ares.
Ares' special attack uses its shoulder laser weapon, when fighting Yegor's Ares unit this attack plays an animation slide and display the attack name as Sinner's Punishment (Suspected to be activated whenever a portion of health is taken off, once at 75%, once more at 30%), this attack will telegraph the entire echelon and there is no safe spots, it deals a couple of ticks of damage to every doll on the field. It also serves as an invulnerability frame for Ares.


In both Polarized Light combat nodes where Ares units are the objectives, players can find various items on the map to assist them in fighting these monstrosities. Such as EMP grenades, mortar positions and abandoned Golyat bombs, EMP grenades and Golyat bombs can be picked up by player echelons, where as mortar positions requires an active echelon sitting on it to use. EMP grenades can reduce the enemy stats for that turn when thrown at the target on the next node, Golyat bombs can be planted like a mine and detonates at the end of that turn, where as mortar positions can attack nodes players desires, both Golyat and mortar explosions reduces the enemy's max HP pool value, as indicated by the reduced combat effectiveness value after detonation.
In both Polarized Light combat nodes where Ares units are the objectives, players can find various items on the map to assist them in fighting these monstrosities. Such as EMP grenades, mortar positions and abandoned Golyat bombs, EMP grenades and Golyat bombs can be picked up by player echelons, where as mortar positions requires an active echelon sitting on it to use. EMP grenades can reduce the enemy stats for that turn when thrown at the target on the next node, Golyat bombs can be planted like a mine and detonates at the end of that turn, where as mortar positions can attack nodes next to it, both Golyat and mortar explosions reduces the enemy's HP value, as indicated by the reduced combat effectiveness value after detonation.


'''It is absolutely imperative that players should use EMP grenades on Ares before facing off against them in combat!''' For EMP grenades effects the Sinner's Punishment attack, when under the effect of EMP, this attack will do significantly less damage to player echelons. Since this attack can also hit the rear line damage dealers, and the fight itself has various DPS check points, the EMP grenades has the most impact on the outcome of the fight, for the sake of reduced damage taken. When managed well, one echelon can potentially fight all 3 units of Ares back-to-back present on the event map.
'''It is absolutely imperative that players should use EMP grenades on Ares before facing off against them in combat!''' For EMP grenades effects all the attacks and especially Sinner's Punishment, when under the effect of EMP, this attack will do significantly less damage to player echelons. Since this attack can also hit the rear line damage dealers, and the fight itself has various DPS check points, the EMP grenades has the most impact on the outcome of the fight, for the sake of reduced damage taken. When managed well, one echelon can potentially fight all 3 units of Ares back-to-back present on the event map.


DPS check deploys the shield without much fore warning, it is advised to take continuous damage output dolls in an echelon like AR and RF dolls, players can also manually toggle skill activation so they can command their dolls to power-up when shields are deployed, additionally players can seek assistance from HOC unit(s) fire supports. Ares units also boast armour values, which means dolls who has armour piercing values, high damage values, and/or capable of raising self damage values are preferred candidates.
Other notes and tactics on Ares:
*The fight against Yegor is the same as the previous combat node, but Yegor's Ares unit has significantly more health and shielding strength, further more HOC assistance is not available on the map.
*DPS check deploys the shield without much fore warning, it is advised to take continuous damage output dolls in an echelon like AR and RF dolls, players can also manually toggle skill activation so they can command their dolls to power-up when shields are deployed, additionally players can seek assistance from HOC unit(s) fire supports. Ares units also boast armour values, which means dolls who has armour piercing values, high damage values, and/or capable of raising self damage values are preferred candidates.
*Ares does not have much accuracy and evasion rating when under the effect of EMP, players can actually equip their echelon with day combat equipment for better damage output, and/or run multiple DPS oriented SMG units for the same purpose.
*HG type T-Doll {{doll name|HS2000|HG|5}}'s shielding ability can come in handy, for both the Sinner's Punishment attack and capable of shielding some of the telegraphed rocket splashes, shielding dolls who are about to be damaged by the rocket splash so they can stand still and keep damage uptime.


|lore=
|lore=[[File:Ares.png|thumb]]
Ares is a highly advanced mechanized walker, boasts a wide amount of different type weapon, energy, projectiles and missiles, as well as well defensive arrays on top of fast mobility. First hinted during chapter 3 of Polarized Light, where Yegor made comments saying that he still had a 'Joker' card in his deck. Soon in chapter 4 the card is revealed as a group of rapidly approaching walkers were sighted on the battlefield and turned the tide to Yegor's favour, through the live video feeds [[K]] identified these walkers as an enhanced mechanized model.
Sinners are advanced [[Assault Artillery]] bipedal weapon platforms boasting a wide range energy, projectile and missile weapons, as well as defensive arrays on top of high mobility. They have a menacing appearance, with projectile cannons on both arms, a long energy based weapon on one shoulder and a rocket pod on the other. The pilot's cockpit is completely sealed off behind the armour and battlefield observation relies on cameras and sensor arrays capable of perceiving different wavelengths. On top of the cockpit, a device suspected to be a shield projector can be found, and Sinners can retain top speed while shrugging off explosives. Sinners are incredibly agile for their size and armour, using nimble legs and powerful thrusters for rapid turning, forward and backward leaps and side-to-side strafes, and maneuvers are still possible with only one functional leg.


Visually Ares units appears menacing, both arms projectile cannons, both shoulders carries extra armament, a long barrel energy based weapon on one and a rocket pod on the other. The pilot's cockpit is completely sealed off behind the armour and battlefield observation relies purely on sensor arrays. On top of the cockpit, a device suspected to be a shield projector can be found. Ares are incredibly agile for it's size, capable of rapid turning, forward backward leaps, side-to-side strafes, experienced pilots can even manoeuvrers the unit with only one functional leg, as demonstrated by Yegor when he faced off with [[DEFY]].
During the Paldiski Submarine Base battle, the traitorous [[KCCO]] forces led by Captain [[Yegor]] deployed a group of four Sinners from their armored train after thinning [[Griffin & Kryuger]]'s defenses. Designated as Amber Flight and led by Yegor, they used their plasma weaponry to breach the walls of the base and rushed past enemy forces and into the main elevator of the base<ref>{{cite|gfl|pl|Annealing II}}</ref> to reach and secure the [[Pike|Starfish]] in the sublevels.<ref>{{cite|gfl|pl|Tempering I}}</ref> They were however blocked at sublevel 1 and forced to disembark in an area controlled by {{enemy name|Agent|boss}} and {{enemy name|Judge|boss}}.<ref>{{cite|gfl|pl|Cutting I}}</ref> To allow Yegor to secure the Starfish, the rest of Amber flight engaged the enemy, but were quickly overrun when [[AR Team]], {{enemy name|M16A1 (Boss)|boss}} and {{enemy name|Elisa|boss}} joined the fight.<ref>{{cite|gfl|pl|Virtual Image Reforging}}</ref> After M16A1 destroyed Amber 3 and embarked on the elevator to the Starfish, Amber 1 attempted to pursue but was destroyed by {{doll name|M4A1|AR|5|costume=costume1}} with her [[Inherited Weapon Arsenal|portable particle cannon]].<ref>{{cite|gfl|pl|Observable Limits I}}</ref><ref>{{cite|gfl|13-3}}</ref> Amber 2's destruction went unmentioned.


|trivia=
While navigating the lower levels of the base to locate the Starfish control room, Yegor was intercepted by an ambush set by [[Task Force DEFY]], who cut all lights and deployed both smoke and incendiary grenades to deny visibility in all spectra before destroying its cameras to make it blind. When it tried to disengage, an explosion collapsed the floor under the mecha, slanting it and exposing its hydraulics, and its left leg was taken out by explosives as {{doll name|AK-15|AR|5}} exploited the blind side of the cameras. Staying low under the secondary cannons of the Sinner, DEFY rushed for a second attack but Yegor used a fragmentation missile against the ceiling of the room, raining shrapnels on the T-Dolls. {{doll name|AK-12|AR|5}} was shielded by her teammates and only lost her legs in the attack, enabling her to crawl to the Sinner's right leg to blow herself up with explosives, leaving the mech immobilized and Yegor to be finished by [[Angelia]].<ref>{{cite|gfl|13-6}}</ref>
*In the script, K identifies the Ares units as 'Sin Bearer', it is likely the Chinese name for this unit.
|trivia=*A variant called the AA-02M is available as a skin for [[Mobile Armor]].
}}
}}

Latest revision as of 17:02, 30 July 2024

Ares
Information
Full name AA-02 Sinner
Affiliation KCCO
Released on CN (负罪者), TW, KR, EN, JP
Chibi animation
Variant:

Click the marked area to switch between animations. For details regarding animations, please see Animations on the Wiki.

An advanced model of Assault Artillery heavily armed bipedal walker unit used by the KCCO. Also called “Sinner”.

Stats / Data

  • Classification: Boss
  • Damage: Varies
  • Accuracy: Moderate
  • Attack range: high
  • Health: Extreme
  • Armor value: Low
  • Evasion: Minor
  • Movement speed: Slow/Leaps

Appearances

Makes their first appearance in Major Event Polarized Light. Makes a return in chapter 13 and Poincare Recurrence.

Gameplay

Ares are formidable units and players should plan strategically before tackling them, for they present to be a problem even for high level, well equipped, fairy supported doll echelons. Ares units are encountered several times in Polarized Light event, but only two nodes they are the map objectives, in which players are obligated to fight them.

Upon entering the combat scene, Ares units leaps forward in a flashy animation into the doll's firing range, and soon begins to fire upon the closest doll with the arm cannon auto attacks, these attacks can be easily avoided by dolls with high evasion ratings, and does not hurt much. After couple of rounds of auto attacks Ares will deploy a shield, open the rocket pod and start telegraphing its attacks, players will realise some of the telegraphed covered areas exceeds 4, meaning an echelon of 5 dolls cannot fit in all the available safe zones. Instead players should focus on depleting Ares' shield, upon the shield's depletion Ares' attack will cancel and enter a stagger animation, thus the attack is essentially a DPS check. If unable to break the projected shield, Ares will continue to mark areas for rocket attacks until shield depletion.

Ares' special attack uses its shoulder laser weapon, when fighting Yegor's Ares unit this attack plays an animation slide and display the attack name as Sinner's Punishment (Suspected to be activated whenever a portion of health is taken off, once at 75%, once more at 30%), this attack will telegraph the entire echelon and there is no safe spots, it deals a couple of ticks of damage to every doll on the field. It also serves as an invulnerability frame for Ares.

In both Polarized Light combat nodes where Ares units are the objectives, players can find various items on the map to assist them in fighting these monstrosities. Such as EMP grenades, mortar positions and abandoned Golyat bombs, EMP grenades and Golyat bombs can be picked up by player echelons, where as mortar positions requires an active echelon sitting on it to use. EMP grenades can reduce the enemy stats for that turn when thrown at the target on the next node, Golyat bombs can be planted like a mine and detonates at the end of that turn, where as mortar positions can attack nodes next to it, both Golyat and mortar explosions reduces the enemy's HP value, as indicated by the reduced combat effectiveness value after detonation.

It is absolutely imperative that players should use EMP grenades on Ares before facing off against them in combat! For EMP grenades effects all the attacks and especially Sinner's Punishment, when under the effect of EMP, this attack will do significantly less damage to player echelons. Since this attack can also hit the rear line damage dealers, and the fight itself has various DPS check points, the EMP grenades has the most impact on the outcome of the fight, for the sake of reduced damage taken. When managed well, one echelon can potentially fight all 3 units of Ares back-to-back present on the event map.

Other notes and tactics on Ares:

  • The fight against Yegor is the same as the previous combat node, but Yegor's Ares unit has significantly more health and shielding strength, further more HOC assistance is not available on the map.
  • DPS check deploys the shield without much fore warning, it is advised to take continuous damage output dolls in an echelon like AR and RF dolls, players can also manually toggle skill activation so they can command their dolls to power-up when shields are deployed, additionally players can seek assistance from HOC unit(s) fire supports. Ares units also boast armour values, which means dolls who has armour piercing values, high damage values, and/or capable of raising self damage values are preferred candidates.
  • Ares does not have much accuracy and evasion rating when under the effect of EMP, players can actually equip their echelon with day combat equipment for better damage output, and/or run multiple DPS oriented SMG units for the same purpose.
  • HG type T-Doll HG HS2000HS2000HS2000's shielding ability can come in handy, for both the Sinner's Punishment attack and capable of shielding some of the telegraphed rocket splashes, shielding dolls who are about to be damaged by the rocket splash so they can stand still and keep damage uptime.

Lore / Story involvement

Sinners are advanced Assault Artillery bipedal weapon platforms boasting a wide range energy, projectile and missile weapons, as well as defensive arrays on top of high mobility. They have a menacing appearance, with projectile cannons on both arms, a long energy based weapon on one shoulder and a rocket pod on the other. The pilot's cockpit is completely sealed off behind the armour and battlefield observation relies on cameras and sensor arrays capable of perceiving different wavelengths. On top of the cockpit, a device suspected to be a shield projector can be found, and Sinners can retain top speed while shrugging off explosives. Sinners are incredibly agile for their size and armour, using nimble legs and powerful thrusters for rapid turning, forward and backward leaps and side-to-side strafes, and maneuvers are still possible with only one functional leg.

During the Paldiski Submarine Base battle, the traitorous KCCO forces led by Captain Yegor deployed a group of four Sinners from their armored train after thinning Griffin & Kryuger's defenses. Designated as Amber Flight and led by Yegor, they used their plasma weaponry to breach the walls of the base and rushed past enemy forces and into the main elevator of the base[1] to reach and secure the Starfish in the sublevels.[2] They were however blocked at sublevel 1 and forced to disembark in an area controlled by Agent and Judge.[3] To allow Yegor to secure the Starfish, the rest of Amber flight engaged the enemy, but were quickly overrun when AR Team, M16A1 (Boss) and Elisa joined the fight.[4] After M16A1 destroyed Amber 3 and embarked on the elevator to the Starfish, Amber 1 attempted to pursue but was destroyed by AR M4A1M4A1M4A1 with her portable particle cannon.[5][6] Amber 2's destruction went unmentioned.

While navigating the lower levels of the base to locate the Starfish control room, Yegor was intercepted by an ambush set by Task Force DEFY, who cut all lights and deployed both smoke and incendiary grenades to deny visibility in all spectra before destroying its cameras to make it blind. When it tried to disengage, an explosion collapsed the floor under the mecha, slanting it and exposing its hydraulics, and its left leg was taken out by explosives as AR AK-15AK-15AK-15 exploited the blind side of the cameras. Staying low under the secondary cannons of the Sinner, DEFY rushed for a second attack but Yegor used a fragmentation missile against the ceiling of the room, raining shrapnels on the T-Dolls. AR AK-12AK-12AK-12 was shielded by her teammates and only lost her legs in the attack, enabling her to crawl to the Sinner's right leg to blow herself up with explosives, leaving the mech immobilized and Yegor to be finished by Angelia.[7]


Trivia

  • A variant called the AA-02M is available as a skin for Mobile Armor.