Heavy Ordnance Corps: Difference between revisions
added in Training Range upgrades |
Oxygenesis (talk | contribs) After a long time of chip collection and maxing of qlz, I added info on chip cost. Two last levels are soon to follow. |
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{{Guide}} | |||
{{Cleanup|reason= | |||
*AP Value System | |||
*HOC Targeting | |||
*Amount of pure samples neede to lvlup hoc to red stars. | |||
*Resource cost of Chip Enhance? | |||
}} | |||
[[File:HOC_Tutorial_Unit_Dashboard.jpg|400px|right|thumb|Screenshot of HOC unit [[BGM-71]]]] | [[File:HOC_Tutorial_Unit_Dashboard.jpg|400px|right|thumb|Screenshot of HOC unit [[BGM-71]]]] | ||
Heavy Ordnance Corps (HOC for short) is the name of the heavily equipped units in game. First released on {{server short|CN}} before [[Updates/2018/August|2018 summer]] event [[Continuum Turbulence]] they made a big change in gameplay. {{server short|EN}}/{{server short|JP}} followed roughly the same release order ([[Updates_(EN)/2020/January|January 2020]] before Continuum Turbulence). | Heavy Ordnance Corps (HOC for short) is the name of the heavily equipped units in game. First released on {{server short|CN}} before [[Updates/2018/August|2018 summer]] event [[Continuum Turbulence]] they made a big change in gameplay. {{server short|EN}}/{{server short|JP}} followed roughly the same release order ([[Updates_(EN)/2020/January|January 2020]] before Continuum Turbulence). | ||
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== General == | == General == | ||
HOC units are handled different than normal [[T-Doll|T-Dolls]]. There can only be one instance of each HOC unit, so they are rather unlocked than gained. To unlock a HOC unit, '''five [[Central Data]]''' need to be prepared. Further | HOC units are handled different than normal [[T-Doll|T-Dolls]]. There can only be one instance of each HOC unit, so they are rather unlocked than gained. To unlock a HOC unit, '''five [[#Known units|Central Data]]''' need to be prepared. Further Central Data will be needed to promote the HOC unit. An additional, method to obtain HOC Fragments of the newer released units is from [[Theater Mode]], a recurring event that hosts the newest HOC unit as an event & ranking reward. Once unlocked there is no way to lose them as there is no mechanic to release or scrap them. | ||
They do not have equipment, but can be strengthened with [[#Chips|Chips]]. | They do not have equipment, but can be strengthened with [[#Chips|Chips]]. | ||
HOC units appear as normal units on the battlefield. For a proper introduction on how to handle them, please see [[#In | HOC units appear as normal units on the battlefield. For a proper introduction on how to handle them, please see [[#In Practice|In battle]]. | ||
The HOC feature introduces | The HOC feature introduces new building to the [[Guide:3D Base|Headquarters]]: The [[#Intelligence Center|Intelligence Center]]. | ||
=== Facilities === | |||
:{| class="gf-table mw-collapsible mw-collapsed" | |||
! Next Level | |||
! Time to Level Up | |||
! Batteries{{Icon|battery}}Required | |||
|- | |||
| Lv. 0 | |||
| --:-- | |||
| N/A | |||
|- | |||
| Lv. 1 | |||
| 0:01 | |||
| 5 | |||
|- | |||
| Lv. 2 | |||
| 0:05 | |||
| 50 | |||
|- | |||
| Lv. 3 | |||
| 0:30 | |||
| 100 | |||
|- | |||
| Lv. 4 | |||
| 1:00 | |||
| 150 | |||
|- | |||
| Lv. 5 | |||
| 2:00 | |||
| 200 | |||
|- | |||
| Lv. 6 | |||
| 4:00 | |||
| 250 | |||
|- | |||
| Lv. 7 | |||
| 8:00 | |||
| 350 | |||
|- | |||
| Lv. 8 | |||
| 12:00 | |||
| 450 | |||
|- | |||
| Lv. 9 | |||
| 18:00 | |||
| 600 | |||
|- | |||
| Lv. 10 | |||
| 24:00 | |||
| 800 | |||
|- | |||
|} | |||
=== Access === | === Access === | ||
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== Intelligence Center == | == Intelligence Center == | ||
{{ThumbSlider|mode=stopslider|width=250|align=right|list= | {{ThumbSlider|mode=stopslider|width=250|align=right|list= | ||
<div class="jcarousel-item">[[File: | <div class="jcarousel-item">[[File:Intelligence_center.png|250px|right|thumb|Intelligence Center (Leveled to max; all facilities unlocked)]]</div> | ||
<div class="jcarousel-item">[[File: | <div class="jcarousel-item">[[File:training_range.png|250px|right|thumb|Training range (maxed to lvl10)]]</div> | ||
<div class="jcarousel-item">[[File:integrated_indoor_training_range.png|250px|right|thumb|Integrated indoor training range (maxed to lvl10)]]</div> | |||
<div class="jcarousel-item">[[File:ultra_high_speed_liquid_cooled_storage.png|250px|right|thumb|Ultra high speed liquid cooled storage (maxed to lvl10)]]</div> | |||
<div class="jcarousel-item">[[File:data_detection_hub.png|250px|right|thumb|Data detection hub (maxed to lvl10)]]</div> | |||
}} | }} | ||
The Intelligence Center is the main place to gain Central Data and Chips for the HOC units. | The Intelligence Center is the main place to gain Central Data and Chips for the HOC units. | ||
{{clr}} | {{clr}} | ||
=== Infrastructure Upgrade === | |||
:{| class="gf-table mw-collapsible mw-collapsed" | |||
! Next Level | |||
! Data Hub {{Icon|hocdata}} / {{Icon|hocpuredata}} | |||
! Mission Center | |||
! Storage {{Icon|hocdata}} / {{Icon|hocpuredata}} | |||
! Analysis | |||
|- | |||
| Lv. 0 | |||
| Gen 10 / 0, Hold 90 / 0 | |||
| <span style="color:Orange">Level 1</span>, Rewards 1x | |||
| 600 / 20 | |||
| Slot 1, Time <span style="color:red">100%</span> | |||
|- | |||
| Lv. 1 | |||
| Gen 14 / 2; Hold 126 / 18 | |||
| 1.25x Reward | |||
| 900 / 100 | |||
| Slot 2, Time <span style="color:red">95%</span> | |||
|- | |||
| Lv. 2 | |||
| Gen 18 / 4; Hold 162 / 36 | |||
| 1.5x Reward | |||
| 1200 / 200 | |||
| Slot 3, Time <span style="color:orangered">90%</span> | |||
|- | |||
| Lv. 3 | |||
| Gen 22 / 6; Hold 198 / 54 | |||
| <span style="color:DarkOrange">Level 2</span> | |||
| 1500 / 300 | |||
| Slot 4, Time <span style="color:orangered">85%</span> | |||
|- | |||
| Lv. 4 | |||
| Gen 26 / 8; Hold 234 / 72 | |||
| 1.75x Reward | |||
| 1800 / 400 | |||
| Slot 5, Time <span style="color:orange">80%</span> | |||
|- | |||
| Lv. 5 | |||
| Gen 30 / 10; Hold 270 / 90 | |||
| 2x Reward | |||
| 2100 / 500 | |||
| Slot 6, Time <span style="color:gold">75%</span> | |||
|- | |||
| Lv. 6 | |||
| Gen 34 / 12 ; Hold 306 / 108 | |||
| 2.25x Reward | |||
| 2400 / 600 | |||
| Slot 7, Time <span style="color:yellow">70%</span> | |||
|- | |||
| Lv. 7 | |||
| Gen 38 / 14; Hold 342 / 126 | |||
| <span style="color:Coral">Level 3</span> | |||
| 2700 / 700 | |||
| Slot 8, Time <span style="color:limegreen">65%</span> | |||
|- | |||
| Lv. 8 | |||
| Gen 42 / 16; Hold 378 / 144 | |||
| 2.5x Reward | |||
| 3000 / 800 | |||
| Slot 9, Time <span style="color:limegreen">60%</span> | |||
|- | |||
| Lv. 9 | |||
| Gen 46 / 18; Hold 414 / 162 | |||
| 2.75x Reward | |||
| 3300 / 900 | |||
| Slot 10, Time <span style="color:lime">55%</span> | |||
|- | |||
| Lv. 10 | |||
| Gen 50 / 20; Hold 450 / 180 | |||
| 3x Reward | |||
| 3600 / 1000 | |||
| Time <span style="color:lime">25%</span> | |||
|- | |||
|} | |||
=== Data receiver === | === Data receiver === | ||
[[File: | [[File:data_samples.png|250px|right|thumb|Tapping the bubble with the samples will result in harvesting them]] | ||
Every 8 (eight) hours from 00:00 (+8GMT), {{Icon|hocdata}} Original Samples and {{Icon|hocpuredata}} Pure Samples can be harvested here. The samples will remain at the Data Receiver until one collects it and will continue to gather over time until it reaches a certain cap. This cap can be raised by upgrading this facility. | Every 8 (eight) hours from 00:00 (+8GMT), {{Icon|hocdata}} Original Samples and {{Icon|hocpuredata}} Pure Samples can be harvested here. The samples will remain at the Data Receiver until one collects it and will continue to gather over time until it reaches a certain cap. This cap can be raised by upgrading this facility. | ||
{{clr}} | {{clr}} | ||
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Defines how many {{Icon|hocdata}} Original Samples and {{Icon|hocpuredata}} Pure Samples can be storaged. Upgrading this facility will increase the amount of Samples storable. | Defines how many {{Icon|hocdata}} Original Samples and {{Icon|hocpuredata}} Pure Samples can be storaged. Upgrading this facility will increase the amount of Samples storable. | ||
=== | == Integrated Indoor training range == | ||
Here you can perform HOC data training by pressing on the facility and then pressing the "+" sign. A menu with all your HOCs will appear from which you can select a HOC unit and then their skill, only one skill of each HOC can be trained at a time. (For example you can assign BGM to train her 1st skill, then asign AGS to train her 2nd skill and etc). | |||
[[File: | [[File:integrated_indoor_training_range.png|250px|right|thumb|Here you can lvl up HOC skills.]] | ||
{{clr}} | {{clr}} | ||
== | === Infrastructure Upgrade === | ||
:{| class="gf-table mw-collapsible mw-collapsed" | |||
! Facility Level | |||
! Storage [[File:HOC Chip.png|35px]] | |||
! Maintenance Machinery | |||
! Training Range | |||
! Elevator | |||
|- | |||
| Lv. 0 | |||
| 100 | |||
| Repair Slot 1 | |||
| Research Slot 1, {{Icon|advancedcombatreport}} <span style="Color:darkturquoise">(1/hour)</span> | |||
| Travel Between Basement Floors (Base - B1 - B2 . . .) | |||
|- | |||
| Lv. 1 | |||
| 210 | |||
| Repair Slot 2 | |||
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (3/hour)</span> | |||
| | |||
|- | |||
| Lv. 2 | |||
| 320 | |||
| Repair Slot 3 | |||
| Research Slot 2 | |||
| | |||
|- | |||
| Lv. 3 | |||
| 430 | |||
| Repair Slot 4 | |||
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (5/hour)</span> | |||
| | |||
|- | |||
| Lv. 4 | |||
| 540 | |||
| | |||
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (7/hour)</span> | |||
| | |||
|- | |||
| Lv. 5 | |||
| 650 | |||
| | |||
| Research Slot 3 | |||
| | |||
|- | |||
| Lv. 6 | |||
| 760 | |||
| | |||
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (9/hour)</span> | |||
| | |||
|- | |||
| Lv. 7 | |||
| 870 | |||
| | |||
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (11/hour)</span> | |||
| | |||
|- | |||
| Lv. 8 | |||
| 980 | |||
| | |||
| Research Slot 4 | |||
| | |||
|- | |||
| Lv. 9 | |||
| 1090 | |||
| | |||
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (13/hour)</span> | |||
| | |||
|- | |||
| Lv. 10 | |||
| 1200 | |||
| | |||
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (15/hour)</span> | |||
| | |||
|- | |||
|} | |||
=== Storage === | === Storage === | ||
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The facility's level determines the amount of Chips which can be stored. | The facility's level determines the amount of Chips which can be stored. | ||
=== Repair bay === | |||
== | |||
[[File: | [[File:repair_bay.png|250px|right|thumb|Repair bay where you can repair HOCs (blue button)]] | ||
The repair station for damaged HOC units. HOC units can be repaired by opening the facility's menu and choosing the HOC unit which shall be repaired. | The repair station for damaged HOC units. HOC units can be repaired by opening the facility's menu and choosing the HOC unit which shall be repaired. | ||
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Each facility level adds another slot up to a max. level of three (=four slots). | Each facility level adds another slot up to a max. level of three (=four slots). | ||
{{ | |||
'''Repair Cost''' | |||
The cost of an HOC Repair appears to be the same regardless of whether minimal damage was taken or the HOC was put Out of Commission (ooc). | |||
''Repair Cost and Timers are only affected by an HOC's level and not by their rarity.'' | |||
Similar to T-Dolls, repairing only comes at the cost of Manpower (MP), Parts (P) and Repair Time. | |||
''The cost to forego the repair timer is ALWAYS 10 quick repairs'' {{Icon|quickrepair}}. | |||
<span style="color:turquoise">MP = Manpower, P = Parts, pl = per level</span> | |||
Formulas: | |||
: Repair Cost: 240 MP {{Icon|Manpower}} + 12 (pl) / 120 P {{Icon|Parts}} + 6 (pl) | |||
: Repair Time: 20880 Seconds + 864 Seconds (pl) | |||
<span style="color:yellow">Please Be Aware of Time Conversions!</span> | |||
Example: | |||
: Level 50 HOC | |||
: 20880 seconds + (864 seconds*(Level 50)) = 64080 seconds | |||
: 64080 seconds ÷ 3600 seconds = 17.8 hours | |||
: 0.8 hours × 60 minutes = 48.0 minutes | |||
: Repair Time = 17 hours, 48 minutes, and 0 seconds | |||
=== Training Range === | === Training Range === | ||
{{ThumbSlider|mode=stopslider|width=250|align=right|list= | {{ThumbSlider|mode=stopslider|width=250|align=right|list= | ||
<div class="jcarousel-item">[[File: | <div class="jcarousel-item">[[File:integrated_indoor_training_range.png|250px|right|thumb|The Training Range facility as seen ingame]]</div> | ||
<div class="jcarousel-item">[[File: | <div class="jcarousel-item">[[File:hoc_lvl_up.png|250px|right|thumb|Lvling up requires special combat reports and batteries]]</div> | ||
<div class="jcarousel-item">[[File: | <div class="jcarousel-item">[[File:skill_enhance.png|250px|right|thumb|Here you can lvl up HOC skills, consuming training data and batteries]]</div> | ||
}}The Training Range is used for both experience and skill training of HOC units. Units in training are not available for use in missions. | }}The Training Range is used for both experience and skill training of HOC units. Units in training are not available for use in missions. | ||
Upgrading this facility will increase the amount of units able to be trained in parallel. It will also affect the amount of {{Icon|advancedcombatreport}} Special Combat Reports consumed in Experience Training. Special Combat Reports are produced in the [[Dormitory#Data Room|Data Room]]; in the Office Desk's menu, press the right box to select. Their production | Upgrading this facility will increase the amount of units able to be trained in parallel. It will also affect the amount of {{Icon|advancedcombatreport}} Special Combat Reports consumed in Experience Training. Special Combat Reports are produced in the [[Dormitory#Data Room|Data Room]]; in the Office Desk's menu, press the right box to select. Their production follows the exact same rules as normal Battle Reports. | ||
For each slot in the facility one HOC unit is selected. For each HOC unit the type of training has to be selected (Experience or Skill Training). | For each slot in the facility one HOC unit is selected. For each HOC unit the type of training has to be selected (Experience or Skill Training). | ||
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For Experience Training, both {{Icon|battery}} batteries and {{Icon|advancedreport}} Special Combat Reports are needed. The amount consumed depends on the upgrade level of the facility and the hours of training set with the slider. You will always need at least 5 {{Icon|battery}} per hour, regardless of the level of the Training Facility; therefore, it is recommended to wait until Level 10 for the best results (15 {{Icon|advancedreport}} for the same 5 {{Icon|battery}}). | For Experience Training, both {{Icon|battery}} batteries and {{Icon|advancedreport}} Special Combat Reports are needed. The amount consumed depends on the upgrade level of the facility and the hours of training set with the slider. You will always need at least 5 {{Icon|battery}} per hour, regardless of the level of the Training Facility; therefore, it is recommended to wait until Level 10 for the best results (15 {{Icon|advancedreport}} for the same 5 {{Icon|battery}}). | ||
For Skill Training, both {{Icon|battery}} batteries and the three different tiers of {{Icon|basicdata}}{{Icon|intdata}}{{Icon|advdata}} data are needed. The time needed for training depends on the skill level. The first skill of each HOC, however, is special: it requires double the amount of data and slightly different amount of time (generally double as well). | |||
:{| class="gf-table mw-collapsible mw-collapsed" | :{| class="gf-table mw-collapsible mw-collapsed" | ||
! | !Level | ||
! | !Training Data (Skill 1) | ||
! | !Training Data (Skill 2 and 3) | ||
! | !Time (Skill 1) | ||
!Time (Skill 2 and 3) | |||
!Total Costs | |||
|- | |- | ||
| Lv. 2 | |Lv. 1 → Lv. 2 | ||
| | |200x {{Icon|basicdata}} + 50x {{Icon|batteries}} | ||
| | |100x {{Icon|basicdata}} + 50x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 2:00:00 | ||
|style="text-align: center;" | 1:00:00 | |||
|400x {{Icon|basicdata}} + 150x {{Icon|batteries}} | |||
|- | |- | ||
| Lv. 3 | |Lv. 2 → Lv. 3 | ||
| | |400x {{Icon|basicdata}} + 50x {{Icon|batteries}} | ||
| | |200x {{Icon|basicdata}} + 50x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 4:00:00 | ||
|style="text-align: center;" | 2:00:00 | |||
|800x {{Icon|basicdata}} + 150x {{Icon|batteries}} | |||
|- | |- | ||
| Lv. 4 | |Lv. 3 → Lv. 4 | ||
| | |600x {{Icon|basicdata}} + 50x {{Icon|batteries}} | ||
| | |300x {{Icon|basicdata}} + 50x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 6:00:00 | ||
|style="text-align: center;" | 3:00:00 | |||
|1200x {{Icon|basicdata}} + 150x {{Icon|batteries}} | |||
|- | |- | ||
| Lv. 5 | |Lv. 4 → Lv. 5 | ||
| | |200x {{Icon|intdata}} + 80x {{Icon|batteries}} | ||
| | |100x {{Icon|intdata}} + 80x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 12:00:00 | ||
|style="text-align: center;" | 6:00:00 | |||
|400x {{Icon|intdata}} + 240x {{Icon|batteries}} | |||
|- | |- | ||
| Lv. 6 | |Lv. 5 → Lv. 6 | ||
| | |400x {{Icon|intdata}} + 80x {{Icon|batteries}} | ||
| | |200x {{Icon|intdata}} + 80x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 18:00:00 | ||
|style="text-align: center;" | 9:00:00 | |||
|800x {{Icon|intdata}} + 240x {{Icon|batteries}} | |||
|- | |- | ||
| Lv. 7 | |Lv. 6 → Lv. 7 | ||
| | |600x {{Icon|intdata}} + 80x {{Icon|batteries}} | ||
| | |300x {{Icon|intdata}} + 80x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 24:00:00 | ||
|style="text-align: center;" | 12:00:00 | |||
|1200x {{Icon|intdata}} + 240x {{Icon|batteries}} | |||
|- | |- | ||
| Lv. 8 | |Lv. 7 → Lv. 8 | ||
| | |200x {{Icon|advdata}} + 100x {{Icon|batteries}} | ||
| | |100x {{Icon|advdata}} + 100x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 30:00:00 | ||
|style="text-align: center;" | 15:00:00 | |||
|400x {{Icon|advdata}} + 300x {{Icon|batteries}} | |||
|- | |- | ||
| Lv. 9 | |Lv. 8 → Lv. 9 | ||
| 18:00 | |400x {{Icon|advdata}} + 100x {{Icon|batteries}} | ||
| | |200x {{Icon|advdata}} + 100x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 36:00:00 | ||
|style="text-align: center;" | 18:00:00 | |||
|800x {{Icon|advdata}} + 300x {{Icon|batteries}} | |||
|- | |- | ||
| Lv. 10 | |Lv. 9 → Lv. 10 | ||
| 24:00 | |600x {{Icon|advdata}} + 100x {{Icon|batteries}} | ||
| | |300x {{Icon|advdata}} + 100x {{Icon|batteries}} | ||
| + | |style="text-align: center;" | 48:00:00 | ||
|style="text-align: center;" | 24:00:00 | |||
|1200x {{Icon|advdata}} + 300x {{Icon|batteries}} | |||
|} | |} | ||
{{clr}} | |||
==== Promotion ==== | |||
[[File:iteration.png|250px|right|thumb|]] | |||
A HOC unit's iteration (star rank) can be upgraded up to five yellow stars with Central Data by promoting it. Further upgrades are possible once the unit reaches rarity 5, level 100. Upgrades beyond five yellow stars require {{Icon|hocpuredata}} pure samples. The iteration description continues with "one empty star", "one filled star", "one filled and one empty star" and so on. The red stars will overlay the yellow ones. In order to iterate a unit, the unit must be at max level and rarity (level 100, 5-Star). | |||
{| class="gf-table mw-collapsible mw-collapsed" | |||
|- | |- | ||
! Rank | |||
! Pure Sample Cost | |||
! Total | |||
|- | |- | ||
| | | 1 | ||
| | | 5 | ||
| 5 | |||
| | |||
|- | |- | ||
| | | 2 | ||
| | | 10 | ||
| 15 | |||
| | |||
|- | |- | ||
| | | 3 | ||
| | | 15 | ||
| 30 | |||
| | |||
|- | |- | ||
| | | 4 | ||
| | | 20 | ||
| 50 | |||
| | |||
|- | |- | ||
| | | 5 | ||
| | | 30 | ||
| 80 | |||
| 80 | |||
|- | |- | ||
|} | |} | ||
{| class="gf-table mw-collapsible mw-collapsed" | {| class="gf-table mw-collapsible mw-collapsed" | ||
|- | |- | ||
! Iteration | ! Iteration | ||
! {{Icon| | ! {{Icon|hocpuredata}} Cost | ||
! Commulative Cost | ! Commulative Cost | ||
|- | |- | ||
| <span style="color:orange">★</span> - <span style="color:orange">★★★★★</span> | | <span style="color:orange">★</span> - <span style="color:orange">★★★★★</span> | ||
| (Central Data) | | (Central Data) | ||
| (Central Data) | | (Total Central Data) | ||
|- | |- | ||
| <span style="color:red">☆</span><span style="color:orange">★★★★</span> | | <span style="color:red">☆</span><span style="color:orange">★★★★</span> | ||
| | | 100 | ||
| | | 100 | ||
|- | |- | ||
| <span style="color:red">★</span><span style="color:orange">★★★★</span> | | <span style="color:red">★</span><span style="color:orange">★★★★</span> | ||
| | | 200 | ||
| | | 300 | ||
|- | |- | ||
| <span style="color:red">★☆</span><span style="color:orange">★★★</span> | | <span style="color:red">★☆</span><span style="color:orange">★★★</span> | ||
| | | 300 | ||
| | | 600 | ||
|- | |- | ||
| <span style="color:red">★★</span><span style="color:orange">★★★</span> | | <span style="color:red">★★</span><span style="color:orange">★★★</span> | ||
| | | 500 | ||
| | | 1100 | ||
|- | |- | ||
| <span style="color:red">★★☆</span><span style="color:orange">★★</span> | | <span style="color:red">★★☆</span><span style="color:orange">★★</span> | ||
| | | 800 | ||
| | | 1900 | ||
|- | |- | ||
| <span style="color:red">★★★</span><span style="color:orange">★★</span> | | <span style="color:red">★★★</span><span style="color:orange">★★</span> | ||
| | | 1000 | ||
| | | 2900 | ||
|- | |- | ||
| <span style="color:red">★★★☆</span><span style="color:orange">★</span> | | <span style="color:red">★★★☆</span><span style="color:orange">★</span> | ||
| | | 1500 | ||
| | | 4400 | ||
|- | |- | ||
| <span style="color:red">★★★★</span><span style="color:orange">★</span> | | <span style="color:red">★★★★</span><span style="color:orange">★</span> | ||
| | | 2000 | ||
| | | 6400 | ||
|- | |- | ||
| <span style="color:red">★★★★☆</span> | | <span style="color:red">★★★★☆</span> | ||
| | | - | ||
| | | - | ||
|- | |- | ||
| <span style="color:red">★★★★★</span> | | <span style="color:red">★★★★★</span> | ||
| | | - | ||
| | | - | ||
|- | |- | ||
|} | |} | ||
{{Cleanup|reason=* What happens with the HOC unit with each promotion? | {{Cleanup|reason=* What happens with the HOC unit with each promotion? | ||
}} | |||
With each Ranking Promotion, HOC Units unlock more of their Matrix Boards, which opens up more tile slots leading to an increase in the stat boost potential from chips. The increase in rarity and each tier's effects on the matrix boards, as well as the max iteration stat increase, can all be viewed within the game's Index > HOC Units. | |||
{{clr}} | {{clr}} | ||
Line 321: | Line 492: | ||
{{ThumbSlider|mode=stopslider|width=250|align=right|list= | {{ThumbSlider|mode=stopslider|width=250|align=right|list= | ||
<div class="jcarousel-item">[[File: | <div class="jcarousel-item">[[File:bulk_maxout.png|250px|right|thumb|Chips can be upgraded with samples]]</div> | ||
<div class="jcarousel-item">[[File: | <div class="jcarousel-item">[[File:bulk_maxout_process.png|250px|right|thumb|Clicking 'maxout in bulk' will maxout selected chips, consuming samples]]</div> | ||
<div class="jcarousel-item">[[File: | <div class="jcarousel-item">[[File:chip_maxout.png|250px|right|thumb|Maxed-out chips installed in a HOC]]</div> | ||
}} | }} | ||
* | |||
*3 | {{clr}} | ||
* | == Chips == | ||
* | Chips are unlocked by spending samples, and after that you can max them out. While maxing chips, the corresponding stats of a HOC will be increased. | ||
== In Practice == | |||
{{Stub}} | |||
Can first be used in chapters 9/10 and major events. | |||
Opposite to regular echelons, HOC units provide support from a distance, never battling in any direct confrontations. | |||
=== Deployment System === | |||
* HOC units can only be deployed on a specific helipad called the "Heavy Heliport". | |||
** You can deploy any echelon or HOC unit on it. | |||
** Unlike regular echelons, this is the only heliport where a HOC unit can safely retreat or repair themselves. Attempting to retreat off of a Heavy Heliport forfeits the HOC's Ammo and Rations. | |||
* Deployment/Fielding of HOCs works based on a point system. | |||
* There is a limit to how many times you can deploy them and how many HOC you can put in the battlefield. Correlated to the number of captured Heavy Heliports. | |||
* Commanders may '''redeploy''' withdrawn HOCs at the cost of one Action Point at captured Heavy Helipads, though HOCs that are OOC will need to be repaired first before deployment. (See: [[#Maintenance Machinery|Repair Costs]]) | |||
=== Combat === | |||
'''On Map''' | |||
* HOC units may support friendly echelons from a distance of 2 to 3 nodes away. This depends on the HOC, as some have a range of only 2 while others have a range of 3. ''This is not a classification based trait and is an independent stat of each individual HOC unit.'' | |||
** Multiple HOC units can support an echelon simultaneously. | |||
* Commanders may toggle off HOC support by tapping/clicking on the unit and flipping the orange switch off. | |||
* An HOC unit '''CANNOT''' attack an enemy unit directly, Commanders who attempt to do so will get a warning prompt, the unit will both retreat and be heavily damaged (OOC) should Commanders choose to proceed regardless. | |||
* If an HOC is attacked by an enemy, the HOC unit will flee in terror. | |||
** This results in a OOC or an "Out of Commission". | |||
'''In Battle''' | |||
*Unless an HOC is put out of commission (fleeing), said hoc's hp is irrelevant to combat performance. | |||
*Normal attack - ATW - Launch a missile to deal 1.5x lethality and 1x pierce to the main target and deal 0.5x avoidable lethality and 1x unavoidable pierce to enemies within a radius of 1.5. | |||
*Normal attack - AGL - Launch 3 grenades to deal 0.33x lethality and pierce per grenade to enemies within a radius of 1.5. | |||
*Normal attack - MTR - Launch a mortar to deal 1x lethality and pierce to enemies within a radius of 2. | |||
== Trivia == | == Trivia == | ||
Line 379: | Line 559: | ||
* The logo in the background of the Intelligence Center changes with the level of the facilities. | * The logo in the background of the Intelligence Center changes with the level of the facilities. | ||
* The screenshots shown in the in-game tutorials contain rendering errors. | * The screenshots shown in the in-game tutorials contain rendering errors. | ||
* HOCs cannot be {{Icon|Oath Certificate}} oathed, as they do not have an [[Affection]] stat. | |||
* Additionally, HOCs' level is independent of their rarity, so it is possible to have a level 100 HOC at rarity 1, as well as a level 1, rarity 5 HOC unit. | |||
*Obtaining 5-Star rarity on an HOC unlocks their Live-2D, so long as one is available for that respective unit.</br> | |||
**<dpl> | |||
category = HOC units | |||
format=,  •  ,[[%TITLE%/Live2D]] | |||
notnamespace = Category | |||
</dpl> | |||
== Known units == | == Known units == | ||
For a list of released HOC units, please see the corresponding [[Heavy_Ordnance_Corps_Index|Index]] | For a list of released HOC units, please see the corresponding [[Heavy_Ordnance_Corps_Index|Index]]. | ||
=== Central Data Fragments === | |||
<div style='text-align: center;> | |||
{| class="gf-table mw-collapsible" | |||
|- | |||
! Image | |||
! Name | |||
! Type | |||
! Description | |||
|- | |||
|[[File:Item HOC General Data.png|90px]] | |||
|HOC General Data | |||
|N/A | |||
| | |||
Parts scavenged from the battlefield that are compatible with all HOC units . Being frugal is one of Griffin's many virtues.</br> | |||
General data that can replace specific data in unlocking and upgrading HOC units. | |||
|- | |||
|[[File:Item Central Data QLZ04.png|90px]] | |||
|[[QLZ-04]] | |||
|AGL | |||
|Data fragments of the QLZ-04 HOC. "We've successfully reached our target destination and are beginning to replenish our ammunition... Hmm? Why can't we stuff it in?" "I told you not to go drinking with those alcoholics before we set out!" | |||
|- | |||
|[[File:Item Central Data AGS30.png|90px]] | |||
|[[AGS-30]] | |||
|AGL | |||
|Data fragment of HOC AGS-30. "Actually...we all have glasses." "That's right, mine are just not as portable!" | |||
|- | |||
|[[File:Item Central Data 2B14.png|90px]] | |||
|[[2B14]] | |||
|MTR | |||
|Data fragment of HOC 2B14. "You remember if this is a grenade or the firework we stuffed full last night at the wine party?" "Whichever it is, I'm sure someone will wanna watch, right?" | |||
|- | |||
|[[File:Item Central Data AT4.png|90px]] | |||
|[[AT4]] | |||
|ATW | |||
|Data fragment of HOC AT4 | |||
|- | |||
|[[File:Item Central Data M2.png|90px]] | |||
|[[M2]] | |||
|MTR | |||
|Data fragment of HOC M2. "Are you sure...about this angle?" "Even if it doesn't work out, it's not my fault. It's math's." | |||
|- | |||
|[[File:Item Central Data BGM71.png|90px]] | |||
|[[BGM-71]] | |||
|ATW | |||
|Data fragment of HOC BGM-71. "Sir, friendly forces spotted in targeted zones!" "Oh dear... Well, wish them luck!" | |||
|- | |||
|[[File:Item Central Data MK153.png|90px]] | |||
|[[Mk 153]] | |||
|ATW | |||
|Data fragment of the HOC unit Mk 153. "Can you see the target location?" "Nope, but we just have to trust the orders we're given." | |||
|- | |||
|[[File:Item Central Data PP93.png|90px]] | |||
|[[PP-93]] | |||
|MTR | |||
|A data fragment for the PP-93 HOC. "I have a question! If we're called seaweed when we make landfall on the beach early on, then–" "Then the enemies at the beach objective area are called sealions, you've told that lame joke hundreds of times already!" | |||
|- | |||
|[[File:Item Central Data MK47.png|90px]] | |||
|[[Mk 47]] | |||
|AGL | |||
|Data Fragments for the Mk 47 HOC - "Your supporting fire services are no longer required. We'll follow the usual arrangement—" "—Hang on, looks like there were more enemies than expected... That'll be extra, Boss." | |||
|- | |||
|[[File:Item Central Data RPG29.png|90px]] | |||
|[[RPG-29]] | |||
|ATW | |||
|A data fragment for the HOC unit RPG-29. | |||
|} | |||
</div> | |||
==Gallery== | |||
<gallery> | |||
hoc_update1.jpg|Update information from EN twitter account of GFL | |||
hoc_update2.jpg|Update information from EN twitter account of GFL | |||
hoc_update3.jpg|Update information from EN twitter account of GFL | |||
</gallery> | |||
== References == | == References == | ||
<references/> | <references/> |
Revision as of 14:22, 16 September 2024
Heavy Ordnance Corps (HOC for short) is the name of the heavily equipped units in game. First released on CN before 2018 summer event Continuum Turbulence they made a big change in gameplay. EN/JP followed roughly the same release order (January 2020 before Continuum Turbulence).
General
HOC units are handled different than normal T-Dolls. There can only be one instance of each HOC unit, so they are rather unlocked than gained. To unlock a HOC unit, five Central Data need to be prepared. Further Central Data will be needed to promote the HOC unit. An additional, method to obtain HOC Fragments of the newer released units is from Theater Mode, a recurring event that hosts the newest HOC unit as an event & ranking reward. Once unlocked there is no way to lose them as there is no mechanic to release or scrap them.
They do not have equipment, but can be strengthened with Chips.
HOC units appear as normal units on the battlefield. For a proper introduction on how to handle them, please see In battle. The HOC feature introduces new building to the Headquarters: The Intelligence Center.
Facilities
Access
All interactions with the new HOC feature are within the new buildings/rooms. They will be unlocked with beating chapter 8 stage 5.
The newly available room can be accessed by either of the following ways:
- Tapping the Intelligence Center in the Headquarters (HQ) menu (the overview of all rooms of the HQ). It's in the outer ring.
- Tapping the Intelligence Center in the quick-base-menu on the main screen. It will be one of the available quick-switch-options
- On the main screen on the left quick-overview. The WAVE Tech. Logo will lead to the room. Also, it will show possible Samples to harvest.
Intelligence Center
The Intelligence Center is the main place to gain Central Data and Chips for the HOC units.
Infrastructure Upgrade
Data receiver
Every 8 (eight) hours from 00:00 (+8GMT), Original Samples and Pure Samples can be harvested here. The samples will remain at the Data Receiver until one collects it and will continue to gather over time until it reaches a certain cap. This cap can be raised by upgrading this facility.
Data storage
Defines how many Original Samples and Pure Samples can be storaged. Upgrading this facility will increase the amount of Samples storable.
Integrated Indoor training range
Here you can perform HOC data training by pressing on the facility and then pressing the "+" sign. A menu with all your HOCs will appear from which you can select a HOC unit and then their skill, only one skill of each HOC can be trained at a time. (For example you can assign BGM to train her 1st skill, then asign AGS to train her 2nd skill and etc).
Infrastructure Upgrade
Storage
The Storage holds onto all Chips collected. Upgrading the Storage increases the amount of Chips storable. It has no further function.
The facility's level determines the amount of Chips which can be stored.
Repair bay
The repair station for damaged HOC units. HOC units can be repaired by opening the facility's menu and choosing the HOC unit which shall be repaired.
When there are damaged HOC units, the T-Doll repair menu will show an additional button to start the repair of the HOC unit, too.
Each facility level adds another slot up to a max. level of three (=four slots).
Repair Cost
The cost of an HOC Repair appears to be the same regardless of whether minimal damage was taken or the HOC was put Out of Commission (ooc). Repair Cost and Timers are only affected by an HOC's level and not by their rarity.
Similar to T-Dolls, repairing only comes at the cost of Manpower (MP), Parts (P) and Repair Time. The cost to forego the repair timer is ALWAYS 10 quick repairs .
MP = Manpower, P = Parts, pl = per level
Formulas:
Please Be Aware of Time Conversions!
Example:
- Level 50 HOC
- 20880 seconds + (864 seconds*(Level 50)) = 64080 seconds
- 64080 seconds ÷ 3600 seconds = 17.8 hours
- 0.8 hours × 60 minutes = 48.0 minutes
- Repair Time = 17 hours, 48 minutes, and 0 seconds
Training Range
The Training Range is used for both experience and skill training of HOC units. Units in training are not available for use in missions.
Upgrading this facility will increase the amount of units able to be trained in parallel. It will also affect the amount of Special Combat Reports consumed in Experience Training. Special Combat Reports are produced in the Data Room; in the Office Desk's menu, press the right box to select. Their production follows the exact same rules as normal Battle Reports.
For each slot in the facility one HOC unit is selected. For each HOC unit the type of training has to be selected (Experience or Skill Training).
Once a training has been ordered, it cannot be cancelled. To complete either immediately, a single Quick Training Contract will be used.
For Experience Training, both batteries and Special Combat Reports are needed. The amount consumed depends on the upgrade level of the facility and the hours of training set with the slider. You will always need at least 5 per hour, regardless of the level of the Training Facility; therefore, it is recommended to wait until Level 10 for the best results (15 for the same 5 ).
For Skill Training, both batteries and the three different tiers of data are needed. The time needed for training depends on the skill level. The first skill of each HOC, however, is special: it requires double the amount of data and slightly different amount of time (generally double as well).
Promotion
A HOC unit's iteration (star rank) can be upgraded up to five yellow stars with Central Data by promoting it. Further upgrades are possible once the unit reaches rarity 5, level 100. Upgrades beyond five yellow stars require pure samples. The iteration description continues with "one empty star", "one filled star", "one filled and one empty star" and so on. The red stars will overlay the yellow ones. In order to iterate a unit, the unit must be at max level and rarity (level 100, 5-Star).
Rank | Pure Sample Cost | Total |
---|---|---|
1 | 5 | 5 |
2 | 10 | 15 |
3 | 15 | 30 |
4 | 20 | 50 |
5 | 30 | 80 |
With each Ranking Promotion, HOC Units unlock more of their Matrix Boards, which opens up more tile slots leading to an increase in the stat boost potential from chips. The increase in rarity and each tier's effects on the matrix boards, as well as the max iteration stat increase, can all be viewed within the game's Index > HOC Units.
Chip set up
Chips
Chips are unlocked by spending samples, and after that you can max them out. While maxing chips, the corresponding stats of a HOC will be increased.
In Practice
Can first be used in chapters 9/10 and major events.
Opposite to regular echelons, HOC units provide support from a distance, never battling in any direct confrontations.
Deployment System
- HOC units can only be deployed on a specific helipad called the "Heavy Heliport".
- You can deploy any echelon or HOC unit on it.
- Unlike regular echelons, this is the only heliport where a HOC unit can safely retreat or repair themselves. Attempting to retreat off of a Heavy Heliport forfeits the HOC's Ammo and Rations.
- Deployment/Fielding of HOCs works based on a point system.
- There is a limit to how many times you can deploy them and how many HOC you can put in the battlefield. Correlated to the number of captured Heavy Heliports.
- Commanders may redeploy withdrawn HOCs at the cost of one Action Point at captured Heavy Helipads, though HOCs that are OOC will need to be repaired first before deployment. (See: Repair Costs)
Combat
On Map
- HOC units may support friendly echelons from a distance of 2 to 3 nodes away. This depends on the HOC, as some have a range of only 2 while others have a range of 3. This is not a classification based trait and is an independent stat of each individual HOC unit.
- Multiple HOC units can support an echelon simultaneously.
- Commanders may toggle off HOC support by tapping/clicking on the unit and flipping the orange switch off.
- An HOC unit CANNOT attack an enemy unit directly, Commanders who attempt to do so will get a warning prompt, the unit will both retreat and be heavily damaged (OOC) should Commanders choose to proceed regardless.
- If an HOC is attacked by an enemy, the HOC unit will flee in terror.
- This results in a OOC or an "Out of Commission".
In Battle
- Unless an HOC is put out of commission (fleeing), said hoc's hp is irrelevant to combat performance.
- Normal attack - ATW - Launch a missile to deal 1.5x lethality and 1x pierce to the main target and deal 0.5x avoidable lethality and 1x unavoidable pierce to enemies within a radius of 1.5.
- Normal attack - AGL - Launch 3 grenades to deal 0.33x lethality and pierce per grenade to enemies within a radius of 1.5.
- Normal attack - MTR - Launch a mortar to deal 1x lethality and pierce to enemies within a radius of 2.
Trivia
- Yes, the Maintenance Machinery is a washing machine.
- The logo in the background of the Intelligence Center changes with the level of the facilities.
- The screenshots shown in the in-game tutorials contain rendering errors.
- HOCs cannot be oathed, as they do not have an Affection stat.
- Additionally, HOCs' level is independent of their rarity, so it is possible to have a level 100 HOC at rarity 1, as well as a level 1, rarity 5 HOC unit.
- Obtaining 5-Star rarity on an HOC unlocks their Live-2D, so long as one is available for that respective unit.
Known units
For a list of released HOC units, please see the corresponding Index.
Central Data Fragments
Image | Name | Type | Description |
---|---|---|---|
HOC General Data | N/A |
Parts scavenged from the battlefield that are compatible with all HOC units . Being frugal is one of Griffin's many virtues. | |
QLZ-04 | AGL | Data fragments of the QLZ-04 HOC. "We've successfully reached our target destination and are beginning to replenish our ammunition... Hmm? Why can't we stuff it in?" "I told you not to go drinking with those alcoholics before we set out!" | |
AGS-30 | AGL | Data fragment of HOC AGS-30. "Actually...we all have glasses." "That's right, mine are just not as portable!" | |
2B14 | MTR | Data fragment of HOC 2B14. "You remember if this is a grenade or the firework we stuffed full last night at the wine party?" "Whichever it is, I'm sure someone will wanna watch, right?" | |
AT4 | ATW | Data fragment of HOC AT4 | |
M2 | MTR | Data fragment of HOC M2. "Are you sure...about this angle?" "Even if it doesn't work out, it's not my fault. It's math's." | |
BGM-71 | ATW | Data fragment of HOC BGM-71. "Sir, friendly forces spotted in targeted zones!" "Oh dear... Well, wish them luck!" | |
Mk 153 | ATW | Data fragment of the HOC unit Mk 153. "Can you see the target location?" "Nope, but we just have to trust the orders we're given." | |
PP-93 | MTR | A data fragment for the PP-93 HOC. "I have a question! If we're called seaweed when we make landfall on the beach early on, then–" "Then the enemies at the beach objective area are called sealions, you've told that lame joke hundreds of times already!" | |
Mk 47 | AGL | Data Fragments for the Mk 47 HOC - "Your supporting fire services are no longer required. We'll follow the usual arrangement—" "—Hang on, looks like there were more enemies than expected... That'll be extra, Boss." | |
RPG-29 | ATW | A data fragment for the HOC unit RPG-29. |
Gallery
-
Update information from EN twitter account of GFL
-
Update information from EN twitter account of GFL
-
Update information from EN twitter account of GFL