GFL2 Combat: Difference between revisions
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{{GFL2Topics}} | {{GFL2Topics}} | ||
{{Incomplete|reason=add drone support info}} | |||
==Screen and Controls== | |||
On PC, selecting objects on the screen and moving the camera is done using the left mouse button. Right mouse button is used to change the camera angle. The default camera angle and cut-in display when using skills can be changed in the parameters of the game. | |||
When selecting a Doll or enemy, a white outline on the ground will indicate its movement range. Basic information about the unit will also be displayed on the lower left. Clicking on the panel will show advanced information. More information can be displayed about statuses, skills and battle traits by clicking the icons. Blue text with underline can be clicked to display details. Information about enemies can also be checked before entering battle. | |||
When selecting a tile, its properties (such as passive effects or cover values) will be displayed. | |||
Against bosses, the list of the actions the boss will take during its next turn will be displayed on the top of the screen during the player's turn. | |||
The double arrow on the top right of the screen is used to speed up combat animations. | |||
* '' | |||
* | ==Objectives== | ||
* | A map is cleared after reaching the main objective specified on the left side of the screen. Some maps have multiple victory conditions. | ||
*'''Eliminate all enemies''': The most common objective. On maps with reinforcements, not all enemies are present from turn 1. | |||
*'''Eliminate the target''': Eliminate the specified enemy (usually a boss). | |||
*'''Defend outposts''': Prevent enemies from reaching the Control Points (blue highlighted tiles). Enemies marked with a foot icon will be actively advancing towards the Control Points. | |||
*'''Hold the position''': Survive a set number of turns. | |||
*'''Reach the specified area''': A Doll must step on the highlighted tile(s). | |||
*'''Evacuate allied units''': A certain number of Dolls must step on the tiles highlighted in orange and use the Evacuate command. | |||
Story missions also have secondary objectives such as achieving victory in a set number of turns, not losing a certain amount of Dolls, or eliminating certain enemies. Accumulating objectives will grant rewards for the Campaign chapter: | |||
* ''33% Completion'': 1 x {{Icon|Access Permission}}, 50 x {{Icon|Collapse Piece}}, 3000 x {{Icon|GFL2 Combat Report}} | |||
* ''67% Completion'': 1 x {{Icon|Access Permission}}, 100 x {{Icon|Collapse Piece}}, 3000 x {{Icon|Analysis Blueprint}} | |||
* ''100% Completion'': 2 x {{Icon|Access Permission}}, 150 x {{Icon|Collapse Piece}}, 3000 x {{Icon|Sardis Gold}} | |||
==Battle Phases== | |||
===Deployment=== | |||
[[File:GFL2 Prepare phase.jpg|thumb|Enemy info can be looked up during deployment phase.]] | |||
When starting a stage, up to four Dolls can be deployed from the right panel by drag-and-drop on one of the starting positions, or by selecting a starting position, then a Doll and clicking Deploy. Dolls can also be swapped between starting positions with drag and drop. Dolls from other players can be selected from the Support tab. | |||
In some special stages such as tutorials, the deployed Doll(s) is preset. | |||
===Turns=== | |||
Battles start by activating the passive effects of all units on the field, followed by the start of the player's turn. | |||
When a Doll is selected, it can be moved, then attack or use a skill. Some Dolls have skills that allow extra actions. Units can move through their allies, but not enemies. If a Doll has moved then used an object on the field, she can use the remainder of her move points then attack. The Doll's movement and action can be canceled as long as the players hasn't confirmed the order. It's also possible to end the Doll's turn without moving or after moving without attacking. | |||
When attacking, lines between the Doll and enemy units will indicate how effective an attack would be: white lines indicate that the target is in cover, orange lines that the enemy is vulnerable. Red arcing lines indicate which enemies will be able to attack the Doll on the next enemy turn. When an enemy is targeted, the value next to the shield icon indicates [[#Stability|Stability damage reduction]], the value next to a slope the [[#Cover System|cover damage reduction]], and the last value the chance to deal a critical strike. If a white cross appears on the health bar of the targeted enemy, it is guaranteed to be killed by the attack. | |||
Once all of the player's Dolls have taken action, allied units will act, then enemy units. The behavior of enemy units, such as their propensity to use cover, is indicated in their Battle Traits. When enemy units use an AoE skill, the area that will be damaged is highlighted and the damage is only dealt on the enemy's next turn. If there's an enemy boss, it will take action according to the list displayed at the top of the screen. | |||
Units may have skills that let them act outside of their turn: support skills triggering an extra attack when an ally unit attacks, counterattack skills triggering when the unit is attacked, or defense skills triggering when an enemy units enters range. | |||
Some skills and map objects can move a unit outside of its turn. Some maps feature chasms that normally can't be moved onto, but will instantly kill any unit that is forcibly moved on it. | |||
When the main objective is completed, map rewards are granted and deployed Dolls get some experience points if they are not at the level cap. | |||
===Alert Areas=== | |||
While the default behavior of enemies is to move toward player units to attack, enemies with an orange eye icon within an area of orange tiles will not move by default. When a Doll ends a move inside the area, or when one of the enemies inside the area is attacked, all enemies within the area will become active. Moving a Doll through the Alert Area without stopping in it won't activate enemies. | |||
Multiple Alert Areas may overlap and it may be difficult to determine where one ends and another starts. | |||
===Replay=== | |||
Replays are activated by choosing the left-pointing arrow on the top right of the screen. Three replays are allowed per play. Each replay allows to undo an action within the turn or go back to a previous turn. | |||
===Proxy Battle=== | |||
Selecting the looping arrow on the top right of the screen activates automatic combat. | |||
==Cover System== | |||
[[File:GFL2 Cover example.jpg|thumb|This enemy is in cover, none of its weaknesses are exploited and it has a Stability Index of 3, so it benefits from 60% Stability damage reduction and 35% cover damage reduction. The aim line is white because the attack will not be effective.]] | |||
[[File:GFL2 BLD Covers.jpg|thumb|[[Krolik]] is a melee unit, so the enemy doesn't benefit from Stability Defense even through a cover. Moreover, Krolik's weapon exploits the enemy's melee weakness.]] | |||
Objects on the field can serve as directional covers to reduce incoming damage. Depending on the cover type, a percentage of damage will be deducted: | |||
*Full-body covers and half-body covers that can't be vaulted over: 35% | |||
**Units on the edge of a full-body cover will temporarily move out of cover when attacking so the cover doesn't block their line of sight. This won't occur if the tile out of cover is blocked or occupied. | |||
*Half-body covers that can be vaulted over: 30% | |||
*Half-body covers that can be destroyed: 25% | |||
*“Vulnerable” half-covers: 20% | |||
Cover is directional and only provides damage reduction if it is directly between the attacker and attacked. Directionality factors into the damage dealt by AoE attacks when they have a single point of origin. | |||
Destroyable covers will lose durability when applying damage reduction or receiving AoE damage. Certain skills can also instantly destroy destroyable covers. Some covers (such as pipes or gas bottles) will cause an explosion one turn after providing protection. | |||
During the player's turn, when moving and selecting a target, lines between the Doll and enemy units will indicate how effective an attack would be: white lines indicate that the target is in cover, orange lines that the enemy is vulnerable. Red arcing lines indicate which enemies will be able to attack the Doll on the next enemy turn. | |||
Fences between tiles cannot be passed or attacked through with melee attacks, but don't grant any protection against ranged attacks. A special type of fence called energy cover will block ranged attack but allow melee attacks and movement. | |||
Half-body covers lose their damage reduction if the attacker is on a high ground. If the floor of the high ground is see-through (such as a scaffold), the units on it can be attacked from below. High grounds must be reached with a ladder or elevators, but can be climbed down from any tile without a cover. Ladders cannot be used if the destination tile is blocked or occupied. | |||
Large units occupying multiple tiles cannot use covers, but usually have a passive skill granting them major damage reduction when they have Stability Index points. | |||
===Stability=== | |||
Each unit begins the map with a set points of Stability Index. Stability is represented by a full white shield (not to be confused with the defense stat icon which is a half-full shield) and indicated on the left of the unit's health bar. As long as the Stability Index of the unit is above 0, it will benefit from another large percentage of damage reduction when using cover (usually 60%). Every time a unit is attacked, it loses a certain amount of Stability Index points depending on the nature of the attack. When Stability Index reaches 0, the unit suffers from Stability Collapse and no longer benefits from Stability Defense (but still benefits from the cover's innate damage reduction). Stability damage is calculated first, so the base damage from the attack that caused Stability Collapse will not account for Stability damage reduction. | |||
Every attack reduces the Stability Index of the target by a base amount. Skills usually are the best way to quickly lower the Stability Index of a target. When an attack has a Weapon Type and/or Phase Element the target is weak to, 2 points of Stability Damage will be added for each weakness exploited as well as 10% bonus damage. Phase Damage is usually caused by skills. Every unit (including the player's) has its own weaknesses, but can also be inflicted with a Phase weakness status by skills or special tiles on the field. | |||
Weapon attributes are as follows: | |||
*[[File:GF2 light icon.png|25px]] Light Ammo (HG and SMG) | |||
*[[File:GF2 medium icon.png|25px]] Medium Ammo (AR) | |||
*[[File:GF2 heavy icon.png|25px]] Heavy Ammo (RF and MG) | |||
*[[File:GF2 shotgun icon.png|25px]] Shotgun Ammo (SG) | |||
*[[File:GF2 melee icon.png|25px]] Melee (BLD) | |||
Phase attributes are as follows: | |||
*[[File:GF2 burn icon.png|25px]] Burn | |||
*[[File:GF2 corrosion icon.png|25px]] Corrosion | |||
*[[File:GF2 hydro icon.png|25px]] Hydro | |||
*[[File:GF2 freeze icon.png|25px]] Freeze | |||
*[[File:GF2 electric icon.png|25px]] Electric | |||
The ability to cause Stability Damage is mandatory to deal with bosses or mobile enemies. Enemies usually have a mean to recover the Stability after some time, while player units will need to rely on the skills of a Support Doll. | |||
Units using blades will ignore Stability damage reduction. | |||
==Confectance Index== | |||
Pips above a Doll's health bar indicate its Confectance Index. Some Skills go into cooldown after use, while others expend Confectance points. The Confectance Index is replenished when active or ultimate skills are used or passive skills are triggered. | |||
==Map features== | |||
*Remote Switch: when a Doll is positioned on a tile directly adjacent to the switch, she can use it to activate the object linked to it, then continue her movement and action. The linked object is indicated by an orange dotted line. | |||
*Dyna Box: an explosive that can be targeted to deal AoE damage to all units in its range. | |||
*Conveyor belt: when activated, moves all units on it to its destination. This destination may be an instant-death chasm. | |||
*Remote control lever: sends the unit next to it flying in a straight line away from the lever, usually into a chasm. | |||
*Elevator: moves a unit between level ground and high ground. Unlike ladders, elevators stay in the up or down position after use, effectively making them one-way. | |||
*Reinforcements: when a transparent orange enemy unit appears at the edge of the map, it means that this unit will join the fight after a set number of turns. | |||
*Ammo Refill: box that will grant a damage boost to the Doll using it. | |||
*Analysis Module: box that will grand Confection Index points to the Doll using it. | |||
*Swamp: a tile that will deal damage and inflict Corrosion weakness on units ending their turn on it. It will also expand to nearby tiles as time goes on. | |||
*Tideway: a tile that will reduce incoming damage and inflict Hydro weakness on units ending their turn on it. | |||
==Fire Support== |
Revision as of 21:07, 22 November 2024
Screen and Controls
On PC, selecting objects on the screen and moving the camera is done using the left mouse button. Right mouse button is used to change the camera angle. The default camera angle and cut-in display when using skills can be changed in the parameters of the game.
When selecting a Doll or enemy, a white outline on the ground will indicate its movement range. Basic information about the unit will also be displayed on the lower left. Clicking on the panel will show advanced information. More information can be displayed about statuses, skills and battle traits by clicking the icons. Blue text with underline can be clicked to display details. Information about enemies can also be checked before entering battle.
When selecting a tile, its properties (such as passive effects or cover values) will be displayed.
Against bosses, the list of the actions the boss will take during its next turn will be displayed on the top of the screen during the player's turn.
The double arrow on the top right of the screen is used to speed up combat animations.
Objectives
A map is cleared after reaching the main objective specified on the left side of the screen. Some maps have multiple victory conditions.
- Eliminate all enemies: The most common objective. On maps with reinforcements, not all enemies are present from turn 1.
- Eliminate the target: Eliminate the specified enemy (usually a boss).
- Defend outposts: Prevent enemies from reaching the Control Points (blue highlighted tiles). Enemies marked with a foot icon will be actively advancing towards the Control Points.
- Hold the position: Survive a set number of turns.
- Reach the specified area: A Doll must step on the highlighted tile(s).
- Evacuate allied units: A certain number of Dolls must step on the tiles highlighted in orange and use the Evacuate command.
Story missions also have secondary objectives such as achieving victory in a set number of turns, not losing a certain amount of Dolls, or eliminating certain enemies. Accumulating objectives will grant rewards for the Campaign chapter:
- 33% Completion: 1 x , 50 x , 3000 x
- 67% Completion: 1 x , 100 x , 3000 x
- 100% Completion: 2 x , 150 x , 3000 x
Battle Phases
Deployment
When starting a stage, up to four Dolls can be deployed from the right panel by drag-and-drop on one of the starting positions, or by selecting a starting position, then a Doll and clicking Deploy. Dolls can also be swapped between starting positions with drag and drop. Dolls from other players can be selected from the Support tab.
In some special stages such as tutorials, the deployed Doll(s) is preset.
Turns
Battles start by activating the passive effects of all units on the field, followed by the start of the player's turn.
When a Doll is selected, it can be moved, then attack or use a skill. Some Dolls have skills that allow extra actions. Units can move through their allies, but not enemies. If a Doll has moved then used an object on the field, she can use the remainder of her move points then attack. The Doll's movement and action can be canceled as long as the players hasn't confirmed the order. It's also possible to end the Doll's turn without moving or after moving without attacking.
When attacking, lines between the Doll and enemy units will indicate how effective an attack would be: white lines indicate that the target is in cover, orange lines that the enemy is vulnerable. Red arcing lines indicate which enemies will be able to attack the Doll on the next enemy turn. When an enemy is targeted, the value next to the shield icon indicates Stability damage reduction, the value next to a slope the cover damage reduction, and the last value the chance to deal a critical strike. If a white cross appears on the health bar of the targeted enemy, it is guaranteed to be killed by the attack.
Once all of the player's Dolls have taken action, allied units will act, then enemy units. The behavior of enemy units, such as their propensity to use cover, is indicated in their Battle Traits. When enemy units use an AoE skill, the area that will be damaged is highlighted and the damage is only dealt on the enemy's next turn. If there's an enemy boss, it will take action according to the list displayed at the top of the screen.
Units may have skills that let them act outside of their turn: support skills triggering an extra attack when an ally unit attacks, counterattack skills triggering when the unit is attacked, or defense skills triggering when an enemy units enters range.
Some skills and map objects can move a unit outside of its turn. Some maps feature chasms that normally can't be moved onto, but will instantly kill any unit that is forcibly moved on it.
When the main objective is completed, map rewards are granted and deployed Dolls get some experience points if they are not at the level cap.
Alert Areas
While the default behavior of enemies is to move toward player units to attack, enemies with an orange eye icon within an area of orange tiles will not move by default. When a Doll ends a move inside the area, or when one of the enemies inside the area is attacked, all enemies within the area will become active. Moving a Doll through the Alert Area without stopping in it won't activate enemies.
Multiple Alert Areas may overlap and it may be difficult to determine where one ends and another starts.
Replay
Replays are activated by choosing the left-pointing arrow on the top right of the screen. Three replays are allowed per play. Each replay allows to undo an action within the turn or go back to a previous turn.
Proxy Battle
Selecting the looping arrow on the top right of the screen activates automatic combat.
Cover System
Objects on the field can serve as directional covers to reduce incoming damage. Depending on the cover type, a percentage of damage will be deducted:
- Full-body covers and half-body covers that can't be vaulted over: 35%
- Units on the edge of a full-body cover will temporarily move out of cover when attacking so the cover doesn't block their line of sight. This won't occur if the tile out of cover is blocked or occupied.
- Half-body covers that can be vaulted over: 30%
- Half-body covers that can be destroyed: 25%
- “Vulnerable” half-covers: 20%
Cover is directional and only provides damage reduction if it is directly between the attacker and attacked. Directionality factors into the damage dealt by AoE attacks when they have a single point of origin.
Destroyable covers will lose durability when applying damage reduction or receiving AoE damage. Certain skills can also instantly destroy destroyable covers. Some covers (such as pipes or gas bottles) will cause an explosion one turn after providing protection.
During the player's turn, when moving and selecting a target, lines between the Doll and enemy units will indicate how effective an attack would be: white lines indicate that the target is in cover, orange lines that the enemy is vulnerable. Red arcing lines indicate which enemies will be able to attack the Doll on the next enemy turn.
Fences between tiles cannot be passed or attacked through with melee attacks, but don't grant any protection against ranged attacks. A special type of fence called energy cover will block ranged attack but allow melee attacks and movement.
Half-body covers lose their damage reduction if the attacker is on a high ground. If the floor of the high ground is see-through (such as a scaffold), the units on it can be attacked from below. High grounds must be reached with a ladder or elevators, but can be climbed down from any tile without a cover. Ladders cannot be used if the destination tile is blocked or occupied.
Large units occupying multiple tiles cannot use covers, but usually have a passive skill granting them major damage reduction when they have Stability Index points.
Stability
Each unit begins the map with a set points of Stability Index. Stability is represented by a full white shield (not to be confused with the defense stat icon which is a half-full shield) and indicated on the left of the unit's health bar. As long as the Stability Index of the unit is above 0, it will benefit from another large percentage of damage reduction when using cover (usually 60%). Every time a unit is attacked, it loses a certain amount of Stability Index points depending on the nature of the attack. When Stability Index reaches 0, the unit suffers from Stability Collapse and no longer benefits from Stability Defense (but still benefits from the cover's innate damage reduction). Stability damage is calculated first, so the base damage from the attack that caused Stability Collapse will not account for Stability damage reduction.
Every attack reduces the Stability Index of the target by a base amount. Skills usually are the best way to quickly lower the Stability Index of a target. When an attack has a Weapon Type and/or Phase Element the target is weak to, 2 points of Stability Damage will be added for each weakness exploited as well as 10% bonus damage. Phase Damage is usually caused by skills. Every unit (including the player's) has its own weaknesses, but can also be inflicted with a Phase weakness status by skills or special tiles on the field.
Weapon attributes are as follows:
Phase attributes are as follows:
The ability to cause Stability Damage is mandatory to deal with bosses or mobile enemies. Enemies usually have a mean to recover the Stability after some time, while player units will need to rely on the skills of a Support Doll.
Units using blades will ignore Stability damage reduction.
Confectance Index
Pips above a Doll's health bar indicate its Confectance Index. Some Skills go into cooldown after use, while others expend Confectance points. The Confectance Index is replenished when active or ultimate skills are used or passive skills are triggered.
Map features
- Remote Switch: when a Doll is positioned on a tile directly adjacent to the switch, she can use it to activate the object linked to it, then continue her movement and action. The linked object is indicated by an orange dotted line.
- Dyna Box: an explosive that can be targeted to deal AoE damage to all units in its range.
- Conveyor belt: when activated, moves all units on it to its destination. This destination may be an instant-death chasm.
- Remote control lever: sends the unit next to it flying in a straight line away from the lever, usually into a chasm.
- Elevator: moves a unit between level ground and high ground. Unlike ladders, elevators stay in the up or down position after use, effectively making them one-way.
- Reinforcements: when a transparent orange enemy unit appears at the edge of the map, it means that this unit will join the fight after a set number of turns.
- Ammo Refill: box that will grant a damage boost to the Doll using it.
- Analysis Module: box that will grand Confection Index points to the Doll using it.
- Swamp: a tile that will deal damage and inflict Corrosion weakness on units ending their turn on it. It will also expand to nearby tiles as time goes on.
- Tideway: a tile that will reduce incoming damage and inflict Hydro weakness on units ending their turn on it.