Guide:Combat Missions: Difference between revisions
correct AR characters can equip AP ammo |
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Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight. | Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight. | ||
Except for rare | Except for rare cases like Area 0, normal mission categories have 6 missions, with the final mission being a boss fight. | ||
Emergency | Emergency categories have 4 missions, which are based on maps from normal missions, with harder enemies. The final missions of the emergency categories will also have a boss fight. | ||
Night-Time | Night-Time battles are missions where the echelon will fight against enemies in complete dark, night maps. Unlike Regular and Emergency Missions, in order to complete night-time battles the player must eliminate all enemies in map within the turn limitations or it will result in mission failure. Instead of dropping T-Dolls, Night-time battles mostly drop equipment. Several of the night-time battle maps provide exclusive equipment drops that can only be equipped by specified T-Dolls. | ||
There are many things need to be cared in night-time mission. | There are many things need to be cared in night-time mission. | ||
* No matter how much | * No matter how much regular Echelon Combat Effectiveness you have, it is not applied in night-time missions as the echelon combat effectiveness is divided into regular CE and Night CE. Therefore, you must meet the Night Combat Effectiveness requirement in order to clear the map. Otherwise you'll be struggling against most enemies, including armored enemies. | ||
* Unlike regular | * Unlike regular missions, in night-time battles the T-dolls will fight in the complete dark where enemy location are concealed. Since this case, putting a single HG is highly recommended to provide an illumination for echelons. | ||
* Thus, it is virtually impossible to do night-time | * Thus, it is virtually impossible to do night-time missions without a HG class assigned to every echelon assigned to a mission. | ||
* Except for event maps, Night-time mission | * Except for event maps, Night-time mission have NO Headquarters. Players simply have to defeat all enemies on time. | ||
* In night-time mission, a node called radar provide illumination for 2 nodes. Radar nodes are very useful to reveal enemy locations, so protecting the nodes is | * In night-time mission, a node called radar provide illumination for 2 nodes. Radar nodes are very useful to reveal enemy locations, so protecting the nodes is a must. | ||
* Except for few cases, night-time mission normally has no boss unit. | * Except for few cases, night-time mission normally has no boss unit. | ||
* Player are unable to call reinforcement in the Landing Zones if there is not light source. Therefore, putting T-dolls with HG near Landing Zone node are recommended. | * Player are unable to call reinforcement in the Landing Zones if there is not light source. Therefore, putting T-dolls with HG near Landing Zone node are recommended. | ||
* During night-time battle, all echelons accuracy rate has greatly suffered for 90%. This problem can be solved by equipping Nightvision device to mitigate the accuracy penalty in night-time mission. Also, a handgun with flare skill is | * During night-time battle, all echelons accuracy rate has greatly suffered for 90%. This problem can be solved by equipping Nightvision device to mitigate the accuracy penalty in night-time mission. Also, a handgun with flare skill is highly recommended as it will provide up to 100% accuracy for echelon. | ||
* ARMORED | * ARMORED enemies can be found in night-time mission maps. Armored enemies takes less damage, based on their armor stat, making them very hard to defeat without great care. | ||
* Only MG and RF (except for few T-Dolls such as [[6P62]]) can equip Armor Piercing Ammunition to counter armor stat. AP Ammo reduces effectiveness of armor, based on AP stat. (if enemy has 80 armor, AP stat of 80 or higher will completely ignore armor.) | * Only MG and RF (except for few T-Dolls such as [[6P62]]) can equip Armor Piercing Ammunition to counter armor stat. AP Ammo reduces effectiveness of armor, based on AP stat. (if enemy has 80 armor, AP stat of 80 or higher will completely ignore armor.) | ||
* Armored | * Armored enemies normally have ZERO evasion, meaning that accuracy penalty is mitigated if echelons are fighting against armored unit. | ||
* Except for very rare cases in event mission, non-boss enemies with armor are never grouped with non-armored enemy. | * Except for very rare cases in event mission, non-boss enemies with armor are never grouped with non-armored enemy. | ||
* Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions. | * Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions. | ||
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* There are two type of enemy that requires great care: tarantula and Scouts. | * There are two type of enemy that requires great care: tarantula and Scouts. | ||
* Scouts in night-time map has dangerously high evasion stat. | * Scouts in night-time map has dangerously high evasion stat. A T-doll with Grenade Launcher, HE Grenade is highly recommended in fights against scouts, as explosives ignores evasion. | ||
* Tarantula is a basically an armored dinergate. It has zero evasion and very low health stat. However, | * Tarantula is a basically an armored dinergate. It has zero evasion and very low health stat. However, they have extremely high armor and damage with high accuracy. They are extremely dangerous and hard to deal with, since Tarantulas will shock T-Dolls as a swarm, with extremely fast approaching speed. (Tanks will melt within few second if Tarantulas manages to shock tank line before tarantulas getting wiped out.) | ||
* Use of MG is highly recommended in fight against Tarantula. MG | * Use of an MG is highly recommended in fight against Tarantula. MG classes can use AP ammo, and they have huge bust, making themselves an effective counter against armored shock units like Tarantula. | ||
* Guards | * Guards have zero evasion and Jaegers have almost no evasion, even at nigh-time mission. They can be defeated with T-Dolls that cannot equip night vision. However, it's normal to expect other enemy classes to be combined with Guards and Jaegers, especially the Scout + Jaeger combination. | ||
