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| **If Commanders aims for a specific unit, it is advised to make the pool small enough before performing this act, reducing the chance of RNG will pick undesirable unit while raising the chance of capturing the desirable one. | | **If Commanders aims for a specific unit, it is advised to make the pool small enough before performing this act, reducing the chance of RNG will pick undesirable unit while raising the chance of capturing the desirable one. |
| *ToDo: Shop | | *ToDo: Shop |
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| == Assigning SF Units to Combat Echelon ==
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| [[File:Coalition_Echelon_Assign.jpg|thumb|right|Confirmation dialogue box to switch from normal echelon to Coalition echelon.]]
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| [[File:Coalition_Echelon_Formation.jpg|thumb|right|Coalition unit formation interface.]]
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| [[File:Coalition_Echelon_Ringleader.jpg|thumb|right|Coalition echelon interface with leader present.]]
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| [[File:Coalition_Echelon_Unit_Selection.jpg|thumb|right|Coalition unit selection interface.]]
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| *Commanders can assign any Coalition units that are already captured into combat echelons.
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| *To assign them to combat echelon, go to the formation menu.
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| *Tap the empty position or already assigned doll. There are two tab categories on the doll selection screen.
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| *Switch to the Coalition tab and choose the unit to be assigned.
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| *Commanders can assign one leader and up to eight members.
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| *Each unit has its own cost. The higher the base rarity is, the higher the cost though there are some exceptions.
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| *Coalition echelons will have cost limit, thus restricting Commanders from mindlessly stuffing everything into one echelon.
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| *Assigning Coalition units will pop up a confirmation dialog box to switch from normal echelon to Coalition echelon.
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| *Assimilation echelons can be deployed normally on the map without a special helipad, alongside normal echelons.
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| ***For 4* Reinforcement, they require 100x Petri Dishes and a min level of 70. This upgrade unlocks a new skill for Basic units. If the unit as an Elite unit, this unlocks their secondary skill. | | ***For 4* Reinforcement, they require 100x Petri Dishes and a min level of 70. This upgrade unlocks a new skill for Basic units. If the unit as an Elite unit, this unlocks their secondary skill. |
| ***For 5* Reinforcement, they require 200x Petri Dishes and a min level of 90. This upgrade only increases their max stat cap. | | ***For 5* Reinforcement, they require 200x Petri Dishes and a min level of 90. This upgrade only increases their max stat cap. |
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| == In Battle ==
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| [[File:Coalition_Units_InBattle.jpg|thumb|right]]
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| *Assimilation echelons have a fixed supply cost regardless of how many units are present in the formation, -72 Manpower to deploy them, -360 Rations/Ammo to supply them, Assimilation echelons also posses 10 ammo/ration pips, active battles the SF echelon engages will use 2 ammo pips and 1 ration pip. Supposedly, support SF ringleaders might use 1 ammo pip to support an echelon similar to how our HOCs work.
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| *When extracting an Assimilation echelon from a helipad, you'll refund their excess supply costs, for example if you supplied them at the start of the round, and then extracted them from a helipad, you'll get +360 Ammo/Rations back.
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| *Assimilation Echelons have a default vision radius of 1 tile in night battles. This radius can be expanded by another tile with Chip Passives.
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| *Assimilation Echelons are affected by the night battle ACC penalty similar to regular echelons. This can be corrected by assigning the respective Chip Passive which negates the echelons ACC penalty by 100%.
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| *When in battle, Assimilation echelons will engage enemies much like regular T-Dolls, assuming units are occupying the rightmost tiles, Ranged units will have max range and will target anything within the killzones.
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| *Units can be separated into 2 distinct classes; Melee and Ranged. Ranged units should be placed in the backline and will not be affected by Players' Orders. Melee units should be placed on the frontline, these units will change their properties based on the orders Players' give them.
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