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Revision as of 17:24, 21 April 2023
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 two new buildings to the Headquarters: The Intelligence Center and the Garage.
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.
Intelligence quests
Provides quests rewarding Samples. The Intelligence Quests will offer new quests each day. Existing quest progress will be lost with the change of the day. Despite only specifying so once, None of the Quests may be completed through the Auto-Battle feature.
Quest rewards are Original Samples and Pure Samples.
Depending on the upgrade level of the facility, up to 3 (three) quests are provided.
Following table displays Missions and Rewards from a max level Intelligence Center.
Data storage
Defines how many Original Samples and Pure Samples can be storaged. Upgrading this facility will increase the amount of Samples storable.
Computer
Processes Original Samples and Pure Samples into Chips or Central Data.
The general rules of processing are as follows:
- The level of the Computer determines the research tasks that can be started parallel and the time it will take (Starting at 8 hours and 1 Slot at level zero to being reduced to 2 hours and upgraded to 10 Slots at max level).
- A research task can be started either with 20 Original Samples or 20 Pure Samples.
- The result will be a Chip or a Central Data instance of a HOC unit.
When enough Central Data for a HOC unit's promotion or unlocking is collected, it can be applied by tapping the corresponding icon on the bottom. Depending on the currently activated tab at the bottom a switch to "all" might be necessary.
Garage
The Garage provides facilities necessary to manage HOC units and Chips.
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.
Maintenance Machinery
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 + 864(50) = 64080
- 64080 ÷ 3600 = 17.8
- .8 × 60 = 48.0
- 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).
Central Data Refactoring
Facility used for refactoring Central Data of HOC units to WAVE Data Patches. WAVE Data Patches are used to further boost a HOC's rarity and increase their stats beyond maximum. Central Data to be refactored needs to be dragged over to the right field. The choice will be confirmed with "OK".
In early stages it is not recommended to use this facility at all. In the newer versions of the game refactoring Central Data in early stages is forbidden to prevent accidentally scrapping important Central Data.
Elevator
Clicking on the Elevator in the Garage will lead to separate rooms in the basement. Each rooms ID will be noted on the top left of the screen. This place is another overview of the HOC units.
- B1 Exhibition: The following units will be displayed on four podiums from left to right: BGM-71, AGS-30, 2B14, M2
- B2 Exhibition: The following units will be displayed on four podiums from left to right: AT4, QLZ-04, Mk 153, (Fourth not known)
Support Unit
The Support Unit overview lists all available HOC units. Unlocked units provide further interactions.
Stat enhancement
Similar to stat enhancement of T-Dolls, HOC units can raise their stats by consuming Enhancement Pills. HOC units increase their stat capacities through level increases (up to Lvl. 100)
In contrast to T-Dolls, HOC units' stats need to be upgraded each for its own.
Not all stats increase with a 1:1 rate:
- Lethality increases 1 per pill
- Armor piercing increases 3 per pill
- Accuracy increases 3 per pill
- Loading increases 2 per pill
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 WAVE Data Patches. 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 | Central Data Cost | Total |
---|---|---|
1 | 5 | 5 |
2 | 10 | 15 |
3 | 15 | 30 |
4 | 20 | 50 |
5 | 30 | 80 |
Iteration | Cost | Commulative Cost |
---|---|---|
★ - ★★★★★ | (Central Data) | (Central Data) |
☆★★★★ | 5 | 5 |
★★★★★ | 8 | 13 |
★☆★★★ | 10 | 23 |
★★★★★ | 15 | 38 |
★★☆★★ | 20 | 58 |
★★★★★ | 25 | 83 |
★★★☆★ | 30 | 113 |
★★★★★ | 30 | 143 |
★★★★☆ | 30 | 173 |
★★★★★ | 30 | 203 |
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
The Chips attached to a HOC unit can be set up here. Chips can be placed by dragging them from the storage (left) to the Chip Matrix of the HOC unit (right). Tapping on a placed Chip rotates it. Each rotated Chip consumes Calibration Tickets when confirmed. The amount of tickets used will vary based on the rotated chips rarity;
- 2* Chips when rotated will cost 20x tickets
- 3* Chips when rotated will cost 30x tickets
- 4* Chips when rotated will cost 40x tickets
- 5* Chips when rotated will cost 50x tickets
The numbers displayed are "Chip stat sum" and "Max allowed stat". The coloured number next to them is the "Same colour bonus".
Placing Chips of the same colour provides a stat bonus. Tap the information icon to see the possible and achieved bonuses.
The Chip system is a classic Pentomino puzzle system[1]. Place and rotate Chips to fill the matrix of your HOC unit.
For a detailed explanation, please see Heavy Ordnance Corps Chip Matrix.
Chips
So called Chips (Tetris like stones) are used as "equipment" for the HOC units. The number of Chips which can be collected are defined by the Storage. Despite the colour, there is no difference between blue and orange coloured Chips in either stats nor tile shape. The only difference is in the HOCs' assigned bonus color, which grants boosted stats for same color chips used. See: Category:HOC units by chip colour.
Enhancement
Chips can be enhanced similar to how equipment enhancement works. To enhance a Chip, other Chips and resources will be consumed. After choosing the Chip for enhancement, the Chips for consumption need to be selected (2-Star Chips cannot be enhanced).
Using Chips of the same colour and/or higher rarity will give more "experience" for the Chip. Each upgrade will result in higher stats of the Chip.
Calculation Specifics
Chip Experience value comes from rarity and color only, tile count is unrelated. Additionally, only the Chip fodder matters in calculations. Other than having different Exp capacities & thresholds, the qualities of the receiving chips have no influence on the exp being exchanged.
Values are as follows...
- Rarity: 2 star = 50 xp, 3 star = 100 xp, 4 star = 200 xp, 5 star = 300 xp
Also, the Color Bonus = (Rarity x 20%)
thus, same color enhance values are...
- Rarity & Color: 2 star = 60 xp, 3 star = 120 xp, 4 star = 240 xp, 5 star = 360 xp
Finally, Exp transfers between chips is considered its own factor, transferring only 80% of its value between chips. This factor is not influenced at all by rarity or color.
Full Formula:
- (Rarity + (Rarity × 20%(if same color)) + (Exp of chip x 80%) = Total Enhance Value
Due to how Chip Enhance calculation works, its not a huge detriment to transfer individual, high value xp chips across differently colored chips, as the value lost will likely be fairly negligible. When enhancing chips of the same color in bulk however, rather than the exp levels they hold, the QUANTITY of the chips will likely hold greater value in the exp being given. Such as when enhancing a Blue Chip with one hundred 2-Star Orange Chips, up to 1000xp could be lost in such an exchange. Oppositely, enhancing a Blue Chip with a single level 20 blue chip in order to maximize exp efficiency will only yield 60 extra xp, which is minuscule in the face of the xxx amount of exp being granted from the level 20 chip.
EXP Desire:
Level | 3 Star | 4 Star | 5 Star | Stats Increase |
---|---|---|---|---|
1 | 50 | 100 | 150 | 1.08x |
2 | 75 | 150 | 225 | 1.16x |
3 | 100 | 200 | 300 | 1.24x |
4 | 125 | 250 | 375 | 1.32x |
5 | 150 | 300 | 450 | 1.40x |
6 | 200 | 400 | 600 | 1.48x |
7 | 250 | 500 | 750 | 1.56x |
8 | 300 | 600 | 900 | 1.64x |
9 | 350 | 700 | 1050 | 1.72x |
10 | 400 | 800 | 1200 | 1.80x |
11 | 450 | 900 | 1350 | 1.87x |
12 | 500 | 1000 | 1500 | 1.94x |
13 | 550 | 1100 | 1650 | 2.01x |
14 | 600 | 1200 | 1800 | 2.08x |
15 | 650 | 1300 | 1950 | 2.15x |
16 | 700 | 1400 | 2100 | 2.22x |
17 | 800 | 1600 | 2400 | 2.29x |
18 | 850 | 1700 | 2550 | 2.36x |
19 | 900 | 1800 | 2700 | 2.43x |
20 | 1000 | 2000 | 3000 | 2.50x |
Total | 9000 | 18000 | 27000 | MAX |
Over-Stacking
Chips have the ability to retain the xp "overhead" that is transferred from one chip to another, going beyond the max levels exp requirements. This has little to no practical usage as resource costs for transferring xp seems to correlatively scale with the amount of exp being transferred, resulting in exponentially expensive enhancement costs. As well as, the fact that even the most exp hungry five star chips only need a total of 27k experience and going beyond that provides no extra benefits. Given how the System works there is no efficient reason to do this other than having chips at the ready on a fully stacked chip storage. (Losing exp from the minus 20% rule on exp transfers.)
One of the only useful ways to utilize this "feature" is to level a five star chip to level 19 and enhance it so that it, at least, hits an over-cap value of 6,750 exp (due to the 80% exp transfer rule). This means by holding chips that have values of 33,750 exp, Commanders may reduce Chip Storage being occupied while still having "Maxed Chips" at the ready for whenever they may need to level a new set.
It is noteworthy, to remember that the game will not allow adding extra chips beyond the necessary amount needed, so in order to hit the minimum 6.75k over-cap, one of the chips will need to be an enhanced one. Upper limit on how much experience a chip can hold is... Unknown
Scrapping
Unneeded Chips can be scrapped. Each scrapped Chip will grant a small amount of resources equivalent to its rarity (EX: 4-Star = MARP x 4). Scrapping Enhanced Chips gives the same amount of resources as non-leveled ones.
A common rule of thumb defines that Chips should only be scrapped if the storage is full and the existing (and installed) six- or five-star Chips are already enhanced to their maximum level.
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!" |