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Jupiter Cannon: Difference between revisions

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Jupiter Cannons are extremely large cannons, and quake in fear when you fight them, because their sheer firepower can make them cut through every T-Doll's defences in a few shots. That is, if they are at full power. They can be encircled, which severely drops their power due to their power source being cut off. They do have a secondary machine gun to defend themselves in this case, however, but that one is no treat at all.
{{Stub}}
{{EnemyUnit
|hasChibiAnimation=1
|affiliation=[[Sangvis Ferri]]
|classification=
|summary=
|appearences= {{enemy name|Jupiter Cannon}}'s make their first appearance in Major Event [[Arctic Warfare]] and again in several other lategame maps.
|releasedon={{server short|CN}}, {{server short|TW}}, {{server short|KR}}
|gameplay=
*Classification: Armoured Machine
*Damage: Very high (Low when encircled)
*Accuracy: Cant be dodged (Low when encircled)
*Attack range: Very Long
*Health: Moderate
*Armor value: Moderate
*Evasion: N/A
*Movement speed: N/A
Although Jupiter Cannons may look intimidating, in reality, as long as you dont engage them, you'll be fine, in battle against an '''ACTIVE''' Jupiter, the Jupiter's will fire off missiles which will do massive AOE damage to whoever they're targeting, these missiles damage dummy links causing massive damage to units it hits while its active, along with being armoured, Jupiters while they're active are very devastating to go against.


However there is a way to significantly weaken the Jupiter Cannon, this is done by encircling the Jupiter Cannon, dont be alarmed it's stationary so it wont move whatsoever, but once you encircle the Jupiter it'll significantly weaken the Jupiter disabling its missile launcher when you engage it in battle causing it to rely on its turrets which deal significantly less damage and have poor accuracy.


[[Category: Enemies]]
When engaging Jupiters its ideal to bring an ARSMG echelon as advancement is required to even make it to certain Jupiters. Though if you encircled one, you can bring any other echelon to deal with it, but if you just wanna get things done quick, use an ARSMG echelon... or maybe a HG echelon?
|lore=
}}

Revision as of 08:36, 1 March 2019

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Jupiter Cannon
Information
Full name Jupiter Cannon
Affiliation Sangvis Ferri
Released on CN, TW, KR
Chibi animation
Variant:

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Appearances

Jupiter Cannon's make their first appearance in Major Event Arctic Warfare and again in several other lategame maps.

Gameplay

  • Classification: Armoured Machine
  • Damage: Very high (Low when encircled)
  • Accuracy: Cant be dodged (Low when encircled)
  • Attack range: Very Long
  • Health: Moderate
  • Armor value: Moderate
  • Evasion: N/A
  • Movement speed: N/A

Although Jupiter Cannons may look intimidating, in reality, as long as you dont engage them, you'll be fine, in battle against an ACTIVE Jupiter, the Jupiter's will fire off missiles which will do massive AOE damage to whoever they're targeting, these missiles damage dummy links causing massive damage to units it hits while its active, along with being armoured, Jupiters while they're active are very devastating to go against.

However there is a way to significantly weaken the Jupiter Cannon, this is done by encircling the Jupiter Cannon, dont be alarmed it's stationary so it wont move whatsoever, but once you encircle the Jupiter it'll significantly weaken the Jupiter disabling its missile launcher when you engage it in battle causing it to rely on its turrets which deal significantly less damage and have poor accuracy.

When engaging Jupiters its ideal to bring an ARSMG echelon as advancement is required to even make it to certain Jupiters. Though if you encircled one, you can bring any other echelon to deal with it, but if you just wanna get things done quick, use an ARSMG echelon... or maybe a HG echelon?



References