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Equipment

471 bytes added, 22 January
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*[[:Category:Silencers|Suppressor]] - Available to all classes except MGs and SGs. Suppressors increase Critical Hit Chance, but by less than Optical Sights, and also increase Evasion. As HGs can only equip either these or Night Battle Equipment Suppressors are used by HGs and Evasion based SMGs to increase their survivability.
*[[:Category:Night_Combat_Equipment|Night Battle Equipment]] - Available to all classes except RFs and MGs. Commonly referred to as PEQs or Night Vision equipment, this item reduces the Night Battle accuracy penalty by the percentage stated, multiplicatively. For example; a 90% PEQ will reduce the 90% night battle penalty by 81% (90% of the 90% penalty).
*[[:Category:SpecialAuxiliary Sights|RMR Red Dot Sight]] - Available to HGs and MGs only. RMRs increase Critical Hit Chance, but by less than Optical Sights, and also accuracy, but less than Red Dots. These are useful for damage dealing HGs and MGs when going against enemies with evasion.
*[[:Category:Chokes|Choke]] - Exclusive to SGs. These increase accuracy and Clip Size, useful if you want your SGs to shoot longer and is a good alternative to optics in some cases.
*[[:Category:Shotgun_Ammo|Slug Ammo]] - Exclusive to SGs. Slugs increase accuracy and offers a significant increase in damage but reduces target count from 3 to 1. You should only expect to need slugs in rare situations where you need a SG but only expect to face a single target.
*[[:Category:Shotgun_Ammo|Birdshot Ammo]] - Exclusive to SGs. Birdshots increase rate of fire and target count to 5 but decreases critical damage. This is useful for t-dolls such as {{doll name|FO-12|SG|5}} and others to increase number of enemies knocked back.
*[[:Category:SpecialAP Ammo|SLAP Round]] - Exclusive to MGs. SLAP significantly increases armor penetration at the cost of an insignificant (for MGs) amount of rate of fire. Recommended only for enemies with a large armor value, however if you're lazy to swap between regular AP and SLAP, use SLAP.
====T-Doll====
*[[:Category:Ballistic_Plates|Armor Plate]] - Exclusive to SGs. Armor Plates increase a T-Doll's armor value, reducing damage taken (assuming the enemy doesn't have enough armor penetration to ignore it), this allows SGs to tank significant amounts of damage from gunfire thanks to their high HP and the mitigation of their armor.
*[[:Category:Microchips|Chip]] - Available to ARs and SMGs only. Chips increase damage and changes rate of fire and critical damage depending on Focus Chip or Processor. ARs should default to using this on their t-doll slot, and potentially some damage-dealing SMGs and HGs are recommended to use these.
*[[:Category:RangefindersRange Finders|Rangefinder]] - Available only to a few RFs. These increases damage and reduces initial cooldown, by up to 80% with a maxed-out 5-star rangefinder, making it potentially useful for charged-shot RFs that deals damage through skill. Noted that you'll be sacrificing critical hit rate by not equipping a telescopic sight for this, making this equipment extremely situational.
*[[:Category:Bipods|Bipod]] - Exclusive to MGs. These increase accuracy and decrease reload speed but decrease movement speed. Potentially useful for second volley MGs such as {{doll name|Negev|MG|5}} but your doll's move speed and echelon's advancement speed will be slowed to a turtle crawl.
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==Costume Sets==
Certain Dolls with exclusive equipments will receive a bonus passive effect from equipping two or three of these equipments at once. These effects and their requirements can be seen from the Index, either by accessing the Doll's index page, or by checking the appropriate search option from the equipment index.
 
For most units, the Costume Set is only available after [[Neural Upgrade]].
 
*See: [[:Category:T-Dolls with Costume Set]]
==Equipment Recommendations==