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*[[File:3Stars.png|x18px]] Rare equipment requires level '''30''' to equip. <br />
*[[File:4Stars.png|x18px]] Epochal equipment requires level '''45''' to equip. <br />
*[[File:5Stars.png|x18px]] Legendary equipment requires level '''60''' to equip. <br /><br> * To see equipment available for crafting, please visit [[Equipment Production]].* To see non-craftable equipment, please visit [[Equipment Index]].* To see non-craftable equipment available for purchase in the Black Market, please visit [[Forward Base#Exclusive Equipment|Forward Base]]. ==Equipment Types==Equipment is split into 3 categories; Accessory, Magazine and T-Doll. Most T-Dolls equip at least 1 type of equipment from each category. ====Accessories====*[[:Category:Telescopic Sights|Optical Sights]] - Available to all classes except HGs. Also commonly referred to as Telescopic Sights, these increase Critical Hit Chance and are vital for DPS dolls such as ARs and RFs with self-buffing skills.*[[:Category:Holographic_Sights|Holographic Sight]] - Available to all except HGs. Holo Sights increase damage and accuracy but reduce rate of fire. This makes them more valuable on T-Dolls with damage dealing skills such as AR and SMGs with damaging grenades.*[[:Category:Red_Dot_Sights|Red Dot Sight]] - Available to all classes except HGs. Red Dot Sights increase accuracy but reduce rate of fire. The need for increased accuracy is most common on MGs and SGs, although some DPS SMGs such as {{doll name|SR-3MP|SMG|5}} also benefit greatly from the accuracy increase. It is worth noting that some enemies have no evasion stat so increasing accuracy against these targets does nothing. For information on which enemies have no evasion, check out the [[Enemy_Index|Enemy Index]].*[[: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:Auxiliary 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. ====Magazine====*[[:Category:High-Velocity_Ammo|High Velocity Ammo]] - Exclusive to ARs. This increases damage and should be used on all ARs not just because there is no alternative but because it is very good.*[[:Category:Status Ammo|Hollow Point Ammo / Signal FLare]] - Available only to SMGs and HGs. Hollow Point increases firepower but reduces armor penetration. Signal Flares increases echelon increases echelon accuracy will decreasing a minor amount of rate of fire. Flares should be the go-to option for tanks as their job is to tank not deal damage. Use hollow point ammo on damage dealing HGs and SMGs.*[[:Category:Armor-Piercing_Ammo|Armor Piercing Ammo]] - Available only to RFs and MGs, with a few exceptions being able to equip these from other classes. This ammo type increases armor penetration. A variant increases armor penetration by a smaller amount but also increases damage. This ammo type is absolutely necessary for dealing with the armored targets that you will encounter in battles.*[[:Category:Shotgun_Ammo|Shotgun Flashbang]] - Exclusive to SGs. Flashbangs increase accuracy and nullifies damage up to 3 points post armor calculation taken from enemies hit by this shell. This is the most recommended shell type for SG main tanks.*[[:Category:Shotgun_Ammo|Buckshot Ammo]] - Exclusive to SGs. Buckshots increase both damage and critical damage, with no drawbacks. This is the go-to ammo for most off-tank SGs.*[[: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:Special AP 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:Exoskeletons|Exoskeleton]] - Available only to ARs, SMGs, HGs. Comes in two different types, X and T. Exoskeletons increase evasion. X Series provide a moderate amount of evasion with no drawbacks, T Series provide a large amount of evasion and decreases damage. Only T Series are recommended as SMGs and HGs are expected to tank not deal damage. X Series does not suit AR class as you're better off using chips on ARs. You might use X Series on damage dealing SMGs and HGs as there is no damage reduction.*[[:Category:Ammo_Boxes|Ammunition Box]] - Exclusive to MGs. This increases MGs' Clip Size, increasing the number of shots that can be fired before the MG must reload, but decreases evasion. (doesn't matter that much as who would use MGs to tank?)*[[:Category:Camo_Capes|Camouflage Cape]] - Exclusive to RFs. Increases critical damage at the cost of lower movement speed. This makes it awkward to use in fights where you want to move your T-Dolls around to avoid damage and also lowers the entire echelon's advancement speed. To put this into perspective, base RF movement speed is 7, cloaks reduce this to 4.*[[: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:Range 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 there are charged shots that can deal critical damage, making choosing between Capes and Rangefinders something to consider. Some examples are {{doll name|TAC-50|RF|5}} and {{doll name|Kar98k|RF|6|costume=costume2}}.*[[: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.
== Weapon Class Rules ==
=== Deviant ===
Dolls that are being listed below don't follow general rule as they can be fitted with specific equipment that normally can't by Dolls their class or have different slot configuration.
{| class="gf-table" <div style="text-alignfloat:center; width:100%left"><tabber>! style="width:10%" | Doll! style="width:30%" -| Slot 1! style="width:30%" | Slot 2 ! styleHandgun="width:30%" | Slot 3|-|}
{| class="gf-table" style="text-align:center; width:100%"
| style="width:10%" rowspan="3" | {{doll name|Contender|HG|5}}
| style="background-color:#f0b000" | [[File:Sniper Round.png|64px]]
|}
|-|Submachine Gun=
{| class="gf-table" style="text-align:center; width:100%"
| style="width:10%" rowspan="3" | {{doll name|C-MS|SMG|5}}<br>{{doll name|SR-2|SMG|5}}
|-
|}
|-|Assault Rifle=
{| class="gf-table" style="text-align:center; width:100%"
| style="width:10%" rowspan="3" | {{doll name|6P62|AR|3}}
| style="width:10%" rowspan="3" | {{doll name|M4 SOPMOD II|AR|4}}<br>{{doll name|ST AR-15|AR|4}}
| style="width:30%" colspan="3" | <small>Accessory</small>
| style="width:30%; background-color:#f0b000" colspan="3" | <small>Accessory</small>| style="width:30%; background-color:#f0b000" | <small>Ammunition</small>
|-
| [[File:Generic Telescopic Sight.png|64px]]
| [[File:Generic Holographic Sight.png|64px]]
| rowspan="2" | [[File:Generic Red Dot Sight.png|64px]]
| [[File:Generic Telescopic Sight.png|64px]]
| [[File:Generic Holographic Sight.png|64px]]
| rowspan="2" | [[File:Generic Red Dot Sight.png|64px]]
| rowspan="2" | [[File:Generic High-Velocity Ammo.png|64px]]
|-
| [[File:Generic Night Combat Equipment.png|64px]]
| [[File:Generic Silencer.png|64px]]
| style="background-color:#f0b000" | [[File:Spare Sight.png|64px]]
| [[File:Generic Night Combat Equipment.png|64px]]
| [[File:Generic Silencer.png|64px]]
| style="background-color:#f0b000" | [[File:Spare Sight.png|64px]]
|-
|}
| style="width:10%" rowspan="3" | {{doll name|M16A1|AR|4}}
| style="width:30%" | <small>Ammunition</small>
| style="width:30%" colspan="2" style="background-color:#f0b000" | <small>Body</small>
| style="width:30%" colspan="2" | <small>Body</small>
|-
|-
|}
</div></tabber> {{clr}}
==Equipment TypesCostume Sets==Equipment is split into 3 categories; Accessory, Magazine and T-Doll. Most T-Certain Dolls equip with exclusive equipments will receive bonus passive effects from equipping two or three of these equipments at least 1 type once. For most units, the Costume Set is locked behind a piece of equipment only available after [[Neural Upgrade]]. 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 each categorythe equipment index.
====Accessories====*[[:Category:Telescopic Sights|Optical Sights]] - Also commonly referred to as Telescopic Sights, these optics increase Critical Hit Chance and are vital Costume Sets were introduced for DPS dolls such as ARs and RFs with self-buffing skills.*[[:Category:Holographic_Sights|Holographic Sight]] - Holo Sights increase raw firepower and accuracy but reduce rate of fire. This makes them more valuable on T-Dolls with damage dealing skills such as AR and SMGs with damaging grenades.*[[:Category:Red_Dot_Sights|Red Dot Sight]] - Red Dot Sights increase accuracy but reduce rate the collab units of fire. The need for increased accuracy is most common on MGs and SGs, although some DPS SMGs such as {{doll name|SR-3MP|SMG|5}} also benefit greatly from the accuracy increase. It is worth noting that armored enemies in night battles have no evade stat so increasing accuracy against these targets does nothing.*[[:Category:Silencers|SuppressorBounty Feast]] - Suppressors increase Critical Hit Chance, but by less than Optical Sights, but also increase Evasion. As Handguns can were only equip either these or Night Battle Equipment Suppressors are used by HGs and Evasion based SMGs added to increase their survivabilityother units with client update 3.*0200 and [[:Category:Night_Combat_Equipment|Night Battle EquipmentGray Zone Exploration]] - 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).
====Magazine====*[[:Category:High-Velocity_Ammo|High Velocity Ammo]] - Available only to ARs, this ammo type increases firepower and should be used on all ARs not just because there is no alternative but because it is very good.*[[See:Category:Status Ammo|Hollow Point Ammo / Status Ammo]] - Available only to SMGs and HGs, this ammo type increases firepower but reduces armor penetration. Again, this is the only ammo type available to SMGs and HGs.*[[:Category:ArmorT-Piercing_Ammo|Armor Piercing Ammo]] - Available only to RFs and MGs, this ammo type increases armor penetration. This ammo type is absolutely necessary for dealing Dolls with the armored targets that you will encounter in night battles.*[[:Category:Buckshot|Buckshot AmmoCostume Set]] - Available only to SGs, this is the first of the two shotgun shell ammo types. Increases both firepower and critical strike damage, with no drawbacks this is the go-to ammo for most SGs.*[[:Category:Slug_Ammo|Slug Ammo]] - Available only to SGs, this is the alternative shotgun shell ammo type. While slugs offer significantly increased damage and accuracy the shotgun will only hit 1 target, not 3. You should only expect to need slugs in rare situations where you need a SG but only expect to face a single target.
==Equipment Recommendations==T-Doll====*[[:Category:Exoskeletons|Exoskeleton]] - Available in two different types, X and T, Exoskeletons generally increase survivability. The X1/X2/X3/X4 Exoskeletons provide an evasion increase that helps keep T-Dolls alive, the X versions are recommended for ARs and SMGs that are more DPS focused. The T1/T2/T3/T4 Exoskeletons provide even more evasion than the X versions, but also reduce firepower, making them best suited to tanky SMGs and HGs who aren't expected to cause much damage.*[[:Category:Ammo_Boxes|Ammunition Box]] - This MG only equipment increases the MG classes Rounds stat, increasing the number of shots that can be fired before the MG must reload. This does come at the cost of lowered evasion however. MGs do not have any alternative to this for slot 3.*[[:Category:Camo_Capes|Camouflage Cloak]] - Exclusive to the RF class, the Camo Cloak provide a significant DPS boost by increasing the amount of damage done by critical strikes. It does reduce movement speed, which can make it awkward to use in fights where you want to move your T-Dolls around to avoid damage and also lowers the entire echelons advancement speed since they can only move as fast as the slowest unit when moving as a group. To put this into perspective, base RF movement speed is 7, cloaks reduce this to 4.*[[:Category:Ballistic_Plates|Armor Plate]] - Designed for use by 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]] - All current Microchips are exclusive to specific T-Dolls, they exist to boost specific stats.{{WIP}}
{{Template:NavboxEquipment}}