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Difference between revisions of "Guide:Combat Missions"

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'''Auto Battle'''                     : Setup echelon for auto battle.
+
'''Autonomous Mission''' (Auto Battle): Setup echelon for autonomous mission.
 
   
 
   
 
*'''minimal OE Requirement'''        : Minimal Operational Effectiveness for the Auto Battle mission.  
 
*'''minimal OE Requirement'''        : Minimal Operational Effectiveness for the Auto Battle mission.  
Line 61: Line 61:
 
'''Normal Battle'''                  : Start the Mission, which redirect player to [[Combat]].
 
'''Normal Battle'''                  : Start the Mission, which redirect player to [[Combat]].
  
== Auto Battle ==  
+
== Autonomous Mission ==  
 +
Under some circumstances, T-Dolls can run mission autonomously. T-Dolls need strategic data, geographic data of field, and adequate experience to be fully autonomous in mission.
  
Auto Battle allow player to sent echelons on a self battle mission. Player need to spend resources and require amount of time , in exchange for Map drop and experience upon completion. This doesn't count toward number of executes.  
+
In-game, all of three medals are required to unlock autonomous mission option for each mission, representing "circumstances" mentioned in lore.
  
Auto Battle will be unlocked on a mission once all three medals have been achieved for that mission.
+
Autonomous Mission allow player to dispatch echelons into mission without conducting them. Such missions will reward fixed amount of experience, both commander's and T-Doll's, with random possible rewards, that are same as manual missions. Each autonomous mission has its own defiend maximum number of T-Doll/equipment reward. Completion of autonomous mission will always be considered as S clear, meaning that reward pool will always include special rewards assigned for mission, allowing players to have chance of gaining rare reward such as high rank T-Dolls/equipment and even special equipment or mission reward only T-Dolls.
 +
 
 +
Dispatching Echelons in autonomous mission will require resources, and such mission will also require some time to complete. Time and resource requried for autonomosu mission varies, but normally, larger amount is required for harder mission.
 +
 
 +
Player may abort autonomous mission at any time without losing resources spent for mission. Once auto-mission is aborted, echelons immediately returns without reward. Resources spent for auto-mission will be fully refunded if you abort auto-mission.
 +
 
 +
Autonomous Mission does not count toward number of executes for mission.
 +
 
 +
Running Auto-Mission is not cost-efficient. However, completion of auto-mission grants chance of gaining any kind of reward avaible for mission to player. Auto-Mission can possibly used for quite handy way of gaining rewards, if it is planned properly. Running long autonomous mission during sleep is one of options players may take.
  
 
== Normal Battle ==
 
== Normal Battle ==
Line 73: Line 82:
 
== Difficulty ==
 
== Difficulty ==
  
WIP
+
Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight.
 +
 
 +
Except for rare case like Area 0, normal mission category have 6 missions, with last mission being a boss fight.
 +
 
 +
Emergency category have 4 missions, that are based on maps from normal missions, with harder enemies. Last mission of emergency category is also a boss fight.
 +
 
 +
Midnight mission, unlike other categories, has mission with limited turn that requreis elimination of entire enemy in map. Midnight missions are always a night-time mission.
 +
 
 +
There are many things need to be cared in night-time mission.
 +
 
 +
* There is NO vision provided for map during night time mission. However, echelon gains vision on adjucant nodes, if echelon has HG class T-Doll assigned to it.
 +
* Thus, it is virtually impossible to do night-time mission without HG class assigned for every echelons assigned to mission.
 +
* Except for event maps, Night-time mission has NO Head Quaters. Players just have to defeat all enemies on time.
 +
* Night-time mission maps has special node called Radar, which provides 2 nodes wide vision on adjucant nodes. This is very important since there is time limit while player has limited information about location of enemy.
 +
* Except for few cases, night-time mission normally has no boss unit.
 +
* Landign Zones can be used only if there is vision on it.
 +
* In night-time mission, accuracy of entire ally echelons gets 90% penalty. To counter accuracy penalty, AR, SMG, and HG class can equip night-vison equipmnent. Night-vision reduces penatly based on its stat.
 +
 
 +
* ARMORED enemy can be in night-time mission maps. Armored ememies takes less damage, based on their armor stat, making them very hard to defeat without great care.
 +
* Only MG and RF (except for few T-Dolls) can equip Armor Piercing Ammunitions to counter armor stat. AP Ammo reduces effectiveness of armor, based on AP stat. (if enemy has 80 armor, AP stat of 80 or higher will completly ignore armor.)
 +
* Armored enemy normally has ZERO evasion, meaning that accuracy penalty is meaningless if echelons are fighting agaisnt armored unit.
 +
* Except for very rare cases in event mission, non-boss enemies with armor are never grouped with non-armored enemy.
 +
* Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions.
 +
* This means, that player must prepare both anti-armor echelon and anti-regular echelon in night-time missions. Moreover, anti-regular echelon must be capable of breaching regular enemies' high evsion stat.
 +
* Normmaly AR based echelons are used for defeating regular units, while RF/MG based echelons are used for armored units.
 +
 
 +
* There are two type of enemy that requires great care: tarantula and Scouts.
 +
* Scouts in ngiht-time map has dangerously high evasion stat. Use of explosives is highly recommanded to fight against scouts, as explosives ignores evasion.
 +
* Tarantula is a basically an armored dinergate. It has zero evasion and very low health stat. However, unlike their cute(?) appearance they have extremly high armor and damage with high accuracy. They are extremly dangerous and hard to deal with, since Tarantulas will shock T-Dolls as a swarm, with extremly fast approaching speed. (Tanks will melt within few second if Trantulas manges to shock tank line before tarantulas getting wipped out.)
 +
* Use of MG is highly recommanded in fight agianst Trantula. MG class can use AP ammo, and they have huge bust, making themselves an effective counter agaisnt armored shock units like Trantula.
 +
 
 +
* Guards has zero evasion and Jadgers has almost meaningless eavsion, even at nigh-time mission. They can be defeated with T-Dolls that cannot equip night vision. However, normmaly expect other enemy classes combined with Guard and Jadger, especially Scout + Jadge combination.

Revision as of 00:18, 3 November 2017

Girls' Frontline
T-Doll Index · Registration · Tutorial · Strategies · Settings · Story
Main Screen · Combat Menu · Formation Menu · Research Menu · Factory Menu · Repair Menu · Dormitory · 3D Base
Combat · Logistic Support · Combat Simulation · T-Doll Production · Equipment Production · Heavy Ordnance Corps · Protocol Assimilation · Mobile Armor · Forward Base · Gray Zone Exploration · Quests · Friend Menu



Combat mission is the main part of the game for player to proceed the story and unlock new combat mission chapter,Logistic Support and a few construction function.

The Combat Mission interface can be accessed through the Combat menu. There, players may select combat missions.

Icon combat combatmission.jpg

Main Interface

The main part of the interface allow you to select combat mission.

Combat mission main menu

Chapter Menu

Selection between chapter.

  • You can unlock the next chapter by clearing previous chapter mission 6. This will also unlock next chapter Logistic Support and current Chapter Emergency mission.
    • (except Chapter 0, which can only be unlock by clearing 04-4E)


Mission Menu

Select mission here. To access new mission for the chapter you need to achieve bronze or higher medal.

Difficulty Menu

Select difficulty here. There is three type of difficulty, From left to right it's NORMAL, EMERGENCY and MIDNIGHT.

  • The unlock requirement are different on each difficulty.
    • Normal : Unlock by clearing Previous mission
    • Emergency: Unlock by clearing current chapter Normal mission x-6.
    • Midnight : Unlock by clearing previous 2 Emergency two chapter.
      • For example; chapter 1-1 Night battle can unlock after clearing chapter 03-4 Emergency.
      • Chapter 2-1N can unlock after clearing Chapter 04-4 Emergency, and so on.


Mission Interface

selected Combat mission window

After select a mission, a mission window will come out.

Explanation from top to bottom


Enemy Operational Effectiveness : show the current mission enemy operational effectiveness.

Number of execute : How many time player had start/execute this mission.

Medal Achieved : Medal obtained from this mission show here.

Highest Score achieved : Highest Score achieved.

Potential drop : Potential drop from current mission, note that some common T-dolls that is not listed still drop.

Limited drop : Drops that are limited to drop only from this mission.


Autonomous Mission (Auto Battle): Setup echelon for autonomous mission.

  • minimal OE Requirement : Minimal Operational Effectiveness for the Auto Battle mission.
  • Experience Reward : Experience you can gain from Auto Battle.

Normal Battle : Start the Mission, which redirect player to Combat.

Autonomous Mission

Under some circumstances, T-Dolls can run mission autonomously. T-Dolls need strategic data, geographic data of field, and adequate experience to be fully autonomous in mission.

In-game, all of three medals are required to unlock autonomous mission option for each mission, representing "circumstances" mentioned in lore.

Autonomous Mission allow player to dispatch echelons into mission without conducting them. Such missions will reward fixed amount of experience, both commander's and T-Doll's, with random possible rewards, that are same as manual missions. Each autonomous mission has its own defiend maximum number of T-Doll/equipment reward. Completion of autonomous mission will always be considered as S clear, meaning that reward pool will always include special rewards assigned for mission, allowing players to have chance of gaining rare reward such as high rank T-Dolls/equipment and even special equipment or mission reward only T-Dolls.

Dispatching Echelons in autonomous mission will require resources, and such mission will also require some time to complete. Time and resource requried for autonomosu mission varies, but normally, larger amount is required for harder mission.

Player may abort autonomous mission at any time without losing resources spent for mission. Once auto-mission is aborted, echelons immediately returns without reward. Resources spent for auto-mission will be fully refunded if you abort auto-mission.

Autonomous Mission does not count toward number of executes for mission.

Running Auto-Mission is not cost-efficient. However, completion of auto-mission grants chance of gaining any kind of reward avaible for mission to player. Auto-Mission can possibly used for quite handy way of gaining rewards, if it is planned properly. Running long autonomous mission during sleep is one of options players may take.

Normal Battle

See more, Combat.

Difficulty

Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight.

Except for rare case like Area 0, normal mission category have 6 missions, with last mission being a boss fight.

Emergency category have 4 missions, that are based on maps from normal missions, with harder enemies. Last mission of emergency category is also a boss fight.

Midnight mission, unlike other categories, has mission with limited turn that requreis elimination of entire enemy in map. Midnight missions are always a night-time mission.

There are many things need to be cared in night-time mission.

* There is NO vision provided for map during night time mission. However, echelon gains vision on adjucant nodes, if echelon has HG class T-Doll assigned to it.
* Thus, it is virtually impossible to do night-time mission without HG class assigned for every echelons assigned to mission.
* Except for event maps, Night-time mission has NO Head Quaters. Players just have to defeat all enemies on time.
* Night-time mission maps has special node called Radar, which provides 2 nodes wide vision on adjucant nodes. This is very important since there is time limit while player has limited information about location of enemy.
* Except for few cases, night-time mission normally has no boss unit.
* Landign Zones can be used only if there is vision on it.
* In night-time mission, accuracy of entire ally echelons gets 90% penalty. To counter accuracy penalty, AR, SMG, and HG class can equip night-vison equipmnent. Night-vision reduces penatly based on its stat.
* ARMORED enemy can be in night-time mission maps. Armored ememies takes less damage, based on their armor stat, making them very hard to defeat without great care.
* Only MG and RF (except for few T-Dolls) can equip Armor Piercing Ammunitions to counter armor stat. AP Ammo reduces effectiveness of armor, based on AP stat. (if enemy has 80 armor, AP stat of 80 or higher will completly ignore armor.)
* Armored enemy normally has ZERO evasion, meaning that accuracy penalty is meaningless if echelons are fighting agaisnt armored unit.
* Except for very rare cases in event mission, non-boss enemies with armor are never grouped with non-armored enemy.
* Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions.
* This means, that player must prepare both anti-armor echelon and anti-regular echelon in night-time missions. Moreover, anti-regular echelon must be capable of breaching regular enemies' high evsion stat.
* Normmaly AR based echelons are used for defeating regular units, while RF/MG based echelons are used for armored units.
* There are two type of enemy that requires great care: tarantula and Scouts.
* Scouts in ngiht-time map has dangerously high evasion stat. Use of explosives is highly recommanded to fight against scouts, as explosives ignores evasion.
* Tarantula is a basically an armored dinergate. It has zero evasion and very low health stat. However, unlike their cute(?) appearance they have extremly high armor and damage with high accuracy. They are extremly dangerous and hard to deal with, since Tarantulas will shock T-Dolls as a swarm, with extremly fast approaching speed. (Tanks will melt within few second if Trantulas manges to shock tank line before tarantulas getting wipped out.) 
* Use of MG is highly recommanded in fight agianst Trantula. MG class can use AP ammo, and they have huge bust, making themselves an effective counter agaisnt armored shock units like Trantula.
* Guards has zero evasion and Jadgers has almost meaningless eavsion, even at nigh-time mission. They can be defeated with T-Dolls that cannot equip night vision. However, normmaly expect other enemy classes combined with Guard and Jadger, especially Scout + Jadge combination.