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Difference between revisions of "Guide:Strategies"

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(some 2017 updates)
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==Formation Layout & Composition==
 
==Formation Layout & Composition==
1. In general, stick to 3 DPSers (MG/AR/RF), and at least 1 SMG. For the 5th member, use a 2nd SMG if you're up against a difficult boss, otherwise an HG will be more resource efficient.
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1. The most frequent team archetype used is a combination of 3 DPS (MG/AR/RF) and at least 1 Tank (SMG or SG). Due to the flexibility of HGs to serve both as off-tanks and as support for other DPS, it may often be preferable to use HG depending on the difficulty of the stage due to their lower resource cost.
  
2. MGs typically do less dps than RFs and ARs buffed by SMGs when battles get lengthy (ie boss battles), and almost the same dps for shorter battles. (Consider this after the fact that they eat up 3x more ammo than RFs...)
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2. MGs deal all their damage up front, but will then have to reload for at least 4 seconds. As a result, they tend to be outclassed by AR and RF in longer fights. Consider this carefully when building your team, as their consumption is much higher in comparison.
  
3. An AR buffed by 1 SMG will typically match the dps of an RF, and an AR buffed by 2 SMGs will outdps an RF.
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3. Be aware of the effects of buff tiles. SMGs and ARs complement each other, MGs and SGs complement each other, and RFs reduce the skill charge time of HGs. HG buffs can affect all guns.
  
4. RFs have a problem of always targeting the same mob and suffer from many wasted overkill shots; not a good thing when their RoF is so slow. 3 ARs will typically end a non-boss battle sooner than 3 RFs. [Edit] With the last update, this problem seems to have been solved by the RFs seemingly knowing if another RF is about to kill their target and will switch to another target before the target has died. (Just an observation)
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4. Different gun types benefit more from certain stats. ARs tend to favor crit chance and damage over attack speed. RFs favor RoF and damage, MGs benefit greatly from accuracy and damage, and SGs require the greatest amount of accuracy to be effective. Keep these general guidelines in mind when equipping your team and choosing your buffs.
  
 
[[File:2AR1RF1HG1SMG.jpg|thumb|220x220px]]
 
[[File:2AR1RF1HG1SMG.jpg|thumb|220x220px]]
  
5. Typically your tanks will receive much less damage if they avoid the front row. This is because the time it takes for the enemies to move into firing position will be longer, and your own squad won't need to move forward to fire at enemy RFs if they're the ones who need to move towards you. If you're the lazy type, you can make a formation where all 3 of your DPSers start in the back row, or at the beginning of every battle have them all move to the back.
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5. Typically your tanks will receive much less damage if they avoid the front row. This is because the time it takes for the enemies to move into firing position will be longer, and your own squad won't need to move forward to fire at enemies. It is often better to sacrifice tile buffs rather than losing valuable DPS time repositioning your team at the beginning of each round of combat.
  
6. High level HGs can be used as secondary tanks, and will be able to hold their own if you leave them in the same row as your SMG.
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6. Due to their naturally high evasion and the fact that no single instance of damage is capable of destroying more than 1 T-doll, High level HGs can be used as resource-friendly secondary tanks.
  
 
[[File:2AR1RF1HG1SMG2.jpg|thumb|220x220px]]
 
[[File:2AR1RF1HG1SMG2.jpg|thumb|220x220px]]
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*Otherwise if you are lazy, leave the HG at top.
 
*Otherwise if you are lazy, leave the HG at top.
  
7. With the addition of SGs, feel free to use them in regular mob battles, but you'll want to stick with SMGs against bosses.
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7. For player Tdolls, damage received does not carry over to other dummies. (If an x2 girl has 400 total HP and she takes two 150dmg shots, she'd be left with one dummy at 200 HP.)
 
 
Bosses have an average of 150 firepower, and the highest armor an SG w/ equips is only going to have 35, so they'll just be sitting there taking 115dmg per shot, while an SMG would have more than a 50% chance of dodging them.
 
 
 
8. For player Tdolls, damage received does not carry over to other dummies. (If an x2 girl has 400 total HP and she takes two 150dmg shots, she'd be left with one dummy at 200 HP.)
 
  
 
Because of this, prioritize evasion over HP against bosses, since no Tdoll in the game can take more than 2 150dmg shots per dummy.
 
Because of this, prioritize evasion over HP against bosses, since no Tdoll in the game can take more than 2 150dmg shots per dummy.
  
9. Once your squad is high enough (lv90+) you can use 3RFs 2HGs in most battles. Your RFs will be taking out the backline hard hitters before they're able to shoot at your HGs, and your HGs will easily be able to dodge frontline mobs.
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8. One of the highest DPS compositions is 3RF 2HG. This can be used to farm most content because enemies will often be mowed down before being able to land a single shot.
  
Mobs to take caution over when using this formation are Dragoons (purple haired enemies that look like they're riding a mech). Dragoons have high specs in every stat including movement speed; they're able to dish out accurate and high damage shots in a very short amount of time. You'll want tanks with high hp instead of evasion against Dragoons.
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Mobs to take caution over when using this formation are Dragoons (mounted enemies). In addition to having high movement speed, they also deal high damage per shot and have high accuracy as well.
  
 
==In-Combat==
 
==In-Combat==
 
===Kiting===
 
===Kiting===
All enemies have a noticeable delay between when they first get into position, and when they take their first shots. The windup length differs between different types of enemies; RFs have the most noticeable delay. Exploiting this, a kiting method can be done against them that involves putting your tank in the front line, and right before they take their first shot, move your tank back to the 2nd line and immediately back to the front line. This will cause the RFs to move just a hair and reset their windup process; delaying their first shots.
 
  
Kiting is essential in night battles against Nemeums, those armored walking cannons encountered in night maps that take forever to windup their shots. You'll be able to finish a battle without them ever firing a single shot by kiting them.
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All enemies have a noticeable delay between when they first get into position, and when they take their first shots. The length of the attack animation differs between different types of enemies; RFs and Nemeums have the most noticeable delay. This used to be exploitable by putting your tank in the front line, and right before they take their first shot, moving your tank back to the 2nd line and immediately back to the front line. As of the Arctic Warfare event update, however, enemies no longer have to restart their attack animation and are able to attack as soon as another unit is in their attack range.
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While it is no longer possible to force enemies to restart their attack animation via kiting, it is still possible (and very advantageous) to use the Retreat option on an individual T-doll to force an enemy to move forward, thus forcing them to move forward while still being subject to your attacks. In the Episode 5 Night missions, it is not possible to kite the Nemeums backwards because they begin combat in range of your whole team.
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As of Patch 1.115, a bug still exists where retreated T-dolls still count as "active" for the purposes of target acquisition for certain enemies. Notably, Architect has a chance to shoot her RPG special attack at an off-screen T-doll.  
  
Note: As of the winter event update, you must kite Nemeums before their canons start glowing, if you're too late they will fire even while walking forwards.
 
  
 
===Animation Canceling===
 
===Animation Canceling===
All bosses except for Destroyer, the EP.5 boss, have some sort of special attack that can be canceled by kiting them. You'll notice that they will stop attacking for a few seconds before doing their specials; that's when you should kite them with your tank. Preferably try to do it at the last split second to maximize the time of them not attacking.
 
  
Note: As of the Winter event update, canceling boss specials no longer works unless you withdraw the girl.
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All bosses except for Destroyer, the EP.5 boss, have some sort of special attack that could formerly be canceled by kiting them. As of the Arctic Warfare event update, this no longer works unless you retreat a girl while the special attack is being used.  
  
 
===Blocking 2 columns with one tank===
 
===Blocking 2 columns with one tank===
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By constantly moving a T-doll between 2 blocks in a row, 2 enemy columns can be prevented from advancing (especially the shield units and the mechanized ones since they can only be stop by blocking their exact column). However, that certain T-doll will be rendered unable to shoot/use skill and moving another T-doll is obviously impossible. After the enemies start shooting at that T-dolls, stop moving her won't cause enemy units to advance as long as they keep shooting.
 
By constantly moving a T-doll between 2 blocks in a row, 2 enemy columns can be prevented from advancing (especially the shield units and the mechanized ones since they can only be stop by blocking their exact column). However, that certain T-doll will be rendered unable to shoot/use skill and moving another T-doll is obviously impossible. After the enemies start shooting at that T-dolls, stop moving her won't cause enemy units to advance as long as they keep shooting.

Revision as of 07:13, 2 May 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



This article covers community suggested gameplay tips and formation layouts to optimize combat efficiency.

  • This article should not be taken as a definitive guide, any tips or layouts here are merely suggestions
    Feel free to use your own strategies and/or go with what suits your playstyle the most!

Formation Layout & Composition

1. The most frequent team archetype used is a combination of 3 DPS (MG/AR/RF) and at least 1 Tank (SMG or SG). Due to the flexibility of HGs to serve both as off-tanks and as support for other DPS, it may often be preferable to use HG depending on the difficulty of the stage due to their lower resource cost.

2. MGs deal all their damage up front, but will then have to reload for at least 4 seconds. As a result, they tend to be outclassed by AR and RF in longer fights. Consider this carefully when building your team, as their consumption is much higher in comparison.

3. Be aware of the effects of buff tiles. SMGs and ARs complement each other, MGs and SGs complement each other, and RFs reduce the skill charge time of HGs. HG buffs can affect all guns.

4. Different gun types benefit more from certain stats. ARs tend to favor crit chance and damage over attack speed. RFs favor RoF and damage, MGs benefit greatly from accuracy and damage, and SGs require the greatest amount of accuracy to be effective. Keep these general guidelines in mind when equipping your team and choosing your buffs.

2AR1RF1HG1SMG.jpg

5. Typically your tanks will receive much less damage if they avoid the front row. This is because the time it takes for the enemies to move into firing position will be longer, and your own squad won't need to move forward to fire at enemies. It is often better to sacrifice tile buffs rather than losing valuable DPS time repositioning your team at the beginning of each round of combat.

6. Due to their naturally high evasion and the fact that no single instance of damage is capable of destroying more than 1 T-doll, High level HGs can be used as resource-friendly secondary tanks.

2AR1RF1HG1SMG2.jpg
  • Taking the above points into consideration, the formation pictured with the HG in the middle is very recommended if you're not feeling lazy and can swap the positions of the SMG and the HG at the start of every battle.
  • Otherwise if you are lazy, leave the HG at top.

7. For player Tdolls, damage received does not carry over to other dummies. (If an x2 girl has 400 total HP and she takes two 150dmg shots, she'd be left with one dummy at 200 HP.)

Because of this, prioritize evasion over HP against bosses, since no Tdoll in the game can take more than 2 150dmg shots per dummy.

8. One of the highest DPS compositions is 3RF 2HG. This can be used to farm most content because enemies will often be mowed down before being able to land a single shot.

Mobs to take caution over when using this formation are Dragoons (mounted enemies). In addition to having high movement speed, they also deal high damage per shot and have high accuracy as well.

In-Combat

Kiting

All enemies have a noticeable delay between when they first get into position, and when they take their first shots. The length of the attack animation differs between different types of enemies; RFs and Nemeums have the most noticeable delay. This used to be exploitable by putting your tank in the front line, and right before they take their first shot, moving your tank back to the 2nd line and immediately back to the front line. As of the Arctic Warfare event update, however, enemies no longer have to restart their attack animation and are able to attack as soon as another unit is in their attack range.

While it is no longer possible to force enemies to restart their attack animation via kiting, it is still possible (and very advantageous) to use the Retreat option on an individual T-doll to force an enemy to move forward, thus forcing them to move forward while still being subject to your attacks. In the Episode 5 Night missions, it is not possible to kite the Nemeums backwards because they begin combat in range of your whole team.

As of Patch 1.115, a bug still exists where retreated T-dolls still count as "active" for the purposes of target acquisition for certain enemies. Notably, Architect has a chance to shoot her RPG special attack at an off-screen T-doll.


Animation Canceling

All bosses except for Destroyer, the EP.5 boss, have some sort of special attack that could formerly be canceled by kiting them. As of the Arctic Warfare event update, this no longer works unless you retreat a girl while the special attack is being used.

Blocking 2 columns with one tank

By constantly moving a T-doll between 2 blocks in a row, 2 enemy columns can be prevented from advancing (especially the shield units and the mechanized ones since they can only be stop by blocking their exact column). However, that certain T-doll will be rendered unable to shoot/use skill and moving another T-doll is obviously impossible. After the enemies start shooting at that T-dolls, stop moving her won't cause enemy units to advance as long as they keep shooting.