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Heavy Ordnance Corps

5,138 bytes added, 15:15, 22 January 2020
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Depending on the upgrade level of the facility, up to 3 (three) quests are provided.
 
{{Cleanup|reason=If there is a fixed list of quests, please add a table with all quests here.}}
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}}The Training Range is used for both experience and skill training of HOC units. Units in training are not available for use in missions.
Upgrading this facility will increase the amount of units able to be trained in parallel. It will also affect the amount of {{Icon|advancedcombatreport}} Special Combat Reports consumedin Experience Training. Special Combat Reports are produced in the [[Dormitory#Data Room|Data Room]]; in the Office Desk's menu, press the right box to select. Their production follow the exact same rules as normal Battle Reports.
For each slot in the facility one HOC unit is selected. For each HOC unit the type of training has to be selected (Experience or Skill Training).
For Experience Once a training both has been ordered, it cannot be cancelled. To complete either immediately, a single {{Icon|batteryQuick Training Contract}} batteries and {{Icon|advancedreport}} Special Combat Reports are needed. The amount consumed depends on the upgrade level of the facility and the hourse of training set with the sliderQuick Training Contract will be used.
For skill training Experience Training, both {{Icon|battery}} batteries and {{Icon|advancedreport}} Special Combat Reports are needed. The amount consumed depends on the three different tiers upgrade level of the facility and the hours of training set with the slider. You will always need at least 5 {{Icon|basicdatabattery}}per hour, regardless of the level of the Training Facility; therefore, it is recommended to wait until Level 10 for the best results (15 {{Icon|intdataadvancedreport}}for the same 5 {{Icon|advdatabattery}} data are needed). The time needed for training depends on the skill :{| class="gf-table mw-collapsible mw-collapsed"! Next Level! Time to levelup! Batteries required! Addition|-| Lv. 1| 0:01| 5| +1 Research Slot|-| Lv. 2| 0:05| 50| +2 {{Icon|advancedcombatreport}} (3/hour)|-| Lv. 3| 0:30| 100| +2 {{Icon|advancedcombatreport}} (5/hour)|-| Lv. 4| 1:00| 150| +1 Research Slot|-| Lv.5| 2:00| 200| +2 {{Icon|advancedcombatreport}} (7/hour)|-| Lv. 6| 4:00| 250| +2 {{Icon|advancedcombatreport}} (9/hour)|-| Lv. 7| 8:00| 350| +1 Research Slot|-| Lv. 8| 12:00| 450| +2 {{Icon|advancedcombatreport}} (11/hour)|-| Lv. 9| 18:00| 600| +2 {{Icon|advancedcombatreport}} (13/hour)|-| Lv. 10| 24:00| 800| +2 {{Icon|advancedcombatreport}} (15/hour)|}
Once a For Skill Training, both {{Icon|battery}} batteries and the three different tiers of {{Icon|basicdata}}{{Icon|intdata}}{{Icon|advdata}} data are needed. The time needed for training has been ordered depends on the skill level. The first skill of each HOC, however, is special: it cannot be cancelledrequires double the amount of data and slightly different amount of time (generally double as well).:{{Cleanup|reasonclass=* What is the cost at each level "gf-table mw-collapsible mw-collapsed"!Level!Training Data (Skill 1)!Training Data (advanced combat report per batterySkill 2 and 3)?* What is the upgrade cost? !Time (How many batteriesSkill 1)* Can trainings be rushed !Time (Skill 2 and what are the costs?3)!Total Costs|-|Lv. 1 → Lv. 2|200x {{Icon|basicdata}} + 50x {{Icon|batteries}}|100x {{Icon|basicdata}} + 50x {{Icon|batteries}}|style="text-align: center;" | 2:00:00|style="text-align: center;" | 1:00:00|400x {{Icon|basicdata}} + 150x {{Icon|batteries}}|-|Lv. 2 → Lv. 3|400x {{Icon|basicdata}} + 50x {{Icon|batteries}}|200x {{Icon|basicdata}} + 50x {{Icon|batteries}}|style="text-align: center;" | 4:00:00|style="text-align: center;" | 2:00:00|800x {{Icon|basicdata}} + 150x {{Icon|batteries}}|-|Lv. 3 → Lv. 4|600x {{Icon|basicdata}} + 50x {{Icon|batteries}}|300x {{Icon|basicdata}} + 50x {{Icon|batteries}}|style="text-align: center;" | 6:00:00|style="text-align: center;" | 3:00:00|1200x {{Icon|basicdata}} + 150x {{Icon|batteries}}|-|Lv. 4 → Lv. 5|200x {{Icon|intdata}} + 80x {{Icon|batteries}}|100x {{Icon|intdata}} + 80x {{Icon|batteries}}|style="text-align: center;" | 12:00:00|style="text-align: center;" | 6:00:00|400x {{Icon|intdata}} + 240x {{Icon|batteries}}|-|Lv. 5 → Lv. 6|400x {{Icon|intdata}} + 80x {{Icon|batteries}}|200x {{Icon|intdata}} + 80x {{Icon|batteries}}|style="text-align: center;" | 18:00:00|style="text-align: center;" | 9:00:00|800x {{Icon|intdata}} + 240x {{Icon|batteries}}|-|Lv. 6 → Lv. 7|600x {{Icon|intdata}} + 80x {{Icon|batteries}}|300x {{Icon|intdata}} + 80x {{Icon|batteries}}|style="text-align: center;" | 24:00:00|style="text-align: center;" | 12:00:00|1200x {{Icon|intdata}} + 240x {{Icon|batteries}}|-|Lv. 7 → Lv. 8|200x {{Icon|advdata}} + 100x {{Icon|batteries}}|100x {{Icon|advdata}} + 100x {{Icon|batteries}}|style="text-align: center;" | 30:00:00|style="text-align: center;" | 15:00:00|400x {{Icon|advdata}} + 300x {{Icon|batteries}}|-|Lv. 8 → Lv. 9|400x {{Icon|advdata}} + 100x {{Icon|batteries}}|200x {{Icon|advdata}} + 100x {{Icon|batteries}}|style="text-align: center;" | 36:00:00|style="text-align: center;" | 18:00:00|800x {{Icon|advdata}} + 300x {{Icon|batteries}}|-|Lv. 9 → Lv. 10|600x {{Icon|advdata}} + 100x {{Icon|batteries}}|300x {{Icon|advdata}} + 100x {{Icon|batteries}}|style="text-align: center;" | 48:00:00|style="text-align: center;" | 24:00:00|1200x {{Icon|advdata}} + 300x {{Icon|batteries}}|}
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=== Central Data Refactoring ===
[[File:HOC_Tutorial_Code_Refactoring.jpg|250px|right|thumb|The UI for refactoring Central Data]]
In contrast to T-Dolls, HOC units' stats need to be upgraded each for its own.
 
Not all stats do not increase with a 1:1 rate:
* Lethality increases 1 per pill
* Armor piercing increases 3 per pill
* Accuracy increases 3 per pill
* Loading increases 2 per pill
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==== Promotion ====
[[File:HOC_Tutorial_Rank_Up.jpg|250px|right|thumb|]]
A HOC unit's iteration (star rank ) can be upgraded up to five yellow stars with Central Data by promoting it. Further upgrades are possible once the unit reaches level 100. Upgrades beyond five yellow stars require {{Icon|wavedatapatch}} WAVE Data Patches. The rank iteration description continues with "one empty star", "one filled star", "one filled and one empty star" and so on. The red stars will overlay the yellow ones.
{| class="gf-table mw-collapsible mw-collapsed"
|-
! Star RankIteration
! {{Icon|wavedatapatch}} Cost
! Commulative Cost
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
<div class="jcarousel-item">[[File:HOC_Tutorial_Chip_Arrangement.jpg|250px|right|thumb|How to install Chips as described in the in-game tutorial]]</div>
<div class="jcarousel-item">[[File:HOC_Tutorial_Using_Chips.jpg|250px|right|thumb|Installing chips as described in the in-game tutorial]]</div>
<div class="jcarousel-item">[[File:HOC_Tutorial_Chip_Stat_Limit.jpg|250px|right|thumb|Same colour bonus as described in the in-game tutorial]]</div>
*5* Chips when rotated will cost 50x tickets
The numbers displayed are <code>"Chip stat sum / " and "Max allowed stat + ". The coloured number next to them is the "Same colour bonus</code>".
Placing Chips of the same colour provides a stat bonus. Tap the information icon to see the possible and achieved bonuses.
 
The Chip system is a classic Pentomino puzzle system<ref name="pentomino">Wikipedia entry on [[wikipedia:Pentomino|Pentomino]]</ref>. Place and rotate Chips to fill the matrix of your HOC unit.
 
For a detailed explanation, please see [[Heavy Ordnance Corps Chip Matrix]].
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== Chips ==
{{WIP}}ThumbSlider|mode=stopslider|width=250|align=right|list=<div class="jcarousel-item">[[File:HOC_Tutorial_Chip_ArrangementHOC_Tutorial_Chips_Refactoring.jpg|250px|right|thumb|The list of available Chips is accessible through the Garage]]</div><div class="jcarousel-item">[[File:HOC_Tutorial_Chip_Enhancement.jpg|250px|right|thumb|Chips can be enhanced just like equipment]]</div><div class="jcarousel-item">[[File:HOC_Tutorial_Removing_Chips.jpg|250px|right]][[File:HOC_Tutorial_Chips_Refactoring.jpg|250pxthumb|rightUnneeded Chips can be scrapped]]</div>}}* So called Chips (Tetris like stones) are used as "equipment" for the HOC units. The number of Chips which can be collected are defined by the [[#Storage|Storage]].* Despite the colour, there is no difference between ''blue'' and ''orange'' coloured Chips. === Enhancement ===Chips can be enhanced similar to how equipment enhancement works. To enhance a Chip, other Chips and resources will be consumed. After choosing the Chip for enhancement, the Chips for consumption need to be selected.  Using Chips of the same colour and/or higher rarity will give more "experience" for the Chip. Each upgrade will result in higher stats of the Chip. === Scrapping ===Unneeded Chips can be scrapped. Each scrapped Chip will grant a small amount of resources.
* Upper button on the left side: The overview A common rule of all your thumb defines that Chips** You can upgrade your chips here. This consumes duplicate chips, much like how equipment enhancement works, using Chips of should only be scrapped if the storage is full and the same color existing (and installed) six- or higher rarity will give more xp.** Unneeded five-star Chips can be scrapped here for a small amount of resources backare already enhanced to their maximum level.
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== In Battle ==
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* HOC units can only be deployed on a specific helipad.
** You can deploy a normal echelon or a HOC unit on it

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