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 +
{{Guide}}
 +
{{Cleanup|reason=
 +
*AP Value System
 +
*HOC Targeting
 +
*Amount of pure samples neede to lvlup hoc to red stars.
 +
*Resource cost of Chip Enhance?
 +
}}
 +
[[File:HOC_Tutorial_Unit_Dashboard.jpg|400px|right|thumb|Screenshot of HOC unit [[BGM-71]]]]
 +
Heavy Ordnance Corps (HOC for short) is the name of the heavily equipped units in game. First released on {{server short|CN}} before [[Updates/2018/August|2018 summer]] event [[Continuum Turbulence]] they made a big change in gameplay. {{server short|EN}}/{{server short|JP}} followed roughly the same release order ([[Updates_(EN)/2020/January|January 2020]] before Continuum Turbulence).
 +
 +
__TOC__
 +
 
== General ==
 
== General ==
  
* Heavy Ordnance Corps (HOC) units appear as normal units on the battlefield
+
HOC units are handled different than normal [[T-Doll|T-Dolls]]. There can only be one instance of each HOC unit, so they are rather unlocked than gained. To unlock a HOC unit, '''five [[#Known units|Central Data]]''' need to be prepared. Further Central Data will be needed to promote the HOC unit. An additional, method to obtain HOC Fragments of the newer released units is from [[Theater Mode]], a recurring event that hosts the newest HOC unit as an event & ranking reward. Once unlocked there is no way to lose them as there is no mechanic to release or scrap them.
* You can have only one of each HOC unit as they are unlocked not gained
+
 
* So called Chips (Tetris like stones) are used as "equipment" for the HOC units
+
They do not have equipment, but can be strengthened with [[#Chips|Chips]].
* All interactions are within the [[Dormitory]] menu
+
 
 +
HOC units appear as normal units on the battlefield. For a proper introduction on how to handle them, please see [[#In Practice|In battle]].
 +
The HOC feature introduces new building to the [[Guide:3D Base|Headquarters]]: The [[#Intelligence Center|Intelligence Center]].
 +
 
 +
=== Facilities ===
 +
:{| class="gf-table mw-collapsible mw-collapsed"
 +
! Next Level
 +
! Time to Level Up
 +
! Batteries{{Icon|battery}}Required
 +
|-
 +
| Lv. 0
 +
| --:--
 +
| N/A
 +
|-
 +
| Lv. 1
 +
| 0:01
 +
| 5
 +
|-
 +
| Lv. 2
 +
| 0:05
 +
| 50
 +
|-
 +
| Lv. 3
 +
| 0:30
 +
| 100
 +
|-
 +
| Lv. 4
 +
| 1:00
 +
| 150
 +
|-
 +
| Lv. 5
 +
| 2:00
 +
| 200
 +
|-
 +
| Lv. 6
 +
| 4:00
 +
| 250
 +
|-
 +
| Lv. 7
 +
| 8:00
 +
| 350
 +
|-
 +
| Lv. 8
 +
| 12:00
 +
| 450
 +
|-
 +
| Lv. 9
 +
| 18:00
 +
| 600
 +
|-
 +
| Lv. 10
 +
| 24:00
 +
| 800
 +
|-
 +
|}
 +
 
 +
=== Access ===
 +
[[File:HOC_Tutorial_Access.jpg|250px|right|thumb|Accessing the new rooms as seen in the in-game tutorial]]
 +
All interactions with the new HOC feature are within the new buildings/rooms. They will be unlocked with beating [[Story#Episode_08_-_Spark|chapter 8 stage 5]].
 +
 
 +
The newly available room can be accessed by either of the following ways:
 +
* Tapping the Intelligence Center in the Headquarters (HQ) menu (the overview of all rooms of the HQ). It's in the outer ring.
 +
* Tapping the Intelligence Center in the quick-base-menu on the main screen. It will be one of the available quick-switch-options
 +
* On the main screen on the left quick-overview. The [[WAVE|WAVE Tech.]] Logo will lead to the room. Also, it will show possible Samples to harvest.
 +
 
 +
{{clr}}
 +
== Intelligence Center ==
 +
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
 +
<div class="jcarousel-item">[[File:Intelligence_center.png|250px|right|thumb|Intelligence Center (Leveled to max; all facilities unlocked)]]</div>
 +
<div class="jcarousel-item">[[File:training_range.png|250px|right|thumb|Training range (maxed to lvl10)]]</div>
 +
<div class="jcarousel-item">[[File:integrated_indoor_training_range.png|250px|right|thumb|Integrated indoor training range (maxed to lvl10)]]</div>
 +
<div class="jcarousel-item">[[File:ultra_high_speed_liquid_cooled_storage.png|250px|right|thumb|Ultra high speed liquid cooled storage (maxed to lvl10)]]</div>
 +
<div class="jcarousel-item">[[File:data_detection_hub.png|250px|right|thumb|Data detection hub (maxed to lvl10)]]</div>
 +
 
 +
}}
 +
The Intelligence Center is the main place to gain Central Data and Chips for the HOC units.
 +
{{clr}}
 +
 
 +
=== Infrastructure Upgrade ===
 +
:{| class="gf-table mw-collapsible mw-collapsed"
 +
! Next Level
 +
! Data Hub {{Icon|hocdata}} / {{Icon|hocpuredata}}
 +
! Mission Center
 +
! Storage {{Icon|hocdata}} / {{Icon|hocpuredata}}
 +
! Analysis
 +
|-
 +
| Lv. 0
 +
| Gen 10 / 0, Hold 90 / 0
 +
| <span style="color:Orange">Level 1</span>, Rewards 1x
 +
| 600 / 20
 +
| Slot 1, Time <span style="color:red">100%</span>
 +
|-
 +
| Lv. 1
 +
| Gen 14 / 2; Hold 126 / 18
 +
| 1.25x Reward
 +
| 900 / 100
 +
| Slot 2, Time <span style="color:red">95%</span>
 +
|-
 +
| Lv. 2
 +
| Gen 18 / 4;  Hold 162 / 36
 +
| 1.5x Reward
 +
| 1200 / 200
 +
| Slot 3, Time <span style="color:orangered">90%</span>
 +
|-
 +
| Lv. 3
 +
| Gen 22 / 6; Hold 198 / 54
 +
| <span style="color:DarkOrange">Level 2</span>
 +
| 1500 / 300
 +
| Slot 4, Time <span style="color:orangered">85%</span>
 +
|-
 +
| Lv. 4
 +
| Gen 26 / 8; Hold 234 / 72
 +
| 1.75x Reward
 +
| 1800 / 400
 +
| Slot 5, Time <span style="color:orange">80%</span>
 +
|-
 +
| Lv. 5
 +
| Gen 30 / 10; Hold 270 / 90
 +
| 2x Reward
 +
| 2100 / 500
 +
| Slot 6, Time <span style="color:gold">75%</span>
 +
|-
 +
| Lv. 6
 +
| Gen 34 / 12 ; Hold 306 / 108
 +
| 2.25x Reward
 +
| 2400 / 600
 +
| Slot 7, Time <span style="color:yellow">70%</span>
 +
|-
 +
| Lv. 7
 +
| Gen 38 / 14; Hold 342 / 126
 +
| <span style="color:Coral">Level 3</span>
 +
| 2700 / 700
 +
| Slot 8, Time <span style="color:limegreen">65%</span>
 +
|-
 +
| Lv. 8
 +
| Gen 42 / 16; Hold 378 / 144
 +
| 2.5x Reward
 +
| 3000 / 800
 +
| Slot 9, Time <span style="color:limegreen">60%</span>
 +
|-
 +
| Lv. 9
 +
| Gen 46 / 18; Hold 414 / 162
 +
| 2.75x Reward
 +
| 3300 / 900
 +
| Slot 10, Time <span style="color:lime">55%</span>
 +
|-
 +
| Lv. 10
 +
| Gen 50 / 20; Hold 450 / 180
 +
| 3x Reward
 +
| 3600 / 1000
 +
| Time <span style="color:lime">25%</span>
 +
|-
 +
|}
 +
=== Data receiver ===
 +
 
 +
[[File:data_samples.png|250px|right|thumb|Tapping the bubble with the samples will result in harvesting them]]
 +
Every 8 (eight) hours from 00:00 (+8GMT), {{Icon|hocdata}} Original Samples and {{Icon|hocpuredata}} Pure Samples can be harvested here. The samples will remain at the Data Receiver until one collects it and will continue to gather over time until it reaches a certain cap. This cap can be raised by upgrading this facility.
 +
{{clr}}
 +
 
 +
=== Data storage ===
 +
 
 +
Defines how many {{Icon|hocdata}} Original Samples and {{Icon|hocpuredata}} Pure Samples can be storaged. Upgrading this facility will increase the amount of Samples storable.
 +
 
 +
== Integrated Indoor training range ==
 +
 
 +
Here you can perform HOC data training by pressing on the facility and then pressing the "+" sign. A menu with all your HOCs will appear from which you can select a HOC unit and then their skill, only one skill of each HOC can be trained at a time. (For example you can assign BGM to train her 1st skill, then asign AGS to train her 2nd skill and etc).
 +
 
 +
[[File:integrated_indoor_training_range.png|250px|right|thumb|Here you can lvl up HOC skills.]]
 +
{{clr}}
 +
=== Infrastructure Upgrade ===
 +
:{| class="gf-table mw-collapsible mw-collapsed"
 +
! Facility Level
 +
! Storage [[File:HOC Chip.png|35px]]
 +
! Maintenance Machinery
 +
! Training Range
 +
! Elevator
 +
|-
 +
| Lv. 0
 +
| &nbsp;100
 +
| Repair Slot 1
 +
| Research Slot 1, {{Icon|advancedcombatreport}} <span style="Color:darkturquoise">(1/hour)</span>
 +
| Travel Between Basement Floors (Base - B1 - B2 . . .)
 +
|-
 +
| Lv. 1
 +
| &nbsp;210
 +
| Repair Slot 2
 +
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (3/hour)</span>
 +
|
 +
|-
 +
| Lv. 2
 +
| &nbsp;320
 +
| Repair Slot 3
 +
| Research Slot 2
 +
|
 +
|-
 +
| Lv. 3
 +
| &nbsp;430
 +
| Repair Slot 4
 +
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (5/hour)</span>
 +
|
 +
|-
 +
| Lv. 4
 +
| &nbsp;540
 +
|
 +
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (7/hour)</span>
 +
|
 +
|-
 +
| Lv. 5
 +
| &nbsp;650
 +
|
 +
| Research Slot 3
 +
|
 +
|-
 +
| Lv. 6
 +
| &nbsp;760
 +
|
 +
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (9/hour)</span>
 +
|
 +
|-
 +
| Lv. 7
 +
| &nbsp;870
 +
|
 +
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (11/hour)</span>
 +
|
 +
|-
 +
| Lv. 8
 +
| &nbsp;980
 +
|
 +
| Research Slot 4
 +
|
 +
|-
 +
| Lv. 9
 +
| &nbsp;1090
 +
|
 +
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (13/hour)</span>
 +
|
 +
|-
 +
| Lv. 10
 +
| &nbsp;1200
 +
|
 +
| <span style="Color:darkturquoise"> {{Icon|advancedcombatreport}} (15/hour)</span>
 +
|
 +
|-
 +
|}
 +
 
 +
 
 +
=== Storage ===
 +
 
 +
The Storage holds onto all Chips collected. Upgrading the Storage increases the amount of Chips storable. It has no further function.
 +
 
 +
The facility's level determines the amount of Chips which can be stored.
 +
 
 +
=== Repair bay ===
 +
 
 +
[[File:repair_bay.png|250px|right|thumb|Repair bay where you can repair HOCs (blue button)]]
 +
The repair station for damaged HOC units. HOC units can be repaired by opening the facility's menu and choosing the HOC unit which shall be repaired.
 +
 
 +
When there are damaged HOC units, the T-Doll repair menu will show an additional button to start the repair of the HOC unit, too.
 +
 
 +
Each facility level adds another slot up to a max. level of three (=four slots).
 +
 
 +
 
 +
 
 +
 
 +
'''Repair Cost'''
 +
 
 +
The cost of an HOC Repair appears to be the same regardless of whether minimal damage was taken or the HOC was put Out of Commission (ooc).
 +
''Repair Cost and Timers are only affected by an HOC's level and not by their rarity.''
 +
 
 +
Similar to T-Dolls, repairing only comes at the cost of Manpower (MP), Parts (P) and Repair Time.
 +
''The cost to forego the repair timer is ALWAYS 10 quick repairs'' {{Icon|quickrepair}}.
 +
 
 +
<span style="color:turquoise">MP = Manpower, P = Parts, pl = per level</span>
 +
 
 +
Formulas:
 +
 
 +
: Repair Cost: 240 MP {{Icon|Manpower}} + 12 (pl) &nbsp;/&nbsp;  120 P {{Icon|Parts}} + 6 (pl)
 +
: Repair Time: 20880 Seconds + 864 Seconds (pl)
 +
 
 +
 
 +
<span style="color:yellow">Please Be Aware of Time Conversions!</span>
 +
 
 +
Example:
 +
 
 +
: Level 50 HOC
 +
: 20880 seconds + (864 seconds*(Level 50)) = 64080 seconds
 +
: 64080 seconds ÷ 3600 seconds = 17.8 hours
 +
: 0.8 hours × 60 minutes = 48.0 minutes
 +
: Repair Time = 17 hours, 48 minutes, and 0 seconds
 +
 
 +
 
 +
=== Training Range ===
 +
 
 +
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
 +
<div class="jcarousel-item">[[File:integrated_indoor_training_range.png|250px|right|thumb|The Training Range facility as seen ingame]]</div>
 +
<div class="jcarousel-item">[[File:hoc_lvl_up.png|250px|right|thumb|Lvling up requires special combat reports and batteries]]</div>
 +
<div class="jcarousel-item">[[File:skill_enhance.png|250px|right|thumb|Here you can lvl up HOC skills, consuming training data and batteries]]</div>
 +
 
 +
}}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 consumed in 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 follows 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).
  
Todo: More information.
+
Once a training has been ordered, it cannot be cancelled. To complete either immediately, a single {{Icon|Quick Training Contract}} Quick Training Contract will be used.
  
== Dormitory ==
+
For Experience Training, both {{Icon|battery}} batteries and {{Icon|advancedreport}} Special Combat Reports are needed. The amount consumed depends on the upgrade level of the facility and the hours of training set with the slider. You will always need at least 5 {{Icon|battery}} 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|advancedreport}} for the same 5 {{Icon|battery}}).
  
=== Research center ===
 
  
==== Mission board ====
+
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 depends on the skill level. The first skill of each HOC, however, is special: it requires double the amount of data and slightly different amount of time (generally double as well).
 +
:{| class="gf-table mw-collapsible mw-collapsed"
 +
!Level
 +
!Training Data (Skill 1)
 +
!Training Data (Skill 2 and 3)
 +
!Time (Skill 1)
 +
!Time (Skill 2 and 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}}
 +
|}
 +
{{clr}}
  
Provides up to 3 additional quests. Quest rewards are {{Icon|hocdata}} Raw Samples and {{Icon|hocpuredata}} Pure Samples.
+
==== Promotion ====
 +
[[File:iteration.png|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 rarity 5, level 100. Upgrades beyond five yellow stars require {{Icon|hocpuredata}} pure samples. The 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. In order to iterate a unit, the unit must be at max level and rarity (level 100, 5-Star).
  
==== Data receiver ====
+
{| class="gf-table mw-collapsible mw-collapsed"
 +
|-
 +
! Rank
 +
! Pure Sample Cost
 +
! Total
 +
|-
 +
| 1
 +
| 5
 +
| 5
 +
|-
 +
| 2
 +
| 10
 +
| 15
 +
|-
 +
| 3
 +
| 15
 +
| 30
 +
|-
 +
| 4
 +
| 20
 +
| 50
 +
|-
 +
| 5
 +
| 30
 +
| 80
 +
|-
 +
|}
  
Every 8 (ToDo: 8?) hours {{Icon|hocdata}} Raw Samples and {{Icon|hocpuredata}} Pure Samples can be harvested here.
+
{| class="gf-table mw-collapsible mw-collapsed"
ToDo: Does this stack?
+
|-
 +
! Iteration
 +
! {{Icon|hocpuredata}} Cost
 +
! Commulative Cost
 +
|-
 +
| <span style="color:orange">★</span> - <span style="color:orange">★★★★★</span>
 +
| (Central Data)
 +
| (Central Data)
 +
|-
 +
| <span style="color:red">☆</span><span style="color:orange">★★★★</span>
 +
| 100
 +
| 100
 +
|-
 +
| <span style="color:red">★</span><span style="color:orange">★★★★</span>
 +
| -
 +
| -
 +
|-
 +
| <span style="color:red">★☆</span><span style="color:orange">★★★</span>
 +
| -
 +
| -
 +
|-
 +
| <span style="color:red">★★</span><span style="color:orange">★★★</span>
 +
| -
 +
| -
 +
|-
 +
| <span style="color:red">★★☆</span><span style="color:orange">★★</span>
 +
| -
 +
| -
 +
|-
 +
| <span style="color:red">★★★</span><span style="color:orange">★★</span>
 +
| 1500
 +
| -
 +
|-
 +
| <span style="color:red">★★★☆</span><span style="color:orange">★</span>
 +
| -
 +
| -
 +
|-
 +
| <span style="color:red">★★★★</span><span style="color:orange">★</span>
 +
| -
 +
| -
 +
|-
 +
| <span style="color:red">★★★★☆</span>
 +
| -
 +
| -
 +
|-
 +
| <span style="color:red">★★★★★</span>
 +
| -
 +
| -
 +
|-
 +
|}
  
==== Data storage ====
+
{{Cleanup|reason=* What happens with the HOC unit with each promotion?
 +
}}
  
Defines how many {{Icon|hocdata}} Raw Samples and {{Icon|hocpuredata}} Pure Samples you can hold.
+
With each Ranking Promotion, HOC Units unlock more of their Matrix Boards, which opens up more tile slots leading to an increase in the stat boost potential from chips. The increase in rarity and each tier's effects on the matrix boards, as well as the max iteration stat increase, can all be viewed within the game's Index > HOC Units.
  
==== Computer ====
+
{{clr}}
 +
==== Chip set up ====
  
Processes your {{Icon|hocdata}} Raw Samples and {{Icon|hocpuredata}} Pure Samples.
+
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
 +
<div class="jcarousel-item">[[File:bulk_maxout.png|250px|right|thumb|Chips can be upgraded with samples]]</div>
 +
<div class="jcarousel-item">[[File:bulk_maxout_process.png|250px|right|thumb|Clicking 'maxout in bulk' will maxout selected chips, consuming samples]]</div>
 +
<div class="jcarousel-item">[[File:chip_maxout.png|250px|right|thumb|Maxed-out chips installed in a HOC]]</div>
 +
}}
  
* The level of the Computer determines the research tasks you can start parallel and the time it will take (down to 4 hours).
+
{{clr}}
* A research task can be started either with 20 {{Icon|hocdata}} Raw Samples or 20 {{Icon|hocpuredata}} Pure Samples.
+
== Chips ==
* You can instantly finish a research task with a {{Icon|quickanalysis}} Quick Analysis Contract similiar to repair or production.
+
Chips are unlocked by spending samples, and after that you can max them out. While maxing chips, the corresponding stats of a HOC will be increased.
* The result will be a Chip (Tetris like stone) or a HOC Data Unit (ToDo: What's it called?).
 
* {{Icon|hocpuredata}} Pure Samples have a higher chance to result in a HOC Data Unit.
 
* HOC Data Units will be automatically assigned to the corresponding HOC unit.
 
* Once you aquired 5 Data Units of a HOC unit you can tap the + symbol on it to unlock it.
 
* Once unlocked all further Data Units will upgrade the HOC unit.
 
  
=== Barracks ===
+
== In Practice ==
 +
{{Stub}}
  
* Upper button on the left side: The overview of all your Chips
 
** You can upgrade your chips here. This consumes duplicate chips, much like how equipment enhancement works, using Chips of the same color or higher rarity will give more xp.
 
** Unneeded Chips can be scrapped here for a small amount of resources back.
 
* Lower button on the left side: Here you can scrap unneeded HOC data samples
 
** Scrapping a sample will result in a {{Icon|wavedatapatch}} WAVE Data Patch. (ToDo: What is this for?)
 
* Lower button "Support units": General overview of your HOC units. You can upgrade them here.
 
  
==== Storage ====
+
Can first be used in chapters 9/10 and major events.
  
Level determines the amount of Chips you can collect.
+
Opposite to regular echelons, HOC units provide support from a distance, never battling in any direct confrontations.
  
==== Washing machine====
 
  
Used to restore your HOC units. Level adds another slot up to a max level of 3 (=4 slots).
 
  
==== Shooting range ====
+
=== Deployment System ===
 +
* HOC units can only be deployed on a specific helipad called the "Heavy Heliport".
 +
** You can deploy any echelon or HOC unit on it.
 +
** Unlike regular echelons, this is the only heliport where a HOC unit can safely retreat or repair themselves. Attempting to retreat off of a Heavy Heliport forfeits the HOC's Ammo and Rations.
  
Used to train your HOC units. You can chose to increase base experience or skill experience here.  
+
* Deployment/Fielding of HOCs works based on a point system.
*For Experience Training, You need {{Icon|battery}} and {{Icon|advancedreport}} to do so.
+
* There is a limit to how many times you can deploy them and how many HOC you can put in the battlefield. Correlated to the number of captured Heavy Heliports.
*For Skill Training, you need all 3 tiers of Data as well as {{Icon|battery}}
 
  
== In Battle ==
+
* Commanders may '''redeploy''' withdrawn HOCs at the cost of one Action Point at captured Heavy Helipads, though HOCs that are OOC will need to be repaired first before deployment. (See: [[#Maintenance Machinery|Repair Costs]])
  
* HOC units can only be deployed on a specific helipad.
+
 
** You can deploy a normal echelon or a HOC unit on it
+
=== Combat ===
** Can first be found in chapter 9 and throughout 10 as well.
+
 
** This is the only field where a HOC unit can resupply themselves.
+
 
* A HOC unit '''CANNOT''' attack another SF unit directly, you'll get a prompt warning you if you try.
+
 
* HOC units support your echelons in a range of 2, though some Units may have higher or lesser range.
+
 
** Multiple HOC units can support an echelon parallel.
+
 
** One can choose to toggle off one of their HOC supports by tapping/clicking on that unit and flipping the switch off.
+
'''On Map'''
** Each support task will consume 1 ammo and ration tick.
+
 
* If attacked by an enemy the HOC unit will flee in terror.
+
* HOC units may support friendly echelons from a distance of 2 to 3 nodes away. This depends on the HOC, as some have a range of only 2 while others have a range of 3. ''This is not a classification based trait and is an independent stat of each individual HOC unit.''
** you will be able to redeploy them at their Airfield, though you will need to repair them first which can also be done at the airfield.
+
** Multiple HOC units can support an echelon simultaneously.
 +
 
 +
 
 +
* Commanders may toggle off HOC support by tapping/clicking on the unit and flipping the orange switch off.
 +
 
 +
* An HOC unit '''CANNOT''' attack an enemy unit directly, Commanders who attempt to do so will get a warning prompt, the unit will both retreat and be heavily damaged (OOC) should Commanders choose to proceed regardless.
 +
* If an HOC is attacked by an enemy, the HOC unit will flee in terror.
 +
** This results in a OOC or an "Out of Commission".
 +
 
 +
 
 +
 
 +
'''In Battle'''
 +
 
 +
*Unless an HOC is put out of commission (fleeing), said hoc's hp is irrelevant to combat performance.
 +
 
 +
*Normal attack - ATW - Launch a missile to deal 1.5x lethality and 1x pierce to the main target and deal 0.5x avoidable lethality and 1x unavoidable pierce to enemies within a radius of 1.5.
 +
 
 +
*Normal attack - AGL - Launch 3 grenades to deal 0.33x lethality and pierce per grenade to enemies within a radius of 1.5.
 +
 
 +
*Normal attack - MTR - Launch a mortar to deal 1x lethality and pierce to enemies within a radius of 2.
 +
 
 +
 
 +
 
 +
== Trivia ==
 +
 
 +
* Yes, the Maintenance Machinery is a washing machine.
 +
* The logo in the background of the Intelligence Center changes with the level of the facilities.
 +
* The screenshots shown in the in-game tutorials contain rendering errors.
 +
 
 +
* HOCs cannot be {{Icon|Oath Certificate}} oathed, as they do not have an [[Affection]] stat.
 +
* Additionally, HOCs' level is independent of their rarity, so it is possible to have a level 100 HOC at rarity 1, as well as a level 1, rarity 5 HOC unit.
 +
*Obtaining 5-Star rarity on an HOC unlocks their Live-2D, so long as one is available for that respective unit.</br>
 +
**<dpl>
 +
  category = HOC units
 +
  format=,&nbsp;&#32;&#8226;&#32;&nbsp;,[[%TITLE%/Live2D]]
 +
  notnamespace = Category
 +
</dpl>
  
 
== Known units ==
 
== Known units ==
  
<dpl>
+
For a list of released HOC units, please see the corresponding [[Heavy_Ordnance_Corps_Index|Index]].
  category = HOC_units
+
 
  notnamespace=Template
+
 
  notnamespace=Category
+
 
  mode=inline
+
 
  ordermethod =title
+
=== Central Data Fragments ===
  inlinetext=&nbsp; &middot; &nbsp;
+
<div style='text-align: center;>
</dpl>
+
{| class="gf-table mw-collapsible"
 +
|-
 +
! Image
 +
! Name
 +
! Type
 +
! Description
 +
|-
 +
|[[File:Item HOC General Data.png|90px]]
 +
|HOC General Data
 +
|N/A
 +
|
 +
Parts scavenged from the battlefield that are compatible with all HOC units . Being frugal is one of Griffin's many virtues.</br>
 +
General data that can replace specific data in unlocking and upgrading HOC units.
 +
|-
 +
|[[File:Item Central Data QLZ04.png|90px]]
 +
|[[QLZ-04]]
 +
|AGL
 +
|Data fragments of the QLZ-04 HOC. "We've successfully reached our target destination and are beginning to replenish our ammunition... Hmm? Why can't we stuff it in?" "I told you not to go drinking with those alcoholics before we set out!"
 +
|-
 +
|[[File:Item Central Data AGS30.png|90px]]
 +
|[[AGS-30]]
 +
|AGL
 +
|Data fragment of HOC AGS-30. "Actually...we all have glasses." "That's right, mine are just not as portable!"
 +
|-
 +
|[[File:Item Central Data 2B14.png|90px]]
 +
|[[2B14]]
 +
|MTR
 +
|Data fragment of HOC 2B14. "You remember if this is a grenade or the firework we stuffed full last night at the wine party?" "Whichever it is, I'm sure someone will wanna watch, right?"
 +
|-
 +
|[[File:Item Central Data AT4.png|90px]]
 +
|[[AT4]]
 +
|ATW
 +
|Data fragment of HOC AT4
 +
|-
 +
|[[File:Item Central Data M2.png|90px]]
 +
|[[M2]]
 +
|MTR
 +
|Data fragment of HOC M2. "Are you sure...about this angle?" "Even if it doesn't work out, it's not my fault. It's math's."
 +
|-
 +
|[[File:Item Central Data BGM71.png|90px]]
 +
|[[BGM-71]]
 +
|ATW
 +
|Data fragment of HOC BGM-71. "Sir, friendly forces spotted in targeted zones!" "Oh dear... Well, wish them luck!"
 +
|-
 +
|[[File:Item Central Data MK153.png|90px]]
 +
|[[Mk 153]]
 +
|ATW
 +
|Data fragment of the HOC unit Mk 153. "Can you see the target location?" "Nope, but we just have to trust the orders we're given."
 +
|-
 +
|[[File:Item Central Data PP93.png|90px]]
 +
|[[PP-93]]
 +
|MTR
 +
|A data fragment for the PP-93 HOC. "I have a question! If we're called seaweed when we make landfall on the beach early on, then–" "Then the enemies at the beach objective area are called sealions, you've told that lame joke hundreds of times already!"
 +
|-
 +
|[[File:Item Central Data MK47.png|90px]]
 +
|[[Mk 47]]
 +
|AGL
 +
|Data Fragments for the Mk 47 HOC - "Your supporting fire services are no longer required. We'll follow the usual arrangement—" "—Hang on, looks like there were more enemies than expected... That'll be extra, Boss."
 +
|-
 +
|[[File:Item Central Data RPG29.png|90px]]
 +
|[[RPG-29]]
 +
|ATW
 +
|A data fragment for the HOC unit RPG-29.
 +
|}
 +
</div>
 +
 
 +
 
 +
==Gallery==
 +
<gallery>
 +
hoc_update1.jpg|Update information from EN twitter account of GFL
 +
hoc_update2.jpg|Update information from EN twitter account of GFL
 +
hoc_update3.jpg|Update information from EN twitter account of GFL
 +
</gallery>
 +
 
 +
== References ==
 +
<references/>

Latest revision as of 00:40, 12 May 2024

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


agentprofile.png

"Let's take out the trash."

This article may require cleanup, for the following reason(s):

  • AP Value System
  • HOC Targeting
  • Amount of pure samples neede to lvlup hoc to red stars.
  • Resource cost of Chip Enhance?
Screenshot of HOC unit BGM-71

Heavy Ordnance Corps (HOC for short) is the name of the heavily equipped units in game. First released on CN before 2018 summer event Continuum Turbulence they made a big change in gameplay. EN/JP followed roughly the same release order (January 2020 before Continuum Turbulence).

General[edit]

HOC units are handled different than normal T-Dolls. There can only be one instance of each HOC unit, so they are rather unlocked than gained. To unlock a HOC unit, five Central Data need to be prepared. Further Central Data will be needed to promote the HOC unit. An additional, method to obtain HOC Fragments of the newer released units is from Theater Mode, a recurring event that hosts the newest HOC unit as an event & ranking reward. Once unlocked there is no way to lose them as there is no mechanic to release or scrap them.

They do not have equipment, but can be strengthened with Chips.

HOC units appear as normal units on the battlefield. For a proper introduction on how to handle them, please see In battle. The HOC feature introduces new building to the Headquarters: The Intelligence Center.

Facilities[edit]

Next Level Time to Level Up BatteriesItem Battery.pngRequired
Lv. 0 --:-- N/A
Lv. 1 0:01 5
Lv. 2 0:05 50
Lv. 3 0:30 100
Lv. 4 1:00 150
Lv. 5 2:00 200
Lv. 6 4:00 250
Lv. 7 8:00 350
Lv. 8 12:00 450
Lv. 9 18:00 600
Lv. 10 24:00 800

Access[edit]

Accessing the new rooms as seen in the in-game tutorial

All interactions with the new HOC feature are within the new buildings/rooms. They will be unlocked with beating chapter 8 stage 5.

The newly available room can be accessed by either of the following ways:

  • Tapping the Intelligence Center in the Headquarters (HQ) menu (the overview of all rooms of the HQ). It's in the outer ring.
  • Tapping the Intelligence Center in the quick-base-menu on the main screen. It will be one of the available quick-switch-options
  • On the main screen on the left quick-overview. The WAVE Tech. Logo will lead to the room. Also, it will show possible Samples to harvest.

Intelligence Center[edit]

Intelligence Center (Leveled to max; all facilities unlocked)
Training range (maxed to lvl10)
Integrated indoor training range (maxed to lvl10)
Ultra high speed liquid cooled storage (maxed to lvl10)
Data detection hub (maxed to lvl10)

Icon banner arrow left.png Icon banner arrow right.png

The Intelligence Center is the main place to gain Central Data and Chips for the HOC units.

Infrastructure Upgrade[edit]

Next Level Data Hub Item Raw Data.png / Item Pure Data.png Mission Center Storage Item Raw Data.png / Item Pure Data.png Analysis
Lv. 0 Gen 10 / 0, Hold 90 / 0 Level 1, Rewards 1x 600 / 20 Slot 1, Time 100%
Lv. 1 Gen 14 / 2; Hold 126 / 18 1.25x Reward 900 / 100 Slot 2, Time 95%
Lv. 2 Gen 18 / 4; Hold 162 / 36 1.5x Reward 1200 / 200 Slot 3, Time 90%
Lv. 3 Gen 22 / 6; Hold 198 / 54 Level 2 1500 / 300 Slot 4, Time 85%
Lv. 4 Gen 26 / 8; Hold 234 / 72 1.75x Reward 1800 / 400 Slot 5, Time 80%
Lv. 5 Gen 30 / 10; Hold 270 / 90 2x Reward 2100 / 500 Slot 6, Time 75%
Lv. 6 Gen 34 / 12 ; Hold 306 / 108 2.25x Reward 2400 / 600 Slot 7, Time 70%
Lv. 7 Gen 38 / 14; Hold 342 / 126 Level 3 2700 / 700 Slot 8, Time 65%
Lv. 8 Gen 42 / 16; Hold 378 / 144 2.5x Reward 3000 / 800 Slot 9, Time 60%
Lv. 9 Gen 46 / 18; Hold 414 / 162 2.75x Reward 3300 / 900 Slot 10, Time 55%
Lv. 10 Gen 50 / 20; Hold 450 / 180 3x Reward 3600 / 1000 Time 25%

Data receiver[edit]

Tapping the bubble with the samples will result in harvesting them

Every 8 (eight) hours from 00:00 (+8GMT), Item Raw Data.png Original Samples and Item Pure Data.png Pure Samples can be harvested here. The samples will remain at the Data Receiver until one collects it and will continue to gather over time until it reaches a certain cap. This cap can be raised by upgrading this facility.

Data storage[edit]

Defines how many Item Raw Data.png Original Samples and Item Pure Data.png Pure Samples can be storaged. Upgrading this facility will increase the amount of Samples storable.

Integrated Indoor training range[edit]

Here you can perform HOC data training by pressing on the facility and then pressing the "+" sign. A menu with all your HOCs will appear from which you can select a HOC unit and then their skill, only one skill of each HOC can be trained at a time. (For example you can assign BGM to train her 1st skill, then asign AGS to train her 2nd skill and etc).

Here you can lvl up HOC skills.

Infrastructure Upgrade[edit]

Facility Level Storage HOC Chip.png Maintenance Machinery Training Range Elevator
Lv. 0  100 Repair Slot 1 Research Slot 1, Item Advanced Combat Report.png (1/hour) Travel Between Basement Floors (Base - B1 - B2 . . .)
Lv. 1  210 Repair Slot 2 Item Advanced Combat Report.png (3/hour)
Lv. 2  320 Repair Slot 3 Research Slot 2
Lv. 3  430 Repair Slot 4 Item Advanced Combat Report.png (5/hour)
Lv. 4  540 Item Advanced Combat Report.png (7/hour)
Lv. 5  650 Research Slot 3
Lv. 6  760 Item Advanced Combat Report.png (9/hour)
Lv. 7  870 Item Advanced Combat Report.png (11/hour)
Lv. 8  980 Research Slot 4
Lv. 9  1090 Item Advanced Combat Report.png (13/hour)
Lv. 10  1200 Item Advanced Combat Report.png (15/hour)


Storage[edit]

The Storage holds onto all Chips collected. Upgrading the Storage increases the amount of Chips storable. It has no further function.

The facility's level determines the amount of Chips which can be stored.

Repair bay[edit]

Repair bay where you can repair HOCs (blue button)

The repair station for damaged HOC units. HOC units can be repaired by opening the facility's menu and choosing the HOC unit which shall be repaired.

When there are damaged HOC units, the T-Doll repair menu will show an additional button to start the repair of the HOC unit, too.

Each facility level adds another slot up to a max. level of three (=four slots).



Repair Cost

The cost of an HOC Repair appears to be the same regardless of whether minimal damage was taken or the HOC was put Out of Commission (ooc). Repair Cost and Timers are only affected by an HOC's level and not by their rarity.

Similar to T-Dolls, repairing only comes at the cost of Manpower (MP), Parts (P) and Repair Time. The cost to forego the repair timer is ALWAYS 10 quick repairs Item Quick Restoration Contract.png.

MP = Manpower, P = Parts, pl = per level

Formulas:

Repair Cost: 240 MP Item Manpower.png + 12 (pl)  /  120 P Item Parts.png + 6 (pl)
Repair Time: 20880 Seconds + 864 Seconds (pl)


Please Be Aware of Time Conversions!

Example:

Level 50 HOC
20880 seconds + (864 seconds*(Level 50)) = 64080 seconds
64080 seconds ÷ 3600 seconds = 17.8 hours
0.8 hours × 60 minutes = 48.0 minutes
Repair Time = 17 hours, 48 minutes, and 0 seconds


Training Range[edit]

The Training Range facility as seen ingame
Lvling up requires special combat reports and batteries
Here you can lvl up HOC skills, consuming training data and batteries

Icon banner arrow left.png Icon banner arrow right.png

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 Item Advanced Combat Report.png Special Combat Reports consumed in Experience Training. Special Combat Reports are produced in the Data Room; in the Office Desk's menu, press the right box to select. Their production follows 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).

Once a training has been ordered, it cannot be cancelled. To complete either immediately, a single Item Quick Training Contract.png Quick Training Contract will be used.

For Experience Training, both Item Battery.png batteries and Item Advanced Combat Report.png Special Combat Reports are needed. The amount consumed depends on the upgrade level of the facility and the hours of training set with the slider. You will always need at least 5 Item Battery.png per hour, regardless of the level of the Training Facility; therefore, it is recommended to wait until Level 10 for the best results (15 Item Advanced Combat Report.png for the same 5 Item Battery.png).


For Skill Training, both Item Battery.png batteries and the three different tiers of Item Basic Training Data.pngItem Intermediate Training Data.pngItem Advanced Training Data.png data are needed. The time needed for training depends on the skill level. The first skill of each HOC, however, is special: it requires double the amount of data and slightly different amount of time (generally double as well).

Level Training Data (Skill 1) Training Data (Skill 2 and 3) Time (Skill 1) Time (Skill 2 and 3) Total Costs
Lv. 1 → Lv. 2 200x Item Basic Training Data.png + 50x Item Battery.png 100x Item Basic Training Data.png + 50x Item Battery.png 2:00:00 1:00:00 400x Item Basic Training Data.png + 150x Item Battery.png
Lv. 2 → Lv. 3 400x Item Basic Training Data.png + 50x Item Battery.png 200x Item Basic Training Data.png + 50x Item Battery.png 4:00:00 2:00:00 800x Item Basic Training Data.png + 150x Item Battery.png
Lv. 3 → Lv. 4 600x Item Basic Training Data.png + 50x Item Battery.png 300x Item Basic Training Data.png + 50x Item Battery.png 6:00:00 3:00:00 1200x Item Basic Training Data.png + 150x Item Battery.png
Lv. 4 → Lv. 5 200x Item Intermediate Training Data.png + 80x Item Battery.png 100x Item Intermediate Training Data.png + 80x Item Battery.png 12:00:00 6:00:00 400x Item Intermediate Training Data.png + 240x Item Battery.png
Lv. 5 → Lv. 6 400x Item Intermediate Training Data.png + 80x Item Battery.png 200x Item Intermediate Training Data.png + 80x Item Battery.png 18:00:00 9:00:00 800x Item Intermediate Training Data.png + 240x Item Battery.png
Lv. 6 → Lv. 7 600x Item Intermediate Training Data.png + 80x Item Battery.png 300x Item Intermediate Training Data.png + 80x Item Battery.png 24:00:00 12:00:00 1200x Item Intermediate Training Data.png + 240x Item Battery.png
Lv. 7 → Lv. 8 200x Item Advanced Training Data.png + 100x Item Battery.png 100x Item Advanced Training Data.png + 100x Item Battery.png 30:00:00 15:00:00 400x Item Advanced Training Data.png + 300x Item Battery.png
Lv. 8 → Lv. 9 400x Item Advanced Training Data.png + 100x Item Battery.png 200x Item Advanced Training Data.png + 100x Item Battery.png 36:00:00 18:00:00 800x Item Advanced Training Data.png + 300x Item Battery.png
Lv. 9 → Lv. 10 600x Item Advanced Training Data.png + 100x Item Battery.png 300x Item Advanced Training Data.png + 100x Item Battery.png 48:00:00 24:00:00 1200x Item Advanced Training Data.png + 300x Item Battery.png

Promotion[edit]

iteration.png

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 rarity 5, level 100. Upgrades beyond five yellow stars require Item Pure Data.png pure samples. The 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. In order to iterate a unit, the unit must be at max level and rarity (level 100, 5-Star).

Rank Pure Sample Cost Total
1 5 5
2 10 15
3 15 30
4 20 50
5 30 80
Iteration Item Pure Data.png Cost Commulative Cost
- ★★★★★ (Central Data) (Central Data)
★★★★ 100 100
★★★★ - -
★☆★★★ - -
★★★★★ - -
★★☆★★ - -
★★★★★ 1500 -
★★★☆ - -
★★★★ - -
★★★★☆ - -
★★★★★ - -
agentprofile.png

"Let's take out the trash."

This article may require cleanup, for the following reason(s):

  • What happens with the HOC unit with each promotion?

With each Ranking Promotion, HOC Units unlock more of their Matrix Boards, which opens up more tile slots leading to an increase in the stat boost potential from chips. The increase in rarity and each tier's effects on the matrix boards, as well as the max iteration stat increase, can all be viewed within the game's Index > HOC Units.

Chip set up[edit]

Chips can be upgraded with samples
Clicking 'maxout in bulk' will maxout selected chips, consuming samples
Maxed-out chips installed in a HOC

Icon banner arrow left.png Icon banner arrow right.png


Chips[edit]

Chips are unlocked by spending samples, and after that you can max them out. While maxing chips, the corresponding stats of a HOC will be increased.

In Practice[edit]

Sheeleprofile.png

"We're not at an optimal state yet, commander."

This article is a stub. You can help us by expanding it (check our quick editing guide and how to guides).


Can first be used in chapters 9/10 and major events.

Opposite to regular echelons, HOC units provide support from a distance, never battling in any direct confrontations.


Deployment System[edit]

  • HOC units can only be deployed on a specific helipad called the "Heavy Heliport".
    • You can deploy any echelon or HOC unit on it.
    • Unlike regular echelons, this is the only heliport where a HOC unit can safely retreat or repair themselves. Attempting to retreat off of a Heavy Heliport forfeits the HOC's Ammo and Rations.
  • Deployment/Fielding of HOCs works based on a point system.
  • There is a limit to how many times you can deploy them and how many HOC you can put in the battlefield. Correlated to the number of captured Heavy Heliports.
  • Commanders may redeploy withdrawn HOCs at the cost of one Action Point at captured Heavy Helipads, though HOCs that are OOC will need to be repaired first before deployment. (See: Repair Costs)


Combat[edit]

On Map

  • HOC units may support friendly echelons from a distance of 2 to 3 nodes away. This depends on the HOC, as some have a range of only 2 while others have a range of 3. This is not a classification based trait and is an independent stat of each individual HOC unit.
    • Multiple HOC units can support an echelon simultaneously.


  • Commanders may toggle off HOC support by tapping/clicking on the unit and flipping the orange switch off.
  • An HOC unit CANNOT attack an enemy unit directly, Commanders who attempt to do so will get a warning prompt, the unit will both retreat and be heavily damaged (OOC) should Commanders choose to proceed regardless.
  • If an HOC is attacked by an enemy, the HOC unit will flee in terror.
    • This results in a OOC or an "Out of Commission".


In Battle

  • Unless an HOC is put out of commission (fleeing), said hoc's hp is irrelevant to combat performance.
  • Normal attack - ATW - Launch a missile to deal 1.5x lethality and 1x pierce to the main target and deal 0.5x avoidable lethality and 1x unavoidable pierce to enemies within a radius of 1.5.
  • Normal attack - AGL - Launch 3 grenades to deal 0.33x lethality and pierce per grenade to enemies within a radius of 1.5.
  • Normal attack - MTR - Launch a mortar to deal 1x lethality and pierce to enemies within a radius of 2.


Trivia[edit]

  • Yes, the Maintenance Machinery is a washing machine.
  • The logo in the background of the Intelligence Center changes with the level of the facilities.
  • The screenshots shown in the in-game tutorials contain rendering errors.

Known units[edit]

For a list of released HOC units, please see the corresponding Index.



Central Data Fragments[edit]

Image Name Type Description
Item HOC General Data.png HOC General Data N/A

Parts scavenged from the battlefield that are compatible with all HOC units . Being frugal is one of Griffin's many virtues.
General data that can replace specific data in unlocking and upgrading HOC units.

Item Central Data QLZ04.png QLZ-04 AGL Data fragments of the QLZ-04 HOC. "We've successfully reached our target destination and are beginning to replenish our ammunition... Hmm? Why can't we stuff it in?" "I told you not to go drinking with those alcoholics before we set out!"
Item Central Data AGS30.png AGS-30 AGL Data fragment of HOC AGS-30. "Actually...we all have glasses." "That's right, mine are just not as portable!"
Item Central Data 2B14.png 2B14 MTR Data fragment of HOC 2B14. "You remember if this is a grenade or the firework we stuffed full last night at the wine party?" "Whichever it is, I'm sure someone will wanna watch, right?"
Item Central Data AT4.png AT4 ATW Data fragment of HOC AT4
Item Central Data M2.png M2 MTR Data fragment of HOC M2. "Are you sure...about this angle?" "Even if it doesn't work out, it's not my fault. It's math's."
Item Central Data BGM71.png BGM-71 ATW Data fragment of HOC BGM-71. "Sir, friendly forces spotted in targeted zones!" "Oh dear... Well, wish them luck!"
Item Central Data MK153.png Mk 153 ATW Data fragment of the HOC unit Mk 153. "Can you see the target location?" "Nope, but we just have to trust the orders we're given."
Item Central Data PP93.png PP-93 MTR A data fragment for the PP-93 HOC. "I have a question! If we're called seaweed when we make landfall on the beach early on, then–" "Then the enemies at the beach objective area are called sealions, you've told that lame joke hundreds of times already!"
Item Central Data MK47.png Mk 47 AGL Data Fragments for the Mk 47 HOC - "Your supporting fire services are no longer required. We'll follow the usual arrangement—" "—Hang on, looks like there were more enemies than expected... That'll be extra, Boss."
Item Central Data RPG29.png RPG-29 ATW A data fragment for the HOC unit RPG-29.


Gallery[edit]

References[edit]