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Difference between revisions of "Heavy Ordnance Corps"

(added in Training Range upgrades)
 
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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]]]]
 
[[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).
 
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).
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== General ==
 
== General ==
  
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 [[Central Data]]''' need to be prepared. Further [[Central Data]] will be needed to promote the HOC unit. Once unlocked there is no way to lose them as there is no mechanic to release or scrap them.
+
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.
  
 
They do not have equipment, but can be strengthened with [[#Chips|Chips]].
 
They do not have equipment, but can be strengthened with [[#Chips|Chips]].
  
HOC units appear as normal units on the battlefield. For a proper introduction on how to handle them, please see [[#In Battle|In battle]].
+
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 two new buildings to the [[Headquarters]]: The [[#Intelligence Center|Intelligence Center]] and the [[#Garage|Garage]].
+
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 ===
 
=== Access ===
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== Intelligence Center ==
 
== Intelligence Center ==
 
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
 
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
<div class="jcarousel-item">[[File:HOC_Tutorial_Intelligence_Center.jpg|250px|right|thumb|Intelligence Center (Initial; no facilities unlocked)]]</div>
+
<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:HOC_Tutorial_Intelligence_Center_Level_1.jpg|250px|right|thumb|Intelligence Center (all facilities on Level 1)]]</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.
 
The Intelligence Center is the main place to gain Central Data and Chips for the HOC units.
 
{{clr}}
 
{{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 ===
 
=== Data receiver ===
  
[[File:HOC_Tutorial_Data_Sampling.jpg|250px|right|thumb|Tapping the speach bubble with the samples will result in harvesting them]]
+
[[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.
 
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}}
 
=== Intelligence quests ===
 
 
[[File:HOC_Tutorial_Data_Quests.jpg|250px|right|thumb|The Intelligence Quests as seen in the in-game tutorial]]
 
Provides quests rewarding Samples. The Intelligence Quests will offer new quests each day. Existing quest progress will be lost with the change of the day.
 
 
Quest rewards are {{Icon|hocdata}} Original Samples and {{Icon|hocpuredata}} Pure Samples.
 
 
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.}}
 
 
{{clr}}
 
{{clr}}
  
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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.
 
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.
  
=== Computer ===
+
== Integrated Indoor training range ==
 
 
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
 
<div class="jcarousel-item">[[File:HOC_Tutorial_Data_Processing.jpg|250px|right|thumb|The data processing can be accessed by tapping the computer or the yellow "Intelligence Analysis" button]]</div>
 
<div class="jcarousel-item">[[File:HOC_Tutorial_Data_Sample_Processing.jpg|250px|right|thumb|At the beginning, only two research tasks can be queued at once]]</div>
 
<div class="jcarousel-item">[[File:HOC_Tutorial_Sample_Results.jpg|250px|right|thumb|The results of a processing task as seen in the in-game tutorial]]</div>
 
<div class="jcarousel-item">[[File:HOC_Tutorial_Chips.jpg|250px|right|thumb|Chips can be said to be the equipment of HOC units]]</div>
 
}}
 
Processes {{Icon|hocdata}} Original Samples and {{Icon|hocpuredata}} Pure Samples into [[#Chips|Chips]] or Central Data.
 
  
The general rules of processing are as follows:
+
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).
* The level of the Computer determines the research tasks that can be started parallel and the time it will take (down to 4 hours).
 
* A research task can be started either with 20 {{Icon|hocdata}} Original Samples or 20 {{Icon|hocpuredata}} Pure Samples.
 
** {{Icon|hocpuredata}} Pure Samples have a higher chance to result in a Central Data unit.
 
** Research task can be finished instantly with a {{Icon|quickanalysis}} Quick Analysis Contract similiar to repair or production.
 
* The result will be a [[#Chip|Chip]] or a Central Data instance of a HOC unit.
 
** Central Data will be automatically assigned to the corresponding HOC unit.
 
** If the HOC unit is already at its maximum, the Central Data will be automatically converted to a {{Icon|wavedatapatch}} WAVE Data Patch.
 
  
[[File:HOC_Tutorial_Unlock_Or_RankUp.jpg|250px|right|thumb|The symbol of the HOC unit has a plus sign as overlay]]
+
[[File:integrated_indoor_training_range.png|250px|right|thumb|Here you can lvl up HOC skills.]]
When enough Central Data for a HOC unit's promotion or unlocking is collected, it can be applied by tapping the corresponding icon on the bottom. Depending on the currently activated tab at the bottom a switch to "all" might be necessary.
 
 
{{clr}}
 
{{clr}}
== Garage ==
+
=== 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>
 +
|
 +
|-
 +
|}
  
[[File:HOC_Tutorial_Garage_Overview.jpg|250px|right|thumb|The garage as seen in the in-game-tutorial]]
 
The Garage provides facilities necessary to manage HOC units and Chips.
 
{{clr}}
 
  
 
=== Storage ===
 
=== Storage ===
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The facility's level determines the amount of Chips which can be stored.
 
The facility's level determines the amount of Chips which can be stored.
  
{{Cleanup|reason=* How many can be hold for each level?
+
=== Repair bay ===
* What is the upgrade cost? (How many batteries)}}
 
{{clr}}
 
=== Maintenance Machinery ===
 
  
[[File:HOC_Tutorial_Maintenance_Machinery.jpg|250px|right|thumb|The facility's menu as seen in-game]]
+
[[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.
 
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.
  
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Each facility level adds another slot up to a max. level of three (=four slots).
 
Each facility level adds another slot up to a max. level of three (=four slots).
  
{{Cleanup|reason=* What is the repair cost?
+
 
* What is the upgrade cost? (How many batteries)}}
+
 
{{clr}}
+
 
 +
'''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 ===
 
=== Training Range ===
  
 
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
 
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
<div class="jcarousel-item">[[File:HOC_Tutorial_Training_Range.jpg|250px|right|thumb|The Training Range facility as seen in the in-game tutorial]]</div>
+
<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_Tutorial_Skill_Training.jpg|250px|right|thumb|Both experience and skill training are accessible over the HOC unit, too]]</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:HOC_Tutorial_Exp_Training.jpg|250px|right|thumb|Screenshot of the experience training menu]]</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>
<div class="jcarousel-item">[[File:HOC_Tutorial_Exp_Training_Access.jpg|250px|right|thumb|The unit's dashboard leads to the Training Range, too]]</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.
 
}}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 follow the exact same rules as normal Battle Reports.
+
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).
 
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).
Line 116: Line 323:
  
 
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}}).
 
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}}).
 +
 +
 +
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"
 
:{| class="gf-table mw-collapsible mw-collapsed"
! Next Level
+
!Level
! Time to level up
+
!Training Data (Skill 1)
! Batteries required
+
!Training Data (Skill 2 and 3)
! Addition
+
!Time (Skill 1)
|-
+
!Time (Skill 2 and 3)
| Lv. 1
+
!Total Costs
| 0:01
 
| 5
 
| +1 Research Slot
 
 
|-
 
|-
| Lv. 2
+
|Lv. 1 → Lv. 2
| 0:05
+
|200x {{Icon|basicdata}} + 50x {{Icon|batteries}}
| 50
+
|100x {{Icon|basicdata}} + 50x {{Icon|batteries}}
| +2 {{Icon|advancedcombatreport}} (3/hour)
+
|style="text-align: center;" | 2:00:00
 +
|style="text-align: center;" | 1:00:00
 +
|400x {{Icon|basicdata}} + 150x {{Icon|batteries}}
 
|-
 
|-
| Lv. 3
+
|Lv. 2 → Lv. 3
| 0:30
+
|400x {{Icon|basicdata}} + 50x {{Icon|batteries}}
| 100
+
|200x {{Icon|basicdata}} + 50x {{Icon|batteries}}
| +2 {{Icon|advancedcombatreport}} (5/hour)
+
|style="text-align: center;" | 4:00:00
 +
|style="text-align: center;" | 2:00:00
 +
|800x {{Icon|basicdata}} + 150x {{Icon|batteries}}
 
|-
 
|-
| Lv. 4
+
|Lv. 3 → Lv. 4
| 1:00
+
|600x {{Icon|basicdata}} + 50x {{Icon|batteries}}
| 150
+
|300x {{Icon|basicdata}} + 50x {{Icon|batteries}}
| +1 Research Slot
+
|style="text-align: center;" | 6:00:00
 +
|style="text-align: center;" | 3:00:00
 +
|1200x {{Icon|basicdata}} + 150x {{Icon|batteries}}
 
|-
 
|-
| Lv. 5
+
|Lv. 4 → Lv. 5
| 2:00
+
|200x {{Icon|intdata}} + 80x {{Icon|batteries}}
| 200
+
|100x {{Icon|intdata}} + 80x {{Icon|batteries}}
| +2 {{Icon|advancedcombatreport}} (7/hour)
+
|style="text-align: center;" | 12:00:00
 +
|style="text-align: center;" | 6:00:00
 +
|400x {{Icon|intdata}} + 240x {{Icon|batteries}}
 
|-
 
|-
| Lv. 6
+
|Lv. 5 → Lv. 6
| 4:00
+
|400x {{Icon|intdata}} + 80x {{Icon|batteries}}
| 250
+
|200x {{Icon|intdata}} + 80x {{Icon|batteries}}
| +2 {{Icon|advancedcombatreport}} (9/hour)
+
|style="text-align: center;" | 18:00:00
 +
|style="text-align: center;" | 9:00:00
 +
|800x {{Icon|intdata}} + 240x {{Icon|batteries}}
 
|-
 
|-
| Lv. 7
+
|Lv. 6 → Lv. 7
| 8:00
+
|600x {{Icon|intdata}} + 80x {{Icon|batteries}}
| 350
+
|300x {{Icon|intdata}} + 80x {{Icon|batteries}}
| +1 Research Slot
+
|style="text-align: center;" | 24:00:00
 +
|style="text-align: center;" | 12:00:00
 +
|1200x {{Icon|intdata}} + 240x {{Icon|batteries}}
 
|-
 
|-
| Lv. 8
+
|Lv. 7 → Lv. 8
| 12:00
+
|200x {{Icon|advdata}} + 100x {{Icon|batteries}}
| 450
+
|100x {{Icon|advdata}} + 100x {{Icon|batteries}}
| +2 {{Icon|advancedcombatreport}} (11/hour)
+
|style="text-align: center;" | 30:00:00
 +
|style="text-align: center;" | 15:00:00
 +
|400x {{Icon|advdata}} + 300x {{Icon|batteries}}
 
|-
 
|-
| Lv. 9
+
|Lv. 8 → Lv. 9
| 18:00
+
|400x {{Icon|advdata}} + 100x {{Icon|batteries}}
| 600
+
|200x {{Icon|advdata}} + 100x {{Icon|batteries}}
| +2 {{Icon|advancedcombatreport}} (13/hour)
+
|style="text-align: center;" | 36:00:00
 +
|style="text-align: center;" | 18:00:00
 +
|800x {{Icon|advdata}} + 300x {{Icon|batteries}}
 
|-
 
|-
| Lv. 10
+
|Lv. 9 → Lv. 10
| 24:00
+
|600x {{Icon|advdata}} + 100x {{Icon|batteries}}
| 800
+
|300x {{Icon|advdata}} + 100x {{Icon|batteries}}
| +2 {{Icon|advancedcombatreport}} (15/hour)
+
|style="text-align: center;" | 48:00:00
 +
|style="text-align: center;" | 24:00:00
 +
|1200x {{Icon|advdata}} + 300x {{Icon|batteries}}
 
|}
 
|}
 +
{{clr}}
 +
 +
==== 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).
  
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"
:{| class="gf-table mw-collapsible mw-collapsed"
 
! Next Level
 
! Data Needed (x2 for 1st)
 
! Time to level up
 
! Batteries required
 
 
|-
 
|-
| Level 2
+
! Rank
| 100 {{Icon|basicdata}}
+
! Pure Sample Cost
| 1:00:00 (2:00:00)
+
! Total
| 50 {{Icon|battery}}
 
 
|-
 
|-
| Level 3
+
| 1
| 200 {{Icon|basicdata}}
+
| 5
| 2:00:00 (4:00:00)
+
| 5
| 50 {{Icon|battery}}
 
 
|-
 
|-
| Level 4
+
| 2
| 300 {{Icon|basicdata}}
+
| 10
| 4:00:00 (6:00:00)
+
| 15
| 50 {{Icon|battery}}
 
 
|-
 
|-
| Level 5
+
| 3
| 100 {{Icon|intdata}}
+
| 15
| 6:00:00 (12:00:00)
+
| 30
| 80 {{Icon|battery}}
 
 
|-
 
|-
| Level 6
+
| 4
| 200 {{Icon|intdata}}
+
| 20
| 9:00:00 (18:00:00)
+
| 50
| 80 {{Icon|battery}}
 
 
|-
 
|-
| Level 7
+
| 5
| 300 {{Icon|intdata}}
+
| 30
| 12:00:00 (24:00:00)
+
| 80
| 80 {{Icon|battery}}
 
|-
 
| Level 8
 
| 100 {{Icon|advdata}}
 
| 15:00:00 (30:00:00)
 
| 100 {{Icon|battery}}
 
|-
 
| Level 9
 
| 200 {{Icon|advdata}}
 
| 18:00:00 (36:00:00)
 
| 100 {{Icon|battery}}
 
 
|-
 
|-
| Level 10
 
| 300 {{Icon|advdata}}
 
| 24:00:00 (48:00:00)
 
| 100 {{Icon|battery}}
 
 
|}
 
|}
{{clr}}
 
 
=== Central Data Refactoring ===
 
[[File:HOC_Tutorial_Code_Refactoring.jpg|250px|right|thumb|The UI for refactoring Central Data]]
 
Facility used for refactoring Central Data of HOC units to {{Icon|wavedatapatch}} WAVE Data Patches. WAVE Data Patches are used to further boost a HOC's rarity and increase their stats beyond maximum. Central Data to be refactored needs to be dragged over to the right field. The choice will be confirmed with "OK".
 
 
In early stages it is not recommended to use this facility at all. In the newer versions of the game refactoring Central Data in early stages is forbidden to prevent accidentally scrapping important Central Data.
 
{{clr}}
 
=== Elevator ===
 
 
[[File:HOC_Tutorial_Camp_B1.jpg|250px|right|thumb|Only BGM-71 unlocked in this case]]
 
 
Clicking on the Elevator in the Garage will lead to separate rooms in the basement. Each rooms ID will be noted on the top left of the screen. This place is another overview of the HOC units.
 
*B1 Exhibition: The following units will be displayed on four podiums from left to right: [[BGM-71]], [[AGS-30]], [[2B14]], [[M2]]
 
*B2 Exhibition: The following units will be displayed on four podiums from left to right: [[AT4]], [[QLZ-04]] (Third and fourth are not known)
 
{{clr}}
 
 
=== Support Unit ===
 
[[File:HOC_Tutorial_Unit_Overview.jpg|250px|right|thumb|The list of Support Units is accessable through the bottom right button at the Garage]]
 
The Support Unit overview lists all available HOC units. Unlocked units provide further interactions.
 
{{clr}}
 
==== Stat enhancement ====
 
[[File:HOC_Tutorial_Stat_Enhancement.jpg|250px|right|thumb|Description of stat enhancement as seen in the in-game tutorial]]
 
Similar to stat enhancement of T-Dolls, HOC units can raise their stats by consuming {{Icon|pill}} Enhancement Pills.
 
 
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
 
{{clr}}
 
==== 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 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"
 
{| class="gf-table mw-collapsible mw-collapsed"
 
|-
 
|-
 
! Iteration
 
! Iteration
! {{Icon|wavedatapatch}} Cost
+
! {{Icon|hocpuredata}} Cost
 
! Commulative Cost
 
! Commulative Cost
 
|-
 
|-
Line 273: Line 442:
 
|-
 
|-
 
| <span style="color:red">☆</span><span style="color:orange">★★★★</span>
 
| <span style="color:red">☆</span><span style="color:orange">★★★★</span>
| 5
+
| 100
| 5
+
| 100
 
|-
 
|-
 
| <span style="color:red">★</span><span style="color:orange">★★★★</span>
 
| <span style="color:red">★</span><span style="color:orange">★★★★</span>
| 8
+
| -
| 13
+
| -
 
|-
 
|-
 
| <span style="color:red">★☆</span><span style="color:orange">★★★</span>
 
| <span style="color:red">★☆</span><span style="color:orange">★★★</span>
| 10
+
| -
| 23
+
| -
 
|-
 
|-
 
| <span style="color:red">★★</span><span style="color:orange">★★★</span>
 
| <span style="color:red">★★</span><span style="color:orange">★★★</span>
| 15
+
| -
| 38
+
| -
 
|-
 
|-
 
| <span style="color:red">★★☆</span><span style="color:orange">★★</span>
 
| <span style="color:red">★★☆</span><span style="color:orange">★★</span>
| 20
+
| -
| 58
+
| -
 
|-
 
|-
 
| <span style="color:red">★★★</span><span style="color:orange">★★</span>
 
| <span style="color:red">★★★</span><span style="color:orange">★★</span>
| 25
+
| 1500
| 83
+
| -
 
|-
 
|-
 
| <span style="color:red">★★★☆</span><span style="color:orange">★</span>
 
| <span style="color:red">★★★☆</span><span style="color:orange">★</span>
| 30
+
| -
| 113
+
| -
 
|-
 
|-
 
| <span style="color:red">★★★★</span><span style="color:orange">★</span>
 
| <span style="color:red">★★★★</span><span style="color:orange">★</span>
| 30
+
| -
| 143
+
| -
 
|-
 
|-
 
| <span style="color:red">★★★★☆</span>
 
| <span style="color:red">★★★★☆</span>
| 30
+
| -
| 173
+
| -
 
|-
 
|-
 
| <span style="color:red">★★★★★</span>
 
| <span style="color:red">★★★★★</span>
| 30
+
| -
| 203
+
| -
 
|-
 
|-
 
|}
 
|}
  
 
{{Cleanup|reason=* What happens with the HOC unit with each promotion?
 
{{Cleanup|reason=* What happens with the HOC unit with each promotion?
* When do Chip pattern increase? }}
+
}}
 +
 
 +
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.
  
 
{{clr}}
 
{{clr}}
Line 321: Line 492:
  
 
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
 
{{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:bulk_maxout.png|250px|right|thumb|Chips can be upgraded with samples]]</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:bulk_maxout_process.png|250px|right|thumb|Clicking 'maxout in bulk' will maxout selected chips, consuming samples]]</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>
+
<div class="jcarousel-item">[[File:chip_maxout.png|250px|right|thumb|Maxed-out chips installed in a HOC]]</div>
}}The Chips attached to a HOC unit can be set up here. Chips can be placed by dragging them from the storage (left) to the Chip Matrix of the HOC unit (right). Tapping on a placed Chip rotates it. Each rotated Chip consumes {{Icon|calibrationticket}} Calibration Tickets when confirmed. The amount of tickets used will vary based on the rotated chips rarity;
+
}}
*2* Chips when rotated will cost 20x tickets
+
 
*3* Chips when rotated will cost 30x tickets
+
{{clr}}
*4* Chips when rotated will cost 40x tickets
+
== Chips ==
*5* Chips when rotated will cost 50x tickets
+
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 ==
 +
{{Stub}}
 +
 
 +
 
 +
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 ===
 +
* 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: [[#Maintenance Machinery|Repair Costs]])
 +
 
 +
 
 +
=== Combat ===
 +
 
  
The numbers displayed are "Chip stat sum" and "Max allowed stat". The coloured number next to them is the "Same colour bonus".
 
  
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]].
+
'''On Map'''
  
{{clr}}
+
* 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.''
== Chips ==
+
** Multiple HOC units can support an echelon simultaneously.
{{ThumbSlider|mode=stopslider|width=250|align=right|list=
+
 
<div class="jcarousel-item">[[File:HOC_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>
+
* Commanders may toggle off HOC support by tapping/clicking on the unit and flipping the orange switch off.
<div class="jcarousel-item">[[File:HOC_Tutorial_Removing_Chips.jpg|250px|right|thumb|Unneeded Chips can be scrapped]]</div>
+
 
}}
+
* 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.
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]].
+
* If an HOC is attacked by an enemy, the HOC unit will flee in terror.
Despite the colour, there is no difference between ''blue'' and ''orange'' coloured Chips.
+
** 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.
  
=== Enhancement ===
+
*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.
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.
+
*Normal attack - AGL - Launch 3 grenades to deal 0.33x lethality and pierce per grenade to enemies within a radius of 1.5.
  
=== Scrapping ===
+
*Normal attack - MTR - Launch a mortar to deal 1x lethality and pierce to enemies within a radius of 2.
Unneeded Chips can be scrapped. Each scrapped Chip will grant a small amount of resources.
 
  
A common rule of thumb defines that Chips should only be scrapped if the storage is full and the existing (and installed) six- or five-star Chips are already enhanced to their maximum level.
 
{{clr}}
 
  
== In Battle ==
 
{{WIP}}
 
* HOC units can only be deployed on a specific helipad.
 
** You can deploy a normal echelon or a HOC unit on it
 
** 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.
 
** Each support task will consume 1 ammo and ration tick.
 
* If attacked by an enemy the HOC unit will flee in terror.
 
** 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.
 
** There is a limit how many times you can deploy them and how many HOC you can put in the battlefield.
 
  
 
== Trivia ==
 
== Trivia ==
Line 379: Line 559:
 
* The logo in the background of the Intelligence Center changes with the level of the facilities.
 
* 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.
 
* 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 ==
  
For a list of released HOC units, please see the corresponding [[Heavy_Ordnance_Corps_Index|Index]]
+
For a list of released HOC units, please see the corresponding [[Heavy_Ordnance_Corps_Index|Index]].
 +
 
 +
 
 +
 
 +
 
 +
=== Central Data Fragments ===
 +
<div style='text-align: center;>
 +
{| 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 ==
 
<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).

Contents

GeneralEdit

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.

FacilitiesEdit

Next Level Time to Level Up Batteries 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

AccessEdit

 
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 CenterEdit

 
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)

   

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

Infrastructure UpgradeEdit

Next Level Data Hub   /   Mission Center Storage   /   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 receiverEdit

 
Tapping the bubble with the samples will result in harvesting them

Every 8 (eight) hours from 00:00 (+8GMT),   Original Samples and   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 storageEdit

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

Integrated Indoor training rangeEdit

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 UpgradeEdit

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


StorageEdit

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 bayEdit

 
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  .

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

Formulas:

Repair Cost: 240 MP   + 12 (pl)  /  120 P   + 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 RangeEdit

 
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

   

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   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   Quick Training Contract will be used.

For Experience Training, both   batteries and   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   per hour, regardless of the level of the Training Facility; therefore, it is recommended to wait until Level 10 for the best results (15   for the same 5  ).


For Skill Training, both   batteries and the three different tiers of     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   + 50x   100x   + 50x   2:00:00 1:00:00 400x   + 150x  
Lv. 2 → Lv. 3 400x   + 50x   200x   + 50x   4:00:00 2:00:00 800x   + 150x  
Lv. 3 → Lv. 4 600x   + 50x   300x   + 50x   6:00:00 3:00:00 1200x   + 150x  
Lv. 4 → Lv. 5 200x   + 80x   100x   + 80x   12:00:00 6:00:00 400x   + 240x  
Lv. 5 → Lv. 6 400x   + 80x   200x   + 80x   18:00:00 9:00:00 800x   + 240x  
Lv. 6 → Lv. 7 600x   + 80x   300x   + 80x   24:00:00 12:00:00 1200x   + 240x  
Lv. 7 → Lv. 8 200x   + 100x   100x   + 100x   30:00:00 15:00:00 400x   + 300x  
Lv. 8 → Lv. 9 400x   + 100x   200x   + 100x   36:00:00 18:00:00 800x   + 300x  
Lv. 9 → Lv. 10 600x   + 100x   300x   + 100x   48:00:00 24:00:00 1200x   + 300x  

PromotionEdit

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   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   Cost Commulative Cost
- ★★★★★ (Central Data) (Central Data)
★★★★ 100 100
★★★★ - -
★☆★★★ - -
★★★★★ - -
★★☆★★ - -
★★★★★ 1500 -
★★★☆ - -
★★★★ - -
★★★★☆ - -
★★★★★ - -

"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 upEdit

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

   


ChipsEdit

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 PracticeEdit

"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 SystemEdit

  • 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)


CombatEdit

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.


TriviaEdit

  • 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 unitsEdit

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



Central Data FragmentsEdit

Image Name Type Description
  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.

  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!"
  AGS-30 AGL Data fragment of HOC AGS-30. "Actually...we all have glasses." "That's right, mine are just not as portable!"
  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?"
  AT4 ATW Data fragment of HOC AT4
  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."
  BGM-71 ATW Data fragment of HOC BGM-71. "Sir, friendly forces spotted in targeted zones!" "Oh dear... Well, wish them luck!"
  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."
  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!"
  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."
  RPG-29 ATW A data fragment for the HOC unit RPG-29.


GalleryEdit

ReferencesEdit