Difference between revisions of "Isomer"

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== New elements and mechanics ==
 
== New elements and mechanics ==
{{ThumbSlider|width=300|align=right|list=
 
{{p|[[File:Isomer_Node.png|thumb|300px|The small symbol below the node shows the crate eligibility]]}}
 
{{p|[[File:Isomer_Credits.png|thumb|Current and accomulated credits for unlocking nodes]]}}
 
{{p|[[File:Remote_Device_Tutorial.png|thumb|Swipe to switch between devices]]}}
 
}}
 
 
 
=== Linear Timeline with Separate Story Routes ===
 
=== Linear Timeline with Separate Story Routes ===
 
Isomer is scripted by three separate story routes with no dead ends and placed on one continuous timeline. But however players cannot complete one route at a time, all three routes have to be played, if one route is met with a dead end, simply play another.
 
Isomer is scripted by three separate story routes with no dead ends and placed on one continuous timeline. But however players cannot complete one route at a time, all three routes have to be played, if one route is met with a dead end, simply play another.
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*Some nodes are story only, with no fighting requirement, those nodes will not be given a level notation. E2-1 refers to the very first node playable, since it is located on the middle line. E1-3 refers to the third battle chapter on the top route.
 
*Some nodes are story only, with no fighting requirement, those nodes will not be given a level notation. E2-1 refers to the very first node playable, since it is located on the middle line. E1-3 refers to the third battle chapter on the top route.
 
   
 
   
=== Node Locking (Credits) ===  
+
=== Node Locking (Intel Points) ===  
* All nodes - both story and battle - are locked by default except the first one
+
[[File:Isomer_Credits.png|thumb|right|Big orange number indicates available Intel pts, smaller white number indicates available Intel pts today, the number after + symbol indicates accumulated unspent eligible pts]]
* Battle nodes yield the amount of credits shown on the right side of the node
+
All nodes, both story and battle nodes are locked by default except the first one, completion of battle nodes will yield the amount of Intel pts as displayed on the right side of the node. Nodes with a lock cannot be accessed until they are unlocked with the amount of Intel pts shown on the lock.
* Nodes with a lock cannot be accessed until they are unlocked with the amount of credits shown on the lock
+
 
* ToDo: describe how credits are accumulated
+
A daily cap of total Available Intel pts are in place, likely to prevent players from rushing the event and completing it on one day. The Daily cap sums up to 200, unspent points will be accumulated to the next day, the pool of unspent points does not have a cap and can accumulate indefinitely.
 +
*When acquiring Intel points, the system will prioritize the fresh daily cap, once the fresh sum is depleted, then the accumulative sum will be used.
  
=== New T-Dolls ===
+
=== New T-Dolls and Fairy ===
 
(Possible T-Doll banner?)
 
(Possible T-Doll banner?)
* {{doll name|Lewis Gun|MG|5}} (Reward - Acquired after beating [[???]])
+
* {{doll name|Lewis Gun|MG|5}} (Reward - Acquired after beating Chapter E2-9)
* {{doll name|KSVK|RF|4}} (Reward - Acquired after beating [[???]])
+
* {{doll name|KSVK|RF|4}} (Reward - Acquired after beating Chapter E1-4)
* {{doll name|HS2000|HG|5}} (Random drop of crates; guaranteed drop on 777 crates)
+
* {{doll name|HS2000|HG|5}} (Random drop from event crates; one guaranteed HS2000 available in 777th crate opened)
 
* {{doll name|P22|HG|5}} (Random drop on certain maps)
 
* {{doll name|P22|HG|5}} (Random drop on certain maps)
 
* {{doll name|UKM-2000|MG|4}} (Random drop on certain maps)
 
* {{doll name|UKM-2000|MG|4}} (Random drop on certain maps)
 
* {{doll name|X95|SMG|5}} (Random drop on certain maps)
 
* {{doll name|X95|SMG|5}} (Random drop on certain maps)
 
+
* {{fairy name|Some fancy Oni fairy?|Strategy/Battle Fairy}} (Ex map reward)
=== New Fairy ===
 
* {{fairy name|Some fancy Oni fairy?|Strategy/Battle Fairy}} (Ex map reward?)
 
  
 
=== Event Currency: Crates ===
 
=== Event Currency: Crates ===
* Players will be rewarded with crates upon completing event maps
+
[[File:Isomer_Node.png|thumb|right|300px|The small symbol below the node shows the crate eligibility]]
** The amount varies between nodes
+
*Players will be rewarded with crates upon completing event battle maps.
** Normal difficulty rewards 6-10 crates and Hard difficulty rewards 8-15 crates
+
**The amount varies between nodes, early stage nodes will have lower crate reward while later chapters will have more.
* Crate reward eligibility is reset everyday at 00:00 am Beijing time
+
**Normal difficulty rewards 6-10 crates and Hard difficulty rewards 8-15 crates.
* Crate symbol below map nodes will indicate the crate reward eligibility
+
*Crate reward eligibility is reset everyday at 00:00 am Beijing time.
* Crates are exchangable for random rewards
+
*The same node cannot be repeatively farmed for all the eligible crates of that day, a symbol will appear below map nodes which indicate the crate reward eligibility from that node.
 +
*Crates can be opened for random rewards, interface is located on the main menu -> events.
  
 
=== New Interactive Map Nodes ===
 
=== New Interactive Map Nodes ===
A few newly added objects on the map nodes can be interacted with and/or has impact on the strategic aspect of the game, listed as following.
+
Few newly added objects on the map nodes can be interacted with and/or has impact on the strategic aspect of the game, listed as following.
  
 
==== Control Station ====
 
==== Control Station ====
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{{p|[[File:control station gaining access.png|thumb|Interactive interface locats to the left]]}}
 
{{p|[[File:control station gaining access.png|thumb|Interactive interface locats to the left]]}}
 
{{p|[[File:control station open gate.png|thumb|200px|Option for opening a gate, click on T-Doll echelon again to enable closing gate option]]}}
 
{{p|[[File:control station open gate.png|thumb|200px|Option for opening a gate, click on T-Doll echelon again to enable closing gate option]]}}
{{p|[[File:Remote_Device_Tutorial.png|thumb|Swipe to switch between options]]}}
+
{{p|[[File:Remote_Device_Tutorial.png|thumb|Swipe up and down to switch between available options]]}}
 
}}
 
}}
  

Revision as of 00:35, 31 January 2019

deeleprofile.png

"Maintenance is still ongoing."

This article is a work in progress. Additional information will follow soon.


Give us some time. - User:HellScythe42

Official login wallpaper

2019 winter event of Girls Frontline, Isomer describes the follow up story after story Chapter 11, G&K's new task relayed from the Security Bureau by Mr K. Event on CN servers (BiliBili/DSky) starts after the maintenance on 24th of January maintenance, and closes with 28th of February maintenance. The event code name is Isomer. Other Asia servers will start the event on a later date.

The story revolves around Angie's DEFY task force, G&K, Security Bureau, The White Faction (Revealed as Paradeus as of this event), Infested ELID creatures and Sangvis Ferri.

-- TODO: Declare a better summary.

Overview

Introduction

Overall difficulty

Both interface and overall gameplay difficulty of Isomer is considered reduced when compared to previous events Continuum Turbulence. Despite the event offers normal and hard difficulty, all of the event rewards (except for additional medals) are obtainable from normal mode. Normal difficulty can be completed with lv80+ 4x expansion T-Doll echelons with decent graded equipment and fairy/HOC back ups.

New elements and mechanics

Linear Timeline with Separate Story Routes

Isomer is scripted by three separate story routes with no dead ends and placed on one continuous timeline. But however players cannot complete one route at a time, all three routes have to be played, if one route is met with a dead end, simply play another.

  • Route 1 (top) is notated as E1, it describes G&K's story involvement in Isomer, from the Commander (player), SMG RO635 and AR M4 SOPMOD II's point of view.
  • Route 2 (middle) is notated as E2, describes DEFY's story involvement, from AR ST AR-15 and AR AN-94's perspectives.
  • Route 3 (bottom) is notated as E3, protagonists for this route are Angie, AR M4A1 and AR AK-12
  • Some nodes are story only, with no fighting requirement, those nodes will not be given a level notation. E2-1 refers to the very first node playable, since it is located on the middle line. E1-3 refers to the third battle chapter on the top route.

Node Locking (Intel Points)

Big orange number indicates available Intel pts, smaller white number indicates available Intel pts today, the number after + symbol indicates accumulated unspent eligible pts

All nodes, both story and battle nodes are locked by default except the first one, completion of battle nodes will yield the amount of Intel pts as displayed on the right side of the node. Nodes with a lock cannot be accessed until they are unlocked with the amount of Intel pts shown on the lock.

A daily cap of total Available Intel pts are in place, likely to prevent players from rushing the event and completing it on one day. The Daily cap sums up to 200, unspent points will be accumulated to the next day, the pool of unspent points does not have a cap and can accumulate indefinitely.

  • When acquiring Intel points, the system will prioritize the fresh daily cap, once the fresh sum is depleted, then the accumulative sum will be used.

New T-Dolls and Fairy

(Possible T-Doll banner?)

Event Currency: Crates

The small symbol below the node shows the crate eligibility
  • Players will be rewarded with crates upon completing event battle maps.
    • The amount varies between nodes, early stage nodes will have lower crate reward while later chapters will have more.
    • Normal difficulty rewards 6-10 crates and Hard difficulty rewards 8-15 crates.
  • Crate reward eligibility is reset everyday at 00:00 am Beijing time.
  • The same node cannot be repeatively farmed for all the eligible crates of that day, a symbol will appear below map nodes which indicate the crate reward eligibility from that node.
  • Crates can be opened for random rewards, interface is located on the main menu -> events.

New Interactive Map Nodes

Few newly added objects on the map nodes can be interacted with and/or has impact on the strategic aspect of the game, listed as following.

Control Station

Control station's icon without and with access
Interactive interface locats to the left
Option for opening a gate, click on T-Doll echelon again to enable closing gate option
Swipe up and down to switch between available options

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


Control stations are placed on certain maps, interacting with them usually triggers another object on the map, such as the opening/closing of a defensive gate.

How to Use
  1. Move T-Doll echelon on top of the node to gain the interface panel. If node had green light, the access to the functions will be readily available, if not player will have to manually gain access to the node.
  2. Once access is granted, select T-Doll echelon again to access interface, swipe up or down to select options.
    • Gates only have one option at a time (close/shut), while artillery platforms is able to be activated/deactivated and command to fire on specified node from the control station.
  3. Players can choose to freeze access (locking it down again), which prevents enemies from accessing it.
  4. Note the node itself does not have to be captured, when using control station.
  5. Usage of a control station does not action points, for example a defensive gate can be opened and closed as many times as the player desires within the same turn.

Defensive Gates

A closed gate blocks access, notice the greyed out routes

Defensive gates controls passage routes, the node under a sealed gate cannot be access by either the player's units nor enemy units. A control station can open the gate, revealing access. Note that any units standing on the gate node will take heavy damage when the gate is shut on them, including elite/boss units.

Rubble pile

Blockades formed by rubble piles, denying access to both friend and foe, note the greyed out routes

Rubble piles functions similar to a gate, prevents access to the node it's on. Rubble piles can be removed via two means:

  1. Player can destroy them with HOC echelons like other enemy infrastructures.
  2. Player can destroy them with an echelon carrying an abandoned Golyat (see below).
  3. Keep in mind that once a rubble is removed the pathway is permanently open.

Abandoned Golyat

Node with an abandoned Golyat unit
Interactive interface that allows echelon to pick up Golyat
Option for detonating near by rubble

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


Abandoned Sangvis Ferri Golyat units can now be found on certain maps, players can order echelon to pick them up and use them to detonate infrastructures such as rubbles. In addition to rubble destruction, Golyats can be planted and used as an explosive trap on Access bridges.

Access Bridge

Plot

Todo...

Ready to Sortie!

Now that you're ready, click on the links below for detailed guides on how to clear the maps throughout Isomer.

Detailed Guide on E1 "???"

Detailed Guide on E2 "???"

Detailed Guide on E3 "???"

Trivia

  • Isomer is a chemistry phrase, it refers to chemical compounds with the same formula but different structure, resulting in different chemical/interactive behaviour.
    • A one point during the story, a dysfunctioned Nyto called out M4A1 as her twin sister, suggesting the fundamental similarity/differences (Isomerism) between T-Doll M4A1 and the Nyto type combatants, this is likely what the event name Isomer suggests.