Come for the Raifus, Stay for the Plot: Girls' Frontline - Baking Time

question, how good is UMP45 and UMP9?

My understanding is that they are workhorses. One has stun gernadea and the other has smokes which are pretty much the upper end of reliable tank smg abilities(Invincible is nice but it's generally too short and monofucsed to be as reliable).

Much like most damage boost assault rifles and Attack speed Rifles, if they have decent tiles(and they do), they're probably pretty good.
UMP45 and UMP9 are very good. UMP45 pops smoke, UMP9 pops flash, and the important thing is that their initial cooldown is very very short, so they're immediately CC'ing mooks and giving you more unopposed dakka time. Good tile layout and good buffs, and good at being dodgetanks. UMP45 is my solo dodgetank and evades fire that would chew up MP5 or Thompson (Invul shield has a 5~ second initial countdown, which means that Thompson gets chewed a hella lot by the time her invul triggers).

If you have both of them in your frontline, nothing is getting through to hurt your backline. My attempts at grinding Exp Sim III would have gone a lot smoother.

Let me put things this way: on CN, i poured 63 cores into UMP45 (becuase i never got any dupes of her). I intend to do the same on EN.
 
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So I just rolled NTW-20, how good is she, exactly?
She can oneshot bosses. Not very good for anything other than that, but once you get her trained up and teamed with a team of fellow boss killers, you'll have something special on your hands.

question, how good is UMP45 and UMP9?
Two of the best SMGs in the game. They work amazing together, due to the nature of their grenades and how they synergize together. They also get an amazing unique equip down the line that makes their dodge the best in the game, and even before that their stats are great.

10/10 top tier.
 
Five of my last six pulls have been SV-38 and the other was another Springfield. I think the game is trying to tell me something.
 
question, how good is UMP45 and UMP9?
-45 in particular is the gold standard for SMGs - great all round stats, the best SMG buff tile combination between coverage and stats, her smoke grenade is superb, and down the line all three UMPs get a special exoskeleton equip.

-9 isn't quite as good due to different tile buffs, but still pretty great.
 
so it's good that i got them back to back this morning then?

nice.

...You too, huh?

I've actually gotten both of them twice now, and each time it happened the sisters were just one or two contracts apart from each other. When one comes, so does the other.

So I just rolled NTW-20, how good is she, exactly?

As others have said, she's a boss-killer. Unfortunately her kill shot has a long cooldown (~7 seconds iirc) before it can be used and she's a subpar sniper for her rarity otherwise. She is still the boss-killing nuke sniper though.

Generally if you want to know if x or y doll is good/bad, look 'em up here (credit to @Monotov for originally linking it).

As a random aside has anyone else been noticing they actually have more 'quick production' contracts than actual production (ie doll/equip) contracts pretty much constantly? At this point I'm pretty much never sitting on a timer beyond 'poop I'm running out of ammo again'
 
As a random aside has anyone else been noticing they actually have more 'quick production' contracts than actual production (ie doll/equip) contracts pretty much constantly? At this point I'm pretty much never sitting on a timer beyond 'poop I'm running out of ammo again'
Quick contracts are a fairly common quest reward, and I get a lot of them because i regularly do Logistic 0-1, which has a chance for you to get either a quick production contract or a fast heal contract as your bonus. Meanwhile waifu production contracts are harder to come by, and the fastest you can get a waifu contract is Logistic 1-4, which takes 2 hours, so over the same period of time, assuming sucesses on both productions, just doing Logistic 0-1 gets you twice as many contracts as from logistic 1-4.
 
I'm new and all that but I've been running pure logistics the past few days to fuel my construction binge.

Is it normal to have rations and manpower as your limits and should I be doing normal missions and or auto battles as well? I don't have a stockpile of anything but ammo and parts right now so I'm kind of just using it as I get them.
 
I'm new and all that but I've been running pure logistics the past few days to fuel my construction binge.

Is it normal to have rations and manpower as your limits and should I be doing normal missions and or auto battles as well? I don't have a stockpile of anything but ammo and parts right now so I'm kind of just using it as I get them.

Ammo and rations tend to get used up by going on missions a lot (since they're, y'know, consumed by units in the field). Manpower... yeah, that really only goes down quick on a construction binge in my experience - it's used to deploy echelons but it's not a notably expensive cost. What Parts are for I haven't a bloody clue - not even repairs use them that I've seen.

Running a few echelons on constant logistics is pretty normal tbh. In practise you generally only use 2-3 echelons, especially early on, so there's always at least one free to throw into the logistics mines. The wiki page on the logistics missions has breakdowns on resources-per-hour per mission, which is nice.
 
Ammo and rations tend to get used up by going on missions a lot (since they're, y'know, consumed by units in the field). Manpower... yeah, that really only goes down quick on a construction binge in my experience - it's used to deploy echelons but it's not a notably expensive cost. What Parts are for I haven't a bloody clue - not even repairs use them that I've seen.
A few parts go into each repair. You get less in awards of them generally though. Mainly they are used in crafting.
 
Ammo and rations tend to get used up by going on missions a lot (since they're, y'know, consumed by units in the field). Manpower... yeah, that really only goes down quick on a construction binge in my experience - it's used to deploy echelons but it's not a notably expensive cost. What Parts are for I haven't a bloody clue - not even repairs use them that I've seen.

Running a few echelons on constant logistics is pretty normal tbh. In practise you generally only use 2-3 echelons, especially early on, so there's always at least one free to throw into the logistics mines. The wiki page on the logistics missions has breakdowns on resources-per-hour per mission, which is nice.

Parts get used (barely) in repairs and construction, and while that typically doesn't cost much you get less of them from missions and achievements, and your parts income caps out at about half of what the other resources do....
 
I find that it is easier to raise the resource cap by leveling up than it is to spend parts at the moment.
 
lookie lookie what i got~


13th try get! ...Of course, Springfield is only level 54 so she's can't actually use it BUT STILL

With this, Team OG Sharkbait may rise again...

 
lookie lookie what i got~


13th try get! ...Of course, Springfield is only level 54 so she's can't actually use it BUT STILL

With this, Team OG Sharkbait may rise again...


I'd highly recommend switching to a 3HG/2RF team. A SMG for a tank is fine until you get a HG to level 80 though, because they make kind of bad tanks until they can equip exoskeletons. As is your rifles aren't getting nearly enough buffs from just PPK.
 
I'd highly recommend switching to a 3HG/2RF team. A SMG for a tank is fine until you get a HG to level 80 though, because they make kind of bad tanks until they can equip exoskeletons. As is your rifles aren't getting nearly enough buffs from just PPK.

I know, believe me, I just don't have enough handguns. I have more good-tier, high-level rifles than I do pistols at the moment.


vs

Bearing in mind my top team is an AR/MG team who also need pistolbuffing so M2HB can actually hit the side of a barn, and several of those pistols are only really viable on night missions (C91 for example, I often replace PPK/Makarov with). If I tried to build 3HG/2RF teams making use of all the RFs I've got, that's four echelons, requiring 12 HGs.

I figure at this point I'm better off consolidating my RFs into 3RF teams and getting as many as I can to 80 / at least past the 70 line (I have a lot of dupes lying around) whilst trying to build up my HG reserves.
 
I know, believe me, I just don't have enough handguns. I have more good-tier, high-level rifles than I do pistols at the moment.


vs

Bearing in mind my top team is an AR/MG team who also need pistolbuffing so M2HB can actually hit the side of a barn, and several of those pistols are only really viable on night missions (C91 for example, I often replace PPK/Makarov with). If I tried to build 3HG/2RF teams making use of all the RFs I've got, that's four echelons, requiring 12 HGs.

I figure at this point I'm better off consolidating my RFs into 3RF teams and getting as many as I can to 80 / at least past the 70 line (I have a lot of dupes lying around) whilst trying to build up my HG reserves.

An AR/MG team is a kinda bad idea. From that, I'd go for a Welrod/PPK/Grizzly/M14/WA2000 rifle team with Welrod acting as your MT with her absurd evasion stat once she hits 80, and for an AR team I'd go with M4A1/AR15/(two smgs of choice)/(a third AR)

The reason that MGs are a bad idea is because they eat up ammo like no other gun type, so it's extremely costly to level them unless you can corpse run. They're most useful in night maps against armored enemies who can't dodge at all, where you'd want a 2 MG/1 HG/2 SMG team.

Also it sounds like you're spreading out your resources among all your echelons right now. It'd be best to concentrate on leveling only one or two echelons at a time, with the rest being put on logistics duty with a single level 45 or so leader.
 
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An AR/MG team is a kinda bad idea. From that, I'd go for a Welrod/PPK/Grizzly/M14/WA2000 rifle team with Welrod acting as your MT with her absurd evasion stat once she hits 80, and for an AR team I'd go with M4A1/AR15/(two smgs of choice)/(a third AR)

The reason that MGs are a bad idea is because they eat up ammo like no other gun type, so it's extremely costly to level them unless you can corpse run. They're most useful in night maps against armored enemies who can't dodge at all, where you'd want a 2 MG/1 HG/2 SMG team.

Also it sounds like you're spreading out your resources among all your echelons right now. It'd be best to concentrate on leveling only one or two echelons at a time, with the rest being put on logistics duty with a single level 45 or so leader.

I have an AR-SMG team, it's this merry lot (one rank forward because 4-3E grinding)

(M16A1 as off-tank because she can equip armour and sue me I didn't want to break up Anti-Rain)
...Only of course everyone there is 4* and only UMP has any dupes so they're all coregrind hell

The AR/MG team isn't exclusively AR/MG, to be clear, it's this:
My best budget ARs/SMGs and M2HB who I get dupes of from time to time via the 4-3E grind

Messing around with 2RF/3HG setups as mentioned...

In practical terms Welrod can't main tank right now as she's only level 29 (PPK is 56 by comparison), so they're swapped around. They need some grinding up though as Wa in particular I've only gotten recently and I'm still building her up.
SV-98 and Springfield as the two RFs on the other team meanwhile are because A) they both have all the dupes they need to x4/5 and B) Springfield has her ammo now. Back to 2HG1SMG because again, few HGs and Spectre is currently my best dodgetank until the UMPs are on her level.
 
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