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

Completing Midnight 1-4 actually talks about for-purpose military robots. Specifically, they're where the armoured ones come from; not actually SF but hacked military androids.

SF as I recall was also civ models so it's converted civ androids vs converted civ androids in terms of scale.
 
Pretty big spoiler about Military Dolls and story.
We actually fight the military later in and they fucking destroy you. They got full on no shit mechs and their T-Dolls just chew apart your echelons like nothing. In fact most of the time your supposed to run away from them while covering DEFY.

Playing the game and Baker Girl got me itching to do a quest about a private military company startup in GF's world.
 
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Might as well ask here:

Any idea when LSC/Equipment Calibration/Equipment Enhancement are going to be released?
 
It's kind of the-other-way-around solution: T-Dolls were military tools, then were adapted to civilian market, then G&K reconverted civilian models back into military ones. It's also probably why retired T-Dolls can just switch to civilian sector; they can still do other jobs.

I was under the impression that T-Dolls in general were basically military adaptations of the so-called "Autonomous Dolls" aka "A-Dolls", hence said tech being civilian-made first then adapted to military ones.
 
So any tips for a new player? I thiiink I'm pretty lucky because I got Browning and a ton of stens, and a two type 58's to dummy link, and I'm making pretty balanced teams that synergize (I think). Mostly 2smg, 2ar/hg and one other.

Any tips on deciding who's good actually? So far it's 60% appearance and ability names for me (ppk's being 'annihilation command' will never not make me cackle madly).

Especially unsure how to judge rifles against each other. Should I be prioritizing better ROF on them?

And I'm not sure what sort of balance for logistics vs missions I should be doing.
 
GilliamYaeger's Guide
So any tips for a new player? I thiiink I'm pretty lucky because I got Browning and a ton of stens, and a two type 58's to dummy link, and I'm making pretty balanced teams that synergize (I think). Mostly 2smg, 2ar/hg and one other.

Any tips on deciding who's good actually? So far it's 60% appearance and ability names for me (ppk's being 'annihilation command' will never not make me cackle madly).

Especially unsure how to judge rifles against each other. Should I be prioritizing better ROF on them?

And I'm not sure what sort of balance for logistics vs missions I should be doing.
Your main goals are as follows:

1. Rush through the story using supports to carru you until you clear chapter four. This unlocks the unique Anti-Rain Team, four high class 4* assault rifles who are pretty much the protagonists of the game. Use them.
2. Save up gems to unlock at least five Echelon slots, ideally seven.
3. Make three teams: first a 3 Assault Rifle/2 SMG combo team, then a rifle/handgun team, then finally a second 3AR/2SMG team.

Guns you should be focusing on early on:
NOT FOUR/FIVE STARS!!! Five stars are VERY expensive to max out. It might not seem too bad right now, but later on you will regret it. Dummy linking, which is the main source of power, gets expensive at around X4/X5 and higher rarity dupes are hard to come by. Raise only 2-3 stars with the occasional 4* for now. Once you start rolling in cores from disassembling unneeded 3 and 4 star guns, then you can start raising 5*s while cycling your now-obsolete (but high level) lower rarity gun waifus on to logistics duty.

Handguns: PPK is the goddess-queen of budget handguns. You will probably find her useful even in a team of 5*s. Makarov, Astra, and M1911 are all workable.

SMG: Skorpion and STEN will be your go-to gals for SMGs, since you'll be getting lots of copies. M38 is also decent, having shitty buff tiles but the ever-valuable stun grenade skill. If you roll either of the UMP sisters, especially UMP45, use them. They're amazing.

Assault Rifles: F2000, Galil, and Type 63 are the best 2* ARs, the rest are all some degree of trash. The Anti Rain squad are all great, especially M4A1 with her unique buff tiles.

Rifles: M14 is fucking incredible, matching or sometimes outclassing her 5* equivalents, and the best part is she's completely free. SV-98 is decent enough, as is Springfield. If you're lucky enough to roll WA2000, THEN USE HER. She's easily one of if not THE best gun in the entire game. Same goes for her 4 star equivalent, SVD.

Machine guns: due to their operating costs it's recommended to avoid them for a while, but M2HB and LWMMG are the standout winners from what we have.

In general: anyone with stun or smoke is useful. Pair stun and smoke for a phenomenal combination. Flares are likewise invaluable for night missions.

You can usually tell whose good or bad by looking at their buff tiles and skills. SMGs or Assault Rifles with side buff tiles are almost exclusively trash, for example, since they're demanding that you put your tanks in the back row or squishy DPS in front - both of which are very bad ideas.

If you're lucky enough to get high rarity dupes, there's no harm in dummy linking them with a few exceptions - WA2000 is good enough that you'll want two of her, for instance.

This is a pretty good tier list that explains why guns are good or bad. Most useful is the 'safe to scrap' section.

Levels aren't actually levels. Sure. They increase your HP and some other stuff, but it's best to view them as a level cap. Your real 'levels' come from Enhancement in the Factory, since that's what increases your actual stats. A 4000 team can rocket up to 8000 simply through enhancement.

4-3E and 5-2E are your best friends.
 
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This game looks pretty badass... I'm thinking I should get it.... but FGO... I can only play so many games...
 
If you're lucky enough to get high rarity dupes, there's no harm in dummy linking them with a few exceptions - WA2000 is good enough that you'll want two of her, for instance.
Don't use doubles. It's cancer. One of a gun.
I'd recommend this list: GFL Character Analysis v1.01
It puts in a lot of effort to explain why they put stuff where they do.
 
This game looks pretty badass... I'm thinking I should get it.... but FGO... I can only play so many games...

Personally I'm dodging FGO for this. Feels like I have more to do, have a steadier drip of rewards/dopamine and I feel like I have more actual options in how I set things up/play battles. Especially the tactical layer which presents actual choices for us to make.
 
Now imagine if it was like XCOM but with raifus.

That's what the game initially was like. = u =
 
I was under the impression that T-Dolls in general were basically military adaptations of the so-called "Autonomous Dolls" aka "A-Dolls", hence said tech being civilian-made first then adapted to military ones.

I guess it can be inferred that T-Doll technology grew out of earlier industrial projects, but there doesn't seem to be direct carry over; basically PEMU looked at the robot tech and went "this is neat, can you build something like this that drives tanks?" and companies involved went "we can try". However, humanoid T-Dolls being adapted to civilian service is definitely a later development.


***
In other news:

>Rolls five 10-pulls from the new event gatcha
>Gets a costume
>It's a skin for a handgun I don't have, instead of the 4 other ones I actually own.

 
Something I noticed which doesn't seem very obvious at first glance, is that your support echelons don't update on their own. So if you set say, your Echelon 2 as your support and they gained 10 levels, you've given them new gear, and you enhanced them, you need to set them as your support echelon again for those changes to show. I think.
 
Something I noticed which doesn't seem very obvious at first glance, is that your support echelons don't update on their own. So if you set say, your Echelon 2 as your support and they gained 10 levels, you've given them new gear, and you enhanced them, you need to set them as your support echelon again for those changes to show. I think.
Yeah, that's how it rolls. You gotta periodically update.

You also need to manually set it to update your night battle squad, although in practice my night battle friend squad is basically my main squad, only the ARs swap their optics and suppressors for PEQs.
 
4-3E might be good for grinding but it requires a bit too much attention for my best team atm or my backline takes damage and eventually I need to waste time on repairs. I'm personally preferring 2-1E for grinding out enhancement fodder because I can clear it in one turn and pay no attention whatsoever after using planning mode to set up the one turn completion. This has made it so I'm constantly trying to get ammo from logistics missions though.
 
4-3E might be good for grinding but it requires a bit too much attention for my best team atm or my backline takes damage and eventually I need to waste time on repairs. I'm personally preferring 2-1E for grinding out enhancement fodder because I can clear it in one turn and pay no attention whatsoever after using planning mode to set up the one turn completion. This has made it so I'm constantly trying to get ammo from logistics missions though.
After a while, you'll reach the point where you can just run 4-3E and not bother with managing your squad. As an example, my First Squad:


Last week, when they were around lvl 50 and CE of about 7k or so, I'd either be trying to micromanage UMP45's movements to keep her from taking damage, or every 4 or 5 runs I'd repair her and burn a quick repair ticket (eh, I got a hundred of those, no biggie). Now, they're just shy of 11k and they shred everything in their way so I just shrug and don't bother and just let them carry on.

Admittedly a cross formation is not really that ideal. It's always felt a little too zelbrigen and not really sustainable for my taste, because if youre the kind of person who leaves things alone like I am, UMP45 is responsible for dodgetanking all enemy fire. Putting another SMG and making an F-shaped formation would actually be a better, more well-rounded formation, but this formation basically exists for grinding Exp Sim II (and III, later on) and being general purpose dakka providers.
 
For 4-3E specifically, you want something in the front row to be able to extend the echelon's range so that they kill off the mortar immediately such as this formation:


For 4-3E in particular, the mortar tends to spawn before the other units so it's possible to snipe it even without a rifle plinking at it.
 
If you're running a two-row deep formation, you can also cheat just by moving everyone forward a row. Then they'll insta-snipe the mortars without messing up your tile buffs
 
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