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[Girls' Frontline]Seventh major story event hits EN in mere days!
Sorry for being late this time, compared to the previous thread. However, making the thread late means I can add a lot more concrete detail on what to expect!
After maintenance on Tuesday, we're going to finally be getting one of, if not the best event so far, both in terms of challenge, and arguably story - containing major personal developments for several characters and answers to long lasting questions.
That event is Shattered Connexion, and it takes place in Tallinn, Estonia, including an adapted version of its city map.
It's hard to choose where to begin but I always strive to give credit to the music. The map themes are once again great, but the Ending Theme has received particular attention this time around - that upload has over one million views, for our small humble community it's quite a lot. You can clearly make out the striking leitmotif of this event in these. If you are interested in listening to more of the stellar GFL soundtrack, feel free to check out this player.
Now onto gameplay. This event is once again divided into Normal and EX difficulties so it's very feasible for beginners to clear, provided some guidance with resource management.
We'll face some brutal enemies in this event (who needs plasma rifles when you have bows) but also receive some easily accessible upgrades of our own, including a new batch of (story) mods.
There are four in total:
Hanyang Type 88, now sort of dubbed Type 2088, undergoes an utterly ridiculous upgrade, both in terms of gameplay viability and the sheer contrast of her arsenal. She has proven herself in multiple rankings and trivializes certain enemies.
MP5, a common 4* who prior to this upgrade hadn't really been competitive with Thompson or G36c, but now carves her own very strong niche of having high evasion in addition to a force shield, as well as tiles that affect Rifles.
UMP9, one of the two story mods in this batch. Hers is not really high priority, but I do love the new art. She might be the only reason I regret not posting this on a Friday.
HK 416 probably needs no introduction, she's one of the most well known characters in this game due to her memorable appearance and rotten personality to some. This mod originally was the first 6* introduced to the game (on EN it was NTW followed by Calico). It reduces her grenade skill's initial cooldown and adds a secondary explosion with the potential for DoT, making her one of the best grenadiers in the game. Whether the tiny hat and softer look is an improvement is an argument that probably won't subside anytime soon.
Both the story mods provide significant character development. UMP9 finally reveals her origins.
During the event, you will be able to farm daily supply boxes, that contain, among other rewards, dolls. One of those is new - ACR, who deals more damage the more debuffs you pile onto enemies. She's not that high of a priority to raise but you can have some fun with other debuff stackers.
Now the clear reward dolls, those are M1895 CB (also called Potato Digger) and none other than the Desert Eagle. Potato Digger can kind of be seen as a "fixed" version of the MG3 concept, namely that of a very long lasting ammo box. This makes her rather competitive as the rather long MG reload is one of their crippling weaknesses. The Deagle on the other hand is a ridiculous new damage dealer that penetrates shields with extreme prejudice. She's become a staple in 5 HG teams.
Next, the drops. First is SSG 3000, an actually rather useful and free 4* version (with some caveats) of M200, whose skillset is practically perfect for the ranking stage of this event.
Second is Kord, who boasts not only one of my favorite designs in a long time, but also highly competitive stats and an utterly ridiculous piercing skill that makes her one of the absolute top MGs to this day.
As you can see the free units in this game are as usual some of the best and more than worth farming. Don't fret if you're overly unlucky, there is a pity system for farming explained in this image. In addition to the two dolls just mentioned, you can farm other limited dolls in this event, and also use the pity medals to purchase them. P22 and HS2000 being available again this quickly is a really big deal.
I'm still not done with rewards. If you finish the event story, you once again receive a True Core Mask that you can exchange for any 5* in the craftable pool.
There's also once again a ranking map and I'm not going to go into too much detail on it here, but the rewards are really useful this time. It's highly recommended to at least aim for 500k points so you can get a Beach Fairy, and Top 50% would be very nice as this gives you a special equipment that makes an already very good RF - Lee Enfield - compete at the very top for Rifle DPS.
Last but not least, even if you have no interest in starting or rejoining GFL, you can jump on the hype train for GFL2, with its stealthily updated PV and gameplay demo, generously translated by that channel.
GFL is definitely not perfect and has glaring flaws, the current performance issues on many devices are a major downer, and I hope they fix them soon. Nevertheless, this event is going to be a lot of fun and I hope many of you will give it a shot. The new player experience has been streamlined quite a lot, though EN doesn't have the in-game beginner manual yet.
I apologize for the length of these every time but oh well, this one was worth it...and I didn't even mention the train cannons...
Can a new player beat this event (on Normal difficulty) if starting now and secure Desert Eagle/the True Core Mask?
Local CatDogBoy u/CuriousCanidae has sent me this thread, where a Korean player beat it after only two weeks. From the start of the event you have a whole month so it is more than feasible, but you definitely would need guidance - I cannot stress enough how important reaching out to the community and asking for help is.
That escalated quickly...
I have campfires surrounding my base. I light them for Blood Moon, or if I want to draw in a few screamers for some quick XP. Zombies will catch fire if they bang on the walls, as they have to stand on the campfires.
Typically, I turn off the campfires, or they burn down. Today I thought, "I only need a another 1/8 of the XP bar for the next level." So I restocked the wood in the fires, and went inside.
I had burned through a LOT of ammo during the Blood Moon. I was out of 762, so my tac AR and M60 were (mostly) out of commission. (Loot bags gave me a small amount of 762, but not enough to count for anything.)
Auto shotgun has plenty of rounds. I haven't put anything into handguns yet. And I am a monster with my club. I don't plan on using any firearms anyway. Just a screamer or two calling a few friends. Steel club all the way...
So the first screamer shows up, and she's unusually quiet. I'm strafing left and right, behind my whacking wall, waiting for her to scream for her friends. After a while, I am getting frustrated that she isn't screaming. I don't want to hurt her. I need her to do her job. So I duck outside for a minute. She starts screaming almost immediately. Cool... or so I think.
I usually try to avoid hitting the screamers, and take out all the other zombies. The club almost always catches the screamers sooner or later as I attack other zombies. So I have a nice flow of zombies coming. Lots of wights and spiders. Spiders are a particular pain for melee in my horde base. Not super hard, but they often catch me with a hit when I try to melee only.
Things are ramping up quickly... It's like 8 or 9AM, and it seems like multiple hordes are converging on me all at once. Lots of them are running. I am hearing scream after scream. AI pathing is doing dumb stuff, and often as not, they run past my whacking wall, and do a lap before coming back.
The AI pathing is behaving very badly. So much so that it's preventing me from reaching them with my club. They run past. Sometimes I can land a hit, sometimes not. I need them to behave and come at me.
There are a LOT of zombies now. More than I have during a Blood Moon. During Blood Moon, they come at me, and I can manage the numbers. Did I mention their numbers are growing?
They are taking out blocks now as well. This was supposed to be a quick XP jaunt. Everything is going tits up.
Time for the shotgun. Which works fine, as long as they path to me. But their pathing is all out of whack. The shotgun doesn't have the range if they don't come to the whacking wall. They are jumping down, and circling back up. Cops are spitting from far out. More blocks are being broken.
I can't even estimate how many zombies are out there. But the shrieks are coming at a ridiculous rate, and the screamers aren't getting close enough to kill.
If I don't draw them off, the base will be done. So I hit the escape hatch. And they are coming from all sides. I am running and gunning. It's daytime, and there are at least 20 sprinters staying with me. Still wearing my heavy armor from the blood moon. (stupid.)
After a city block, I figure they're strung out, and I can turn and fight. The sprinters come faster than I can handle. As I empty the shotgun, I'm taking hits. I'm bleeding and concussed. Reload and I'm firing at blurs until my vision clears.
I start making my way back the way I came, running past the walkers, focused on killing the screamers. I need to try to use my club, so as to not generate any more heat.
That's when I run into a nest of spiders. I hate spiders. Why can't they just stay in one place? Back to the shotty.
I'm pretty beat up at this point. I duck back into the horde base. Pop a pill, bandage up, and head back out to clean up this mess.
Screamers are mostly done, and I am seeking them with extreme prejudice. It's club only, as I don't want any more company. The campfires are still burning, but I'll get those out soon.
I'm running and ducking through the last of the hordes. Club dripping as I am knee deep in their remains.
I extinguish the fires.
What the hell just happened? I mean, that really got out of hand fast.