Combat Simulators
Author: Chiaki Matsuda
Not to be confused with the ingame combat simulator, except maybe
Why Combat Effectiveness Isn't
Author: Chiaki Matsuda
CE is calculated as weighted sum of various doll stats according to a formula nobody bothered to reverse engineer, because it sucks.
Dorms, Costumes and Resupply Gachas
Author: Chiaki Matsuda
You thought GFL was a user friendly game with generous gacha? No more.
DD Ranking Overview
Author: Chiaki Matsuda
DD's ranking map is, as always, unlocked by clearing out all the story maps. It's a 15 turn long map where you get points for meeting various objectives, and your highest scoring run is counted for ranking purposes.
"Optimal" gear and handguns for MG echelons
Author: Chiaki Matsuda
Since this comes up far too often and people apparently don't like doing complicated math like "aim for enemy evasion x3 as your accuracy stat" themselves, NUMBERWANG!
Tile-Based Active Skills and Interactions
Author: Katyusha
With EN now having been introduced to the concept of Tile-based active skills, it's time to review these and how they actually work. Also how they're horribly coded and abusable as hell.
Assault Rifles And You
Author: Chiaki Matsuda
Assault rifle/SMG formations aren't just your bread and butter, but also half the toppings. You're going to use them a lot.
Machine Guns And You
Author: Chiaki Matsuda
Unlike rifle echelons, which come in many forms, MG echelons are relatively straightforward: They mow down enemies. Ideally really quickly, because they have limited magazine sizes and are sitting ducks while they reload.
Distance and Movement
Author: Katyusha
Most of this information is taken from 프로성능충 from Ruliweb's GFL forum. Again, if you speak Korean, you're best off reading their sources rather than ours, but the benefit we provide is that we're giving this information in English.
Logistics Great Success Chances
Author: Katyusha
Base chance of great success is (Average Echelon level * 0.45)+15