Type: SMG
Rarity: 3
Obtainable from:
Affects AR
ICD: CD:
Throws a smoke grenade that decreases the enemy's rate of fire by ($rof_value)% and movement speed by ($movespeed_value)% within a radius of 2.5 units for ($time_value) seconds.
ICD: CD:
When echelon is on a non-allied node, permanently increase all allies' movement speed by +($ms_value) points and damage by ($dam_value)%.
F1 is an Australian SMG and smoke grenadier, which sets her in the role of maintank. Her HP is respectably high but her evasion and tiles leave something to be desired. Her low rarity smoke combined with the very little DPS offered by her tiles means F1 will be taking a bigger beating than usual, which is where the lower evasion will hurt. While her main tank base stats are not the worst, there are plenty more accessible options provided early game like Ingram and Sten MkII and UMP45 that are not gated behind having to farm a specific campaign map for. At least she’s an Aussie.
1060 hit points is actually really high for an SMG, making F1 pretty beefy.
To counteract her high HP, F1’s evasion is a sad 60, lower than average for an SMG and an unfortunate downside for a tanking focused SMG.
ARs do not need evasion. If they do, the maintank is not doing their job properly. An accuracy buff also does not really help ARs much in most situations considering their high inherent accuracy. So F1 has pretty sad tiles.
Being confined to Heavy production and Deep Dive drops means F1 is a pain to find and definitely a bad budget option. Them sneaky Aussies man.
F1 now has a mod, but a largely disappointing one at that.
Slight buffs to her maximum HP, evasion, and firepower. Her smoke grenade gains an extra debuff to improve survivability that usually lasts too short to make a difference. Her tiles are modified to now buff and reach SMGs, which let her synergize her typically awful tiles with direct-fire SMGs.
Her Skill 2 is a situationally activated passive that gives all allies movespeed on non-allied nodes, a largely pointless solution looking for a problem. This is especially true for ARSMGs, where most units do not suffer a move speed problem in the first place. It also buffs the whole team for 15% firepower, which kind of makes up for her lack of good offensive tile buffs, but again the situational nature of the buff makes her inconsistent.
All in all, nothing of note can really use F1 Mod. While she may have a couple of interesting interactions due to her passive team buffs on skill 2 and newfound tiles, it is not nearly enough to put her on the levels of the likes of unmodded UMP45 or RO635 in terms of DPS buffs or burst survivability. If looking for a unit that can offer a DPS boost to the team, a regular DPS supporting HG like P22 or Mk23 is a much better pick.
Each of the bonuses F1 gains at each mod are so mediocre that it isn’t difficult to say that even at Mod 1 she’s a waste of resources. But I suppose Mod 2 is the only stopping point if Commanders are looking for movement speed stack memes or something. F1 Mod’s “Survival Specialist” Mod SPEQ only gives one extra evasion over a normal T-Exo and adds 10 firepower. Pointless for a unit that’s supposed to be a maintank, so Mod 3 is only for people who want the cool mod art.
F1’s unusually high HP is improved again to 1085, which is something I guess.
Team-wide move speed buffs are uncommon. There are very few situations that would ever demand them from F1 Mod. But hey, it exists.
While their multipliers are bigger and they now help out SMGs, F1’s tile buffs still give nearly nothing in the way of DPS. ARs don’t need evasion, and have decent accuracy on their own. Direct-fire SMGs ideally don’t get shot at in the first place.
Despite the decent bonus she received to evasion, F1 Mod still has worse than average evasion for SMGs at 64, hurting her applicability as a maintank SMG.
Skill 2 only activates when on non-allied nodes, adding an annoying level of inconsistency to F1 Mod’s already mediocre performance.