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{{TGMC}}
This is page for in-depth description of marine-related mechanics.


'''Also see: [[TGMC:Xenomorph Mechanics]]'''
== Gun Damage ==
Nearly all Guns fire projectiles, and the damage of these projectiles are equal to:
<code>Damage = Ammo Damage [damage] * Gun Damage Multiplier [damage_mult] - Tiles Traveled*Gun Damage Falloff [damage_falloff_mult]</code>
Where <code>Gun Damage Multiplier [damage_mult]</code> is usually 1, and can be seen in weapon codex. For example, the Combat Shotgun has a 0.7 damage_mult meaning it deals 70% of the damage that it's ammo usually does . Damage falloff also can be seen there, and is usually 0.5 per tile.
Each weapon also has Armor Penetration, also known as AP, which lets a bullet ignore a flat amount of a Xenomorph's armor.
<code>Actual Damage = Damage*1-(Xenomorph's Armor [soft_armor]*(1-Sunder Stacks [sunder]*0.01) - Armor Penetration [penetration])</code>
Sunder, shown previously, is a Debuff applied by most projectiles which lowers a Xenomorphs armor. Every ammo has a [sunder] amount which determines how many stacks of Sunder it applies on hit:
Lets give this a test.
Let's say you have a Rifle with a .9 Damage Multiplier, .5 Damage falloff, and a Max effective range of 15 tiles that fires Bullets with 25 Base damage, 5 Armor Penetration, and 2 Sundering.
Let's also say you're shooting at a Xenomorph with 60 Bullet armor that is 20 tiles away.
This shows how much damage each shot will do:
<code> = {25 * .9 - 5*.5}*{60*(1-(Shot's Hit*2)*.01) - 5} </code>
NOT FINISHED
== Health ==
=== Limbs ===
{| class="wikitable"
|+
!Limb
!HP
!Breakpoint
|-
|Head
|100
|40
|-
|Torso
|200
|60
|-
|Groin
|200
|60
|-
|Arm
|125
|50
|-
|Hand
|75
|37
|-
|Leg
|100
|50
|-
|Foot
|75
|37
|}
*
* Each limb has fixed and separate healthpool and breakpoint. After breakpoint is reached, attacks on limb can break it.
* After limb HP reaches 0, it can be dismembered with probability% <code>P = brute_attack_damage * 2</code>.
* After 20 damage is done to a limb, ''with 5% chance'', half of any further damage goes to internal organs as additional damage.
* After 30 damage on a limb, any attack with <code>damage > 15</code> can cause IB with probability% <code>P = brute_attack_damage * 0.5</code>
* After each attack, a "wound" is created or widened.
** Each wound regenerates by 0.1 per tick on avg
** Treated (bandages, oil, ATK, ABK) wound regen by 0.4 per tick on avg
** Regen only works for wounds which have less than 50 dmg, and if you are not in crit
= Projectiles =
Check very cool video here: https://www.youtube.com/watch?v=VdYndC5QZYY
=Orders=
{{Orders}}
= Turrets =
To make a turret out of any weapon, you need to use Build-A-Sentry kit (ctrl+click), which goes to scope slot of a weapon. Most weapons can be turrets, but NOT every weapon will actually shoot. Launchers or any bolted weapons won't, but will still notify about the enemy. Also, despite the fact that turrets aim through friendlies, it doesn't give them IFF (aim), so best used with IFF weapons. Bought in cargo.

Версия от 17:08, 24 июля 2023

Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


This is page for in-depth description of marine-related mechanics.

Also see: TGMC:Xenomorph Mechanics

Gun Damage

Nearly all Guns fire projectiles, and the damage of these projectiles are equal to:

Damage = Ammo Damage [damage] * Gun Damage Multiplier [damage_mult] - Tiles Traveled*Gun Damage Falloff [damage_falloff_mult]

Where Gun Damage Multiplier [damage_mult] is usually 1, and can be seen in weapon codex. For example, the Combat Shotgun has a 0.7 damage_mult meaning it deals 70% of the damage that it's ammo usually does . Damage falloff also can be seen there, and is usually 0.5 per tile.

Each weapon also has Armor Penetration, also known as AP, which lets a bullet ignore a flat amount of a Xenomorph's armor.

Actual Damage = Damage*1-(Xenomorph's Armor [soft_armor]*(1-Sunder Stacks [sunder]*0.01) - Armor Penetration [penetration])

Sunder, shown previously, is a Debuff applied by most projectiles which lowers a Xenomorphs armor. Every ammo has a [sunder] amount which determines how many stacks of Sunder it applies on hit:

Lets give this a test.

Let's say you have a Rifle with a .9 Damage Multiplier, .5 Damage falloff, and a Max effective range of 15 tiles that fires Bullets with 25 Base damage, 5 Armor Penetration, and 2 Sundering. Let's also say you're shooting at a Xenomorph with 60 Bullet armor that is 20 tiles away.

This shows how much damage each shot will do: = {25 * .9 - 5*.5}*{60*(1-(Shot's Hit*2)*.01) - 5}

NOT FINISHED

Health

Limbs

Limb HP Breakpoint
Head 100 40
Torso 200 60
Groin 200 60
Arm 125 50
Hand 75 37
Leg 100 50
Foot 75 37
  • Each limb has fixed and separate healthpool and breakpoint. After breakpoint is reached, attacks on limb can break it.
  • After limb HP reaches 0, it can be dismembered with probability% P = brute_attack_damage * 2.
  • After 20 damage is done to a limb, with 5% chance, half of any further damage goes to internal organs as additional damage.
  • After 30 damage on a limb, any attack with damage > 15 can cause IB with probability% P = brute_attack_damage * 0.5
  • After each attack, a "wound" is created or widened.
    • Each wound regenerates by 0.1 per tick on avg
    • Treated (bandages, oil, ATK, ABK) wound regen by 0.4 per tick on avg
    • Regen only works for wounds which have less than 50 dmg, and if you are not in crit

Projectiles

Check very cool video here: https://www.youtube.com/watch?v=VdYndC5QZYY

Orders

As any member of Command Staff, you have access to Orders which can be used to buff nearby troops with helpful effects. Using one causes you to shout out a unique phrase over the radio (Provided you have one). After giving an Order, there is a cooldown period until you can give another one. You can give Orders using the action buttons on the top-left of the screen.


Orders effects are influenced by your Leadership skill, which increases both the effect and range.

Range = 3 + Leadership

Command Description

Move order

Increases movement speed. Great for Running from Chasing Xenos and getting to objectives. Gives a Speed bonus equal to -0.1 - 0.1*Leadership.

Hold order

Reduces damage received by 10% per Leadership. Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Reduces the effects of dizziness and jitteriness.

Focus order

Increases accuracy by 10% + 5% per Leadership as well as making Aiming instant.

Attack order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Attack a given point.

Defend order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Defend a given point.

Retreat order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Retreat to a given point.

Turrets

To make a turret out of any weapon, you need to use Build-A-Sentry kit (ctrl+click), which goes to scope slot of a weapon. Most weapons can be turrets, but NOT every weapon will actually shoot. Launchers or any bolted weapons won't, but will still notify about the enemy. Also, despite the fact that turrets aim through friendlies, it doesn't give them IFF (aim), so best used with IFF weapons. Bought in cargo.