TGMC:Marine Mechanics: различия между версиями
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* The base speed for a human or robot is -1.0 | * The base speed for a human or robot is -1.0 | ||
** This is assuming the human is wearing shoes | ** This is assuming the human is wearing shoes | ||
* Running adds -1.0 to your speed | |||
** Xenomorphs are always running, humans consume stamina to run | |||
* Light armor adds 0.3 slowdown, medium armor adds 0.5 slowdown, and heavy armor adds 0.7 slowdown. | * Light armor adds 0.3 slowdown, medium armor adds 0.5 slowdown, and heavy armor adds 0.7 slowdown. | ||
* Jaeger Mk. 1 chestplates have varying slowdowns according to their weight class, however both armplates and legplates add 0.1 slowdown each. | * Jaeger Mk. 1 chestplates have varying slowdowns according to their weight class, however both armplates and legplates add 0.1 slowdown each. | ||
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* Orders can provide a speedboost from -0.2 with an ASL's movement order to -0.5 with a [[TGMC:Commander|captain]]'s movement order. | * Orders can provide a speedboost from -0.2 with an ASL's movement order to -0.5 with a [[TGMC:Commander|captain]]'s movement order. | ||
It is important to note that xenomorphs move on average between - | It is important to note that xenomorphs move on average between -2.2 and -1.3 (when running), however get a flat -0.4 boost for being on any type of weed and can get speed boosts in the form of pheromones. | ||
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== Orders == | == Orders == | ||
{{Orders}} | {{Orders}} |
Текущая версия от 22:50, 28 октября 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 page is designed to give a new player a basic understanding of Marine Specific mechanics.
Also see: TGMC:Xenomorph Mechanics
Gun Damage[править | править код]
A Gun's damage against a Target is affected by several factors, these being:
- The Ammo's Damage. This is the amount of base damage a shot does. This is determined by the Ammo and not the Gun.
- The Gun's Damage Multiplier. This is what the Ammo's Damage is multiplied by to get the damage a shot does from a specific Gun.
- This is typically 1 on most guns, but on a few guns (Notably the Combat Shotgun) it is lower.
- The Target's Armor. This is the Target's armor values. This negates a percentage of a shot's damage.
- Bullet armor affects Bullets, and Laser armor affects Lasers.
Duh
- Bullet armor affects Bullets, and Laser armor affects Lasers.
- The Ammo's Armor Penetration. This is a flat amount of the Target's Armor that is fully ignored. This is determined by the Ammo and not the Gun.
- Ex: If a Target has 45 Bullet armor, and is shot by a Bullet with 25 Armor Penetration, then the Bullet will deal 80% damage (100-(45-25)).
- The Gun's Damage Falloff. This is the amount of Damage that is lost for every tile the projectile travels before it hits a target.
- Falloff is calculated before Armor damage reduction is applied.
- The Target's Sunder Stacks. Each Sunder Stack removes 1% of the Target's Armor; Is factored in BEFORE Armor Penetration, and most ammo types will apply at least some Sunder.
- This is effectively a 'Debuff', will last until the Sunder is healed, and will affect all further projectiles even from other guns.
Limbs[править | править код]
Limb | HP | Breakpoint |
---|---|---|
Head | 125 | 40 |
Torso | 200 | 60 |
Groin | 200 | 60 |
Arm | 150 | 50 |
Hand | 75 | 37 |
Leg | 125 | 50 |
Foot | 100 | 37 |
- Every limb has it's own Maximum Damage amount and a Breakpoint that must be reached for attacks to be able to break the limb.
- Once a limb's Brute damage reaches 80% of it's Maximum Damage amount, the limb will be severed. This does not apply to the Torso, Groin, or Head with a helmet on.
- Any Sharp Brute attacks that deal at least 10 damage, or Standard Brute attacks that deal at least 20 damage have a 5% chance to cause Organ Damage equal to half of the Brute damage of the attack.
- Once a limb has accumulated a combined total of 30 of either Brute or Burn damage, any hit that deals more than 15 Brute damage has a chance equal to half the attacks damage to cause Internal Bleeding
- All Brute and Burn attacks cause Wounds on the limb they hit.
- Each wound regenerates by 0.1 each tick by itself.
- Bandaged and Salved wounds heal 2 Brute and Burn damage respectively.
- Bandaging a wound can be done using Gauze and Advanced Trauma Kits, while Salving a wound is done with Ointment and Advanced Burn Kits.
- This Bandaged and Salved status can be removed through another Brute or Burn attack hitting the limb.
Speed[править | править код]
Speed for all mobs is calculated inversely, meaning a marine with -1.0 speed is faster than a marine with -0.4 speed. Wearing armor, wearing shoes wielding weapons, and actions such as carrying shields all effect a marines movement speed.
- The base speed for a human or robot is -1.0
- This is assuming the human is wearing shoes
- Running adds -1.0 to your speed
- Xenomorphs are always running, humans consume stamina to run
- Light armor adds 0.3 slowdown, medium armor adds 0.5 slowdown, and heavy armor adds 0.7 slowdown.
- Jaeger Mk. 1 chestplates have varying slowdowns according to their weight class, however both armplates and legplates add 0.1 slowdown each.
- Being hurt or in pain can cause significant slowdown to humans.
- Walking over sticky resin adds 8.0 slowdown to your next movement.
- Walking over sticky weeds adds 2.0 slowdown to your next movement.
- Orders can provide a speedboost from -0.2 with an ASL's movement order to -0.5 with a captain's movement order.
It is important to note that xenomorphs move on average between -2.2 and -1.3 (when running), however get a flat -0.4 boost for being on any type of weed and can get speed boosts in the form of pheromones.
Orders[править | править код]
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