Участник:Meowosers
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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
AP and damage
Each weapon deals damage equal to
Dmg = ammo_dmg * weapon_damage_modifier - tiles_travelled*damage_falloff
Where weapon_damage_modifier
is usually 0, and can be seen in weapon codex. For example, T-64 has -50% dmg modifier. Damage falloff also can be seen there, usually it is 0.5 per tile. Base weapon damage is heavily based on the ammo it uses.
Each weapon has AP, Armor Piercing. It reduces the armor of xeno flat:
Effective_armor = Xeno_armor*(1-Sunder/100) - AP
Then resulting damage is:
Effective_dmg = Dmg*(1-Effective_armor/100)
Note that Sunder of a weapon directly decreases xeno armor until it is healed. Sunder of 2 decreases armor by 2%.
So if your damage is 100, with 10 AP, and you shoot a warrior with 50 bullet armor and 20 Sunder, then his effective armor is
Effective_armor = 50*0.8 - 10 = 30
Effective damage = 100 * 0.7 = 70
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
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.