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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

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

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.