Участник:Neocloudy/Skills

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The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "This page lacks a significant amount of information on the specifics of what each skill does and what they can effect. you can help!"



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

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


Skills are soft boundaries each marine job has, and they determine whether you are clueless and have to spend some seconds fumbling with something, can use something normally, or can use something really good.

This page thoroughly defines each skill level.

Hard locks are rare and only apply to objects such as Chem Dispensers and piloting.

Example Template To Show Skills[править код]

An example of how these skills will be represented on wikipages.

Skills Information

Example Skills
Medical
5/5
Surgery
5/5
Engineering
5/5
Construction
5/5
Police
2/2
Powerloader
4/4
Leadership
4/4
CQC
5
Smartgun
2
Melee
1
Firearms
2


Medical and Surgery Skills[править | править код]

Medical[править | править код]

As the name implies, this is your skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing.

  • With each level:
    • Splint health increases.
    • Kits heal more.
    • Defibrillator heals more on shock.
    • Syringe is faster. Use a hypospray anyway.
  • Level 1 and lower:
    • Fumble at all medical tasks. Level 1 shortens fumbling a little.
    • With Level 0: No defibrillator healing, very low splint health.
  • Level 2:
    • Fumble removed for medical tasks (opening/closing defib, applying kits, etc).
    • Weak splints, weak defibrillator healing.
  • For example:
    • The Synthetic has Medical 4, so he is typically able to defibrillate a dead human into hard crit from -220 if other parameters are met. His splints and kitting are also very effective.
    • The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.

Surgery[править | править код]

todo, gotta codedive for this

  • todo

Engineering and Shipside Skills[править | править код]

Engineering[править | править код]

Measures your ability to do anything related to Engineering. Like repairing generators or APCs. Higher levels make you more effective.

  • todo

Construction[править | править код]

todo

  • todo

Piloting[править | править код]

A skill to determine whether or not you can pilot the Condor Jet, or pilot the Tadpole without fumble

  • Only has one level, and it allows you to pilot the Condor Jet. The fumble when using Tadpole is also removed.

Engineering measures your ability to repair things, such as generators or APCs. Higher levels mean more effective at those tasks.

Construction measures your ability to construct things, such as barricades and walls. Higher levels unlock different objects and fortifications you can build.

Combat Skills[править | править код]

Police[править | править код]

A measurement of your ability to use Police gear. This is typically applied to stun batons, flashes, pepper spray and tasers. Irrelevant after MP removal.

  • Level 1:
    • Removes accidental weapon discharge from shoving. Weapon discharging is broken anyway.
    • Allows flash usage.
  • Level 2:
    • Allows all police gear usage.
    • Stun batons still stun you if you pick them up without valid access.

CQC[править | править код]

A measurement of your close quarters combat ability. Higher makes you better in unarmed combat against humans.

  • With each level:
    • Increased shove chance by 5% per level. For example: the Synthetic has CQC 5, giving him a very high chance to floor someone on Disarm.


Melee[править | править код]

A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.

  • With each level:
    • Increases melee damage by +30% per level.
  • Does not have a defined limit.

Large Vehicle[править | править код]

A measurement of your ability to use multitile vehicles. Only affects Mech piloting but used to affect the tank too.

  • Only has one level, and it allows you to pilot a multitile vehicle.

Smartgun[править | править код]

A measurement of your smartgun training. Higher levels change recoil and accuracy with the smartgun.

  • Level -4:
    • Default for all squad roles except Smartgunner.
    • Significant recoil.
  • Level 0:
    • Default for the Squad Smartgunner. Captain has this too, likely a relic from CM's Commanding Officer (used to be called Captain) having the skill.
    • No recoil, normal accuracy with a Smartgun.

Firearms[править | править код]

Your general ability to use a firearm (also for special types of firearms).

Special skills exist for Pistols, SMGs, Rifles, Shotguns and Heavy Weapons. These default at 0 for absolutely everyone, or 1 for special training. These aren't given to marines.

  • Level 0:
    • Low accuracy.
    • Default recoil for all guns, which means some may have light recoil, even when wielded.
    • No knowledge of tactical reloads.
  • Level 1:
    • Default for all marine roles.
    • Knowledge of tactical reloads.
    • Significant recoil reduction, making some wielded guns have no recoil.
    • Accuracy increased.
  • Higher levels increase accuracy and decrease recoil.

Leadership[править | править код]

A very important skill. Measures your ability to lead, obviously. Can change fights, either through being used or not being used.

  • With each level:
    • Order efficiency increased.
    • Order range increased. Default range is 3 + your Leadership skill.
  • Level 0:
    • Default for all roles.
    • Long fumble for usage of leadership equipment.
  • Level 1:
    • Default for Specialist roles (Smartgunner, Corpsman, Engineer)
    • Fumbling time reduced.
  • Level 2:
  • For example:
    • The Field Commander has the highest Leadership skill, making his orders typically the size of an entire field of view, and strong.
    • A Squad Marine marked as the aSL, has weak and short-range orders.