TGMC:Marine Mechanics: Difference between revisions

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This is page for in-depth description of marine-related mechanics.
{{TGMC}}
This page is designed to give a new player a basic understanding of Marine Specific mechanics.


== AP and damage ==
'''Also see: [[TGMC:Xenomorph Mechanics]]'''
Each weapon deals damage equal to


<code>Dmg = ammo_dmg * weapon_damage_modifier - tiles_travelled*damage_falloff</code>
== Gun Damage ==
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. <s>Duh</s>
*'''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.


Where <code>weapon_damage_modifier</code> 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.
== Limbs ==
 
Each weapon has AP, Armor Piercing. It reduces the armor of xeno in percent:
 
<code>Effective_armor = Xeno_armor*(1-AP/100)*(1-Sunder/100)</code>
 
Then resulting damage is:
 
<code>Effective_dmg = Dmg*(1-Effective_armor)</code>
 
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
 
<code>Effective_armor = 50*0.9*0.8 = 36</code>
 
<code>Effective damage = 100 * 0.64 = 64</code>
 
== Health ==
Each limb has fixed 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.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 33: Line 26:
|-
|-
|Head
|Head
|100
|125
|40
|40
|-
|-
Line 45: Line 38:
|-
|-
|Arm
|Arm
|125
|150
|50
|50
|-
|-
Line 53: Line 46:
|-
|-
|Leg
|Leg
|100
|125
|50
|50
|-
|-
|Foot
|Foot
|75
|100
|37
|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.


== Orders ==
== Speed ==


== Explosions ==
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.
There are 3 types of explosions, which utilize same mechanics
{| class="wikitable"
!Type
!Multiplier_Marine
!Multiplier_Xeno
!Sunder damage
|-
|EXPLODE_LIGHT
|1
|0
|0
|-
|EXPLODE_HEAVY
|2
|1
|40-50
|-
|EXPLODE_DEVASTATE
|4
|2
|90-100
|}
Explosion staggers, slowdowns and damages ears of marines. For marines, inflicted damage is <code>90*Multiplier_Marine</code> split equally between brute and burn, affected by armor.


For xeno, damage depends on XENO_BOMB_RESIST, their bomb armor.
* 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 [[TGMC:Commander|captain]]'s movement order.


<code>Damage = 100 + Multiplier_Xeno*40 - 10*Bomb_armor_above_1</code>
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.
<br>
==Explosions==
Explosions can be classed into 3 tiers of "Explosive" Power; Devestation, Heavy, and Light. These are measured in a tile "Radius" around the impact point in a loosely circle based pattern (More like a + in most situations). Explosive damage does a mix of Brute and Burn damage to a target and has a solid chance to cause bone fractures and internal bleeds; while also spreading its damage across every limb equally.


where <code>Bomb_armor_above_1</code> is by how many levels xeno bomb armor is higher than 1.
*'''Devastation explosions''' will '''Instantly Gib''' any marine caught in the radius and can serious wound if not outright Gib most Xeno Castes. Typically most items only have the immediate square that it hits as Devestating but some larger explosions may have a bigger radius. This will destroy even reinforced walls if its within the radius of explosion.
*'''Heavy explosions''' will deal very heavy damage to marines and Xeno alike, Expect broken bones and internal bleeding to occur as well as temporary deafness in the marine. These explosions are typically twice the radius of Devastation and half the radius of Light, occupying the immediate area around the Devastation zone. This type can also damage/destroy walls of the non-reinforced type.
*'''Light explosions''' will deal minor damage to marines and usually don't even scratch most Xeno Castes. Typically this ones biggest threat is the short stun and throwing them back away from the explosion zone. Some ear damage may occur but it isn't considered service related. Against walls this barely will scratch even a resin wall; but should make quick work out of resin doors.


If Bomb_armor is higher than 4, damage is zero. If bomb_armor is 1 and EXPLODE_DEVASTATE, gibs the xeno.
Some explosion types may have a secondary effect radius; typically used with Incendiary and smoke type shells. This radius is the same pattern as the explosion but instead of causing an explosion in the tiles defined it creates whichever special effect that radius is defined; typically a smoke or burning tile.


== Turrets ==
{{Orders}}
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.

Latest revision as of 19:58, 4 July 2024

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

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
  • 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

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

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.

Explosions

Explosions can be classed into 3 tiers of "Explosive" Power; Devestation, Heavy, and Light. These are measured in a tile "Radius" around the impact point in a loosely circle based pattern (More like a + in most situations). Explosive damage does a mix of Brute and Burn damage to a target and has a solid chance to cause bone fractures and internal bleeds; while also spreading its damage across every limb equally.

  • Devastation explosions will Instantly Gib any marine caught in the radius and can serious wound if not outright Gib most Xeno Castes. Typically most items only have the immediate square that it hits as Devestating but some larger explosions may have a bigger radius. This will destroy even reinforced walls if its within the radius of explosion.
  • Heavy explosions will deal very heavy damage to marines and Xeno alike, Expect broken bones and internal bleeding to occur as well as temporary deafness in the marine. These explosions are typically twice the radius of Devastation and half the radius of Light, occupying the immediate area around the Devastation zone. This type can also damage/destroy walls of the non-reinforced type.
  • Light explosions will deal minor damage to marines and usually don't even scratch most Xeno Castes. Typically this ones biggest threat is the short stun and throwing them back away from the explosion zone. Some ear damage may occur but it isn't considered service related. Against walls this barely will scratch even a resin wall; but should make quick work out of resin doors.

Some explosion types may have a secondary effect radius; typically used with Incendiary and smoke type shells. This radius is the same pattern as the explosion but instead of causing an explosion in the tiles defined it creates whichever special effect that radius is defined; typically a smoke or burning tile.

Orders

All Command staff and assigned Squad Leaders have access to Orders which can be used to buff nearby troops. Using one causes you to shout out a unique phrase over the radio. After giving an Order, there is a one-minute cooldown period until you can give another one, but cooldowns for Orders and Markers are separate.

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

Order Description

Move order

Increases movement speed by 0.1 per Leadership level

Great for retreats and getting to objectives quickly

Hold order

Reduces damage received by 5% per Leadership level

Increases pain resistance, reduces the effects of dizziness and jitteriness

Focus order

Increases accuracy by 10% plus 5% per Leadership level

Makes Aiming instant

Rally marker

Places a directional pointer and a map icon, urging marines to Rally at a given point.

Attack marker

Places a directional pointer and a map icon, urging marines to Attack a given point.

Defend marker

Places a directional pointer and a map icon, urging marines to Defend a given point.

Retreat marker

Places a directional pointer and a map icon, urging marines to Retreat from a given point.