TGMC:Skills: Difference between revisions
imported>Lumipharon |
imported>Neocloudy How to level up skills, and other clarifications |
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|reason = TGMC | |reason = Gave this a pass so it should be up to date with modern TGMC, but this game changes every day, so it may become outdated quickly. (neocloudy - 11th January 2025) - [[Guide to contributing to the wiki|''If you see anything irregular, you can contribute and fix it!'']] | ||
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{{TGMC}} | {{TGMC}} | ||
Skills are boundaries every human has, and they determine how you interact with most items in the game. Typically, the lower you are, the less you can do without fumbling/the worse you are with something | Skills are mostly immutable boundaries every human has, and they determine how you interact with most items in the game. Typically, the lower you are, the less you can do without fumbling/the worse you are with something. | ||
They are determined by which job you selected, and do not persist between rounds. | |||
===In Human versus Xeno gamemodes=== | |||
---- | |||
'''In Human versus Xeno gamemodes (HvX), what your job gives you is what you will have for the rest of the round, 99% of the time.''' | |||
The uncommon exception is '''skill pamphlets:''' these are one use items that you can use to level up a skill. An example of this is using a loader pamphlet, given to you by the tank crew, to level up your Large Vehicle skill and enter the tank. It gives you just enough skill to enter the tank, but not enough to drive it or gun for it. | |||
=Medical and | Skill pamphlets are still very uncommon: the only application of this outside of admin schemes is the tank loader pamphlet. | ||
===In Campaign=== | |||
---- | |||
In Campaign, alongside skill pamphlets, select skills may also be increased using perks. Skills that can be increased with perks are labelled on this page. | |||
===Medical Skills=== | |||
---- | |||
Skills that are relevant to medics such as Squad Corpsmen, Doctors and Chief Medical Officers. | |||
<tabs> | |||
<tab name="Medical"> | |||
{{Tab block | |||
|title=Medical | |||
|body= | |||
<blockquote>As the name implies, this is your character's skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing. '''Max level in HvX: 5.'''</blockquote> | |||
<blockquote>'''In Campaign:''' Can be increased with perks.</blockquote> | |||
* '''With each level:''' | * '''With each level:''' | ||
Line 35: | Line 34: | ||
** Kits heal more. | ** Kits heal more. | ||
** Defibrillator heals more on shock. | ** Defibrillator heals more on shock. | ||
** | ** Syringes are faster. ''You should use a hypospray anyway.'' | ||
* '''Level 1 and lower:''' | * '''Level 1 and lower:''' | ||
** Fumble at all medical tasks. '''Level 1 shortens fumbling a little.''' | ** Fumble at all medical tasks. '''Level 1 shortens fumbling a little.''' | ||
** '''With Level 0: | ** '''With Level 0: Defibrillators heal 8 of BRUTE/BURN/TOXIN, very low splint health.''' | ||
** '''With Level 1: Defibrillators heal only 4 of BRUTE/BURN/TOXIN damage.''' | |||
* '''Level 2:''' | * '''Level 2:''' | ||
** Fumble removed for medical tasks (opening/closing defib, applying kits, etc). | ** Fumble removed for medical tasks (opening/closing defib, applying kits, etc). | ||
** Weak splints, weak defibrillator healing. | ** Weak splints, weak defibrillator healing. | ||
* ''' | * '''Example:''' | ||
** The Synthetic has Medical 4, so | ** The Synthetic has Medical 4, so they are typically able to defibrillate a dead human into hard crit from -120% Health if other parameters are met. Their splints and kitting are also very effective, so it may be better to approach a synth for splints, if possible. | ||
** The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak. | ** The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.}} | ||
</tab> | |||
== Surgery | <tab name="Surgery"> | ||
Your skill in surgery. A very linear skill. '''Max | {{Tab block | ||
|title=Surgery | |||
|body= | |||
<blockquote>Your character's skill in surgery. A very linear skill. '''Max level in HvX: 5.'''</blockquote> | |||
* '''With each level:''' | * '''With each level:''' | ||
Line 61: | Line 64: | ||
** '''No fumble during surgery.''' | ** '''No fumble during surgery.''' | ||
** Further levels reduce surgery step time. | ** Further levels reduce surgery step time. | ||
* '''Example:''' | |||
** The Chief Medical Officer has Surgery 5, so he is unable to fail surgery steps and is fast with every surgery step. | |||
** The Squad Corpsman has Surgery 2, so he has a slight fumble before surgery steps and does surgery steps slowly.}} | |||
</tab> | |||
</tabs> | |||
= | ===Shipside Skills=== | ||
---- | |||
== Engineering | Skills that are relevant to engineers and shipside roles such as Captain, Pilot Officer and Ship Technician. | ||
Measures your | <tabs> | ||
<tab name="Engineering"> | |||
{{Tab block | |||
|title=Engineering | |||
|body= | |||
<blockquote>Measures your character's knowledge in Engineering. Like repairing generators or APCs. Higher levels make you more effective and remove the fumble from more and more tasks. '''Max level in HvX: 5.'''</blockquote> | |||
* '''Level 0:''' | * '''Level 0:''' | ||
Line 77: | Line 90: | ||
* '''Level 2:''' | * '''Level 2:''' | ||
** Plasteel barricade maintenance unlocked. | ** Plasteel barricade maintenance unlocked. | ||
** Can rig power cells like grenades | ** Can rig power cells to work like grenades and safely stabilize them. | ||
* '''Level 3:''' | * '''Level 3:''' | ||
** Most engineering actions unlocked (miner maintenance, APC maintenance, engine repair, etc) | ** Most engineering actions unlocked (miner maintenance, APC maintenance, engine repair, etc) | ||
Line 83: | Line 96: | ||
** Computer maintenance unlocked. | ** Computer maintenance unlocked. | ||
* '''Level 5:''' | * '''Level 5:''' | ||
** No difference. | ** No difference.}} | ||
</tab> | |||
<tab name="Construction"> | |||
{{Tab block | |||
|title=Construction | |||
|body= | |||
<blockquote>Measures your character's ability to construct something. Includes barricade construction, wall building, etc. Higher levels remove the fumble from more and more tasks. '''Max level in HvX: 5.'''</blockquote> | |||
<blockquote>'''In Campaign:''' Can be increased with perks.</blockquote> | |||
* '''Level 0:''' | * '''Level 0:''' | ||
Line 101: | Line 119: | ||
** Airlock construction unlocked. | ** Airlock construction unlocked. | ||
* '''Level 5:''' | * '''Level 5:''' | ||
** No | ** No new crafting schemes unlocked.}} | ||
</tab> | |||
== Piloting | <tab name="Piloting"> | ||
Determines whether you fumble when firing weapons in the Condor Jet. | {{Tab block | ||
|title=Piloting | |||
|body= | |||
<blockquote>Determines whether you fumble when firing weapons in the Condor Jet.</blockquote> | |||
* '''Only has one level,''' and it allows you to use weapons in the Condor Jet without fumble. | * '''Only has one level,''' and it allows you to use weapons in the Condor Jet without fumble.}} | ||
</tab> | |||
=Combat Skills= | </tabs> | ||
===Combat Skills=== | |||
== Police | ---- | ||
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. | Skills that are relevant to combat roles. This is novel-sized, but good places to start for those who want to learn the buffs/debuffs of combat roles would be '''Melee, Combat and Firearms, and Leadership.''' | ||
<tabs> | |||
<tab name="Police"> | |||
{{Tab block | |||
|title=Police | |||
|body= | |||
<blockquote>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.</blockquote> | |||
* '''Level 1:''' | * '''Level 1:''' | ||
Line 118: | Line 145: | ||
* '''Level 2:''' | * '''Level 2:''' | ||
** Allows all police gear usage. | ** Allows all police gear usage. | ||
** Stun batons still stun you if you pick them up without valid access. | ** Stun batons still stun you if you pick them up without valid access.}} | ||
</tab> | |||
<tab name="Unarmed"> | |||
{{Tab block | |||
|title=Unarmed | |||
|body= | |||
<blockquote>A measurement of your unarmed combat ability. Higher makes you better in unarmed combat ''against humans.''</blockquote> | |||
<blockquote>'''In Campaign:''' Can be increased with perks.</blockquote> | |||
* '''With each level:''' | * '''With each level:''' | ||
** Increased shove chance by 5% per level. For example: the Synthetic has '''CQC 5,''' giving them a very high chance to floor someone on Disarm.}} | |||
** Increased shove chance by 5% per level. For example: the Synthetic has '''CQC 5,''' giving | </tab> | ||
<tab name="Melee"> | |||
{{Tab block | |||
|title=Melee | |||
|body= | |||
<blockquote>A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.</blockquote> | |||
<blockquote>'''In Campaign:''' Can be increased with perks.</blockquote> | |||
* '''With each level:''' | * '''With each level:''' | ||
** Increases melee damage by +15% per level. | ** Increases melee damage by +15% per level. | ||
}} | |||
</tab> | |||
<tab name="Large Vehicle"> | |||
{{Tab block | |||
|title=Large Vehicle | |||
|body= | |||
<blockquote>A measurement of your character's ability to use multitile vehicles. Affects mech piloting, driving the APC, and driving/entering the Tank.</blockquote> | |||
== | * '''Level 1, 3 - Tank & Mech skills:''' | ||
A measurement of your | ** Can enter the tank. | ||
** Level 1 is granted by reading a loader crew pamphlet. Level 3 is what the Assault Crewmen start with. | |||
** '''Level 3 only:''' Can buckle yourself to the seats on the tank. Can also pilot the Mech. | |||
* '''Level 2 - APC driving:''' | |||
** Can buckle yourself to the driver's seat on the APC. | |||
}} | |||
</tab> | |||
<tab name="Smartgun"> | |||
{{Tab block | |||
|title=Smartgun | |||
|body= | |||
<blockquote>A measurement of your character's Smartgun training. Affects the '''SG-29, SG-62 and SG-85.'''</blockquote> | |||
<blockquote>'''In Campaign:''' Can be increased with perks, but only by Smartgunners.</blockquote> | |||
* '''Important Note:''' | |||
** Stats will scale the same as Special Firearms (under Firearms tab) as this is technically a gun skill category in the game. | |||
* '''Level -3:''' | |||
* '''Level - | |||
** Default for '''all squad roles''' except Smartgunner. | ** Default for '''all squad roles''' except Smartgunner. | ||
** | ** Significantly reduced stats | ||
* '''Level 0:''' | *'''Level 0:''' | ||
** Default for the Squad Smartgunner. | ** Default for the Squad Smartgunner. | ||
** | ** Normal stats with a Smartgun.}} | ||
</tab> | |||
<tab name="Combat and Firearms"> | |||
{{Tab block | |||
|title=Combat | |||
|body= | |||
<blockquote>Combat-relevant skills can be divided between the actual '''Combat skill,''' and '''weapon class skills.''' </blockquote> | |||
<blockquote>The Combat skill represents your character's general familiarity and competence with firearms and combat zones more broadly. '''Having a Level 0 Combat skill severely reduces your character's effectiveness with firearms and makes it harder to use the Tadpole rappel system.''' </blockquote> | |||
<blockquote>Weapon class skills represent your character's competency with a specific class of weapons, such as Rifles, or SMGs. You can check which category a gun fits into by checking its codex entry.</blockquote> | |||
<blockquote>'''In Campaign:''' The Combat skill and weapon class skills can be increased with perks.</blockquote> | |||
* '''Level 0:''' | * '''Level 0:''' | ||
**'''Default for non-combat roles''' | **'''Default for non-combat roles.''' | ||
** '''Prevents most bonuses from having a higher weapon class skill''' | ** '''Prevents most bonuses from having a higher weapon class skill.''' | ||
** No knowledge of tactical reloads | ** No knowledge of tactical reloads. | ||
** +0.2 second wield times | ** +0.2 second wield times. | ||
** +0.3 second slower fire rate | ** +0.3 second slower fire rate. | ||
** -15 accuracy | ** -15 accuracy. | ||
** +10 scatter | ** +10 scatter. | ||
** +2 recoil | ** +2 recoil. | ||
** Fire delay added to certain weapons | ** Fire delay added to certain weapons. | ||
** Fumble when using the Tadpole rappel system. | |||
* '''Level 1:''' | * '''Level 1:''' | ||
**'''Default for all marine roles''' | **'''Default for all marine roles.''' | ||
** Allows weapon class skill bonuses to apply, if applicable | ** Allows weapon class skill bonuses to apply, if applicable. | ||
** Knowledge of tactical reloads | ** Knowledge of tactical reloads. | ||
** Significant recoil reduction, making some ''wielded'' guns have no recoil | ** Significant recoil reduction, making some ''wielded'' guns have no recoil. | ||
** Accuracy increased | ** Accuracy increased. | ||
** Fumble removed from the Tadpole rappel system. | |||
* '''Level 2:''' | * '''Level 2:''' | ||
** Faster tactical reloads | ** Faster tactical reloads. | ||
}} | |||
{{Tab block | |||
|title=Class-specific Firearm Skills | |||
|body= | |||
<blockquote>Special skills exist for '''Pistols, SMGs, Rifles, Shotguns, Smartguns and Heavy Weapons.''' These default at 0 for absolutely everyone, or 1 for special training.</blockquote> | |||
<blockquote>These skills exist purely to provide buffs for having a higher skill level. Generally, these all '''scale with skill level''' unless otherwise mentioned.</blockquote> | |||
*'''Level 0:''' | *'''Level 0:''' | ||
**'''Default for all normal roles''' | **'''Default for all normal roles''' | ||
** Standard stats | ** Standard stats. | ||
*'''Level 1 | *'''With each level, Level 1 and higher:''' | ||
** -0.2 second wield time | ** -0.2 second wield time. | ||
** 5% extra damage | ** 5% extra damage. | ||
** +15 accuracy | ** +15 accuracy. | ||
** -2 scatter | ** -2 scatter. | ||
** -2 recoil (This bonus scales into the negatives, unlike the others. Mainly relevant to | ** -2 recoil. (This bonus scales into the negatives, unlike the others. Mainly relevant for Smartguns.) | ||
}} | |||
</tab> | |||
<tab name="Leadership"> | |||
{{Tab block | |||
|title=Leadership | |||
|body= | |||
<blockquote>An important skill. Measures your character's ability to lead, obviously. Using or ''not'' using this could change fights.</blockquote> | |||
<blockquote>'''In Campaign:''' Can be increased with perks, but only for existing leaders.</blockquote> | |||
* '''With each level:''' | * '''With each level:''' | ||
** '''Order strength increased. Default strength is | ** '''Order strength increased. Default strength is Leadership skill - 1''' | ||
** '''Order range increased. Default range is your Leadership skill + 3''' | ** '''Order range increased. Default range is your Leadership skill + 3''' | ||
** Progress bars related to Leadership take less time. | |||
* '''Level 0:''' | * '''Level 0:''' | ||
**'''Default for all roles''' | **'''Default for all roles''' | ||
** | ** No significant drawbacks for not having this skill other than long progress bars. | ||
** '''Example:''' Target acquisition with Tactical Binoculars/Rangefinders takes around 10 seconds. | |||
* '''Level 1:''' | * '''Level 1:''' | ||
**'''Default for Specialist roles (Smartgunner, Corpsman, Engineer)''' | **'''Default for Specialist roles (Smartgunner, Corpsman, Engineer)''' | ||
** | ** Slightly faster progress bars related to Leadership equipment. | ||
* '''Level 2:''' | * '''Level 2:''' | ||
**[[Template:Orders|Orders unlocked.]] '''Range: 5''' | ** [[Template:Orders|Orders unlocked.]] '''Range: 5''' | ||
** Can send announcements from anywhere using an ability. For Squad Leaders/aSLs, '''these announcements can only be heard by your squad.''' Any role that does not belong to a squad and has this level of leadership can send announcements to their entire faction. | |||
* '''For example:''' | * '''For example:''' | ||
** The Field Commander has the highest Leadership skill, making his orders typically the size of an entire field of view, and strong. | ** The Field Commander has the highest Leadership skill, making his orders typically the size of an entire field of view, and strong. | ||
** A Squad | ** A Squad Leader or other Squad role marked as the aSL, has average strength and short-range orders and can send announcements anywhere. | ||
** A Squad Marine without being marked as the aSL takes over 10 seconds to use Tactical Binoculars and can't use orders or send announcements.}} | |||
</tab> | |||
<tab name="Stamina> | |||
{{Tab block | |||
|title=Stamina | |||
|body= | |||
<blockquote>'''Special event/Campaign only: This skill is only increased by Campaign perks.''' Outside of Campaign, it isn't in use except for uncommon scenarios such as admin events and emergency response teams.</blockquote> | |||
<blockquote>Represents your character's cardio training, effecting stamina. ''You do cardio, right?''</blockquote> | |||
Represents your cardio, effecting stamina. | |||
* '''With each level:''' | * '''With each level:''' | ||
** Reduces the delay after using stamina, before stamina starts regenerating | ** Reduces the delay after using stamina, before stamina starts regenerating. | ||
** Regenerate stamina faster | ** Regenerate stamina faster.}} | ||
</tab> | |||
</tabs> |
Latest revision as of 16:16, 12 January 2025
This page is currently under construction!
The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved. |
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
Skills are mostly immutable boundaries every human has, and they determine how you interact with most items in the game. Typically, the lower you are, the less you can do without fumbling/the worse you are with something.
They are determined by which job you selected, and do not persist between rounds.
In Human versus Xeno gamemodes
In Human versus Xeno gamemodes (HvX), what your job gives you is what you will have for the rest of the round, 99% of the time.
The uncommon exception is skill pamphlets: these are one use items that you can use to level up a skill. An example of this is using a loader pamphlet, given to you by the tank crew, to level up your Large Vehicle skill and enter the tank. It gives you just enough skill to enter the tank, but not enough to drive it or gun for it.
Skill pamphlets are still very uncommon: the only application of this outside of admin schemes is the tank loader pamphlet.
In Campaign
In Campaign, alongside skill pamphlets, select skills may also be increased using perks. Skills that can be increased with perks are labelled on this page.
Medical Skills
Skills that are relevant to medics such as Squad Corpsmen, Doctors and Chief Medical Officers. <tabs> <tab name="Medical">
Medical
As the name implies, this is your character's skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing. Max level in HvX: 5.
In Campaign: Can be increased with perks.
- With each level:
- Splint health increases.
- Kits heal more.
- Defibrillator heals more on shock.
- Syringes are faster. You should use a hypospray anyway.
- Level 1 and lower:
- Fumble at all medical tasks. Level 1 shortens fumbling a little.
- With Level 0: Defibrillators heal 8 of BRUTE/BURN/TOXIN, very low splint health.
- With Level 1: Defibrillators heal only 4 of BRUTE/BURN/TOXIN damage.
- Level 2:
- Fumble removed for medical tasks (opening/closing defib, applying kits, etc).
- Weak splints, weak defibrillator healing.
- Example:
- The Synthetic has Medical 4, so they are typically able to defibrillate a dead human into hard crit from -120% Health if other parameters are met. Their splints and kitting are also very effective, so it may be better to approach a synth for splints, if possible.
- The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.
</tab>
<tab name="Surgery">
Surgery
Your character's skill in surgery. A very linear skill. Max level in HvX: 5.
- With each level:
- Surgery step time is reduced.
- Level 2 and under:
- Fumble when trying to do surgery
- Level 0, untrained: 20 second fumble time.
- Level 1, amateur: 12 second fumble time.
- Level 2, trained: 4 second fumble time.
- Level 3:
- No fumble during surgery.
- Further levels reduce surgery step time.
- Example:
- The Chief Medical Officer has Surgery 5, so he is unable to fail surgery steps and is fast with every surgery step.
- The Squad Corpsman has Surgery 2, so he has a slight fumble before surgery steps and does surgery steps slowly.
</tab>
</tabs>
Shipside Skills
Skills that are relevant to engineers and shipside roles such as Captain, Pilot Officer and Ship Technician. <tabs> <tab name="Engineering">
Engineering
Measures your character's knowledge in Engineering. Like repairing generators or APCs. Higher levels make you more effective and remove the fumble from more and more tasks. Max level in HvX: 5.
- Level 0:
- Fumble when interacting with anything related to this. (wire cutting, any maintenance, etc)
- Detonation packs have a chance to explode immediately on deployment.
- Level 1:
- Can disassemble chairs.
- Metal barricade maintenance unlocked.
- Shield maintenance unlocked.
- Safe deployment of detonation packs unlocked.
- Level 2:
- Plasteel barricade maintenance unlocked.
- Can rig power cells to work like grenades and safely stabilize them.
- Level 3:
- Most engineering actions unlocked (miner maintenance, APC maintenance, engine repair, etc)
- Level 4:
- Computer maintenance unlocked.
- Level 5:
- No difference.
</tab>
<tab name="Construction">
Construction
Measures your character's ability to construct something. Includes barricade construction, wall building, etc. Higher levels remove the fumble from more and more tasks. Max level in HvX: 5.
In Campaign: Can be increased with perks.
- Level 0:
- Fumble when interacting with anything related to this.
- Level 1:
- Metal barricade construction unlocked.
- Can build barbed wire (barricade defense, prevents climbing) and razor wire (normal defense, blocks off a tile, can trap xenos)
- Level 2:
- Plasteel barricade construction unlocked.
- Can build windows, reinforced windows, and windoors.
- Level 3:
- Wall (girder) building unlocked.
- Level 4:
- Airlock construction unlocked.
- Level 5:
- No new crafting schemes unlocked.
</tab>
<tab name="Piloting">
Piloting
Determines whether you fumble when firing weapons in the Condor Jet.
- Only has one level, and it allows you to use weapons in the Condor Jet without fumble.
</tab>
</tabs>
Combat Skills
Skills that are relevant to combat roles. This is novel-sized, but good places to start for those who want to learn the buffs/debuffs of combat roles would be Melee, Combat and Firearms, and Leadership. <tabs> <tab name="Police">
Police
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.
</tab>
<tab name="Unarmed">
Unarmed
A measurement of your unarmed combat ability. Higher makes you better in unarmed combat against humans.
In Campaign: Can be increased with perks.
- With each level:
- Increased shove chance by 5% per level. For example: the Synthetic has CQC 5, giving them a very high chance to floor someone on Disarm.
</tab>
<tab name="Melee">
Melee
A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.
In Campaign: Can be increased with perks.
- With each level:
- Increases melee damage by +15% per level.
</tab>
<tab name="Large Vehicle">
Large Vehicle
A measurement of your character's ability to use multitile vehicles. Affects mech piloting, driving the APC, and driving/entering the Tank.
- Level 1, 3 - Tank & Mech skills:
- Can enter the tank.
- Level 1 is granted by reading a loader crew pamphlet. Level 3 is what the Assault Crewmen start with.
- Level 3 only: Can buckle yourself to the seats on the tank. Can also pilot the Mech.
- Level 2 - APC driving:
- Can buckle yourself to the driver's seat on the APC.
</tab>
<tab name="Smartgun">
Smartgun
A measurement of your character's Smartgun training. Affects the SG-29, SG-62 and SG-85.
In Campaign: Can be increased with perks, but only by Smartgunners.
- Important Note:
- Stats will scale the same as Special Firearms (under Firearms tab) as this is technically a gun skill category in the game.
- Level -3:
- Default for all squad roles except Smartgunner.
- Significantly reduced stats
- Level 0:
- Default for the Squad Smartgunner.
- Normal stats with a Smartgun.
</tab>
<tab name="Combat and Firearms">
Combat
Combat-relevant skills can be divided between the actual Combat skill, and weapon class skills.
The Combat skill represents your character's general familiarity and competence with firearms and combat zones more broadly. Having a Level 0 Combat skill severely reduces your character's effectiveness with firearms and makes it harder to use the Tadpole rappel system.
Weapon class skills represent your character's competency with a specific class of weapons, such as Rifles, or SMGs. You can check which category a gun fits into by checking its codex entry.
In Campaign: The Combat skill and weapon class skills can be increased with perks.
- Level 0:
- Default for non-combat roles.
- Prevents most bonuses from having a higher weapon class skill.
- No knowledge of tactical reloads.
- +0.2 second wield times.
- +0.3 second slower fire rate.
- -15 accuracy.
- +10 scatter.
- +2 recoil.
- Fire delay added to certain weapons.
- Fumble when using the Tadpole rappel system.
- Level 1:
- Default for all marine roles.
- Allows weapon class skill bonuses to apply, if applicable.
- Knowledge of tactical reloads.
- Significant recoil reduction, making some wielded guns have no recoil.
- Accuracy increased.
- Fumble removed from the Tadpole rappel system.
- Level 2:
- Faster tactical reloads.
Class-specific Firearm Skills
Special skills exist for Pistols, SMGs, Rifles, Shotguns, Smartguns and Heavy Weapons. These default at 0 for absolutely everyone, or 1 for special training.
These skills exist purely to provide buffs for having a higher skill level. Generally, these all scale with skill level unless otherwise mentioned.
- Level 0:
- Default for all normal roles
- Standard stats.
- With each level, Level 1 and higher:
- -0.2 second wield time.
- 5% extra damage.
- +15 accuracy.
- -2 scatter.
- -2 recoil. (This bonus scales into the negatives, unlike the others. Mainly relevant for Smartguns.)
</tab>
<tab name="Leadership">
Leadership
An important skill. Measures your character's ability to lead, obviously. Using or not using this could change fights.
In Campaign: Can be increased with perks, but only for existing leaders.
- With each level:
- Order strength increased. Default strength is Leadership skill - 1
- Order range increased. Default range is your Leadership skill + 3
- Progress bars related to Leadership take less time.
- Level 0:
- Default for all roles
- No significant drawbacks for not having this skill other than long progress bars.
- Example: Target acquisition with Tactical Binoculars/Rangefinders takes around 10 seconds.
- Level 1:
- Default for Specialist roles (Smartgunner, Corpsman, Engineer)
- Slightly faster progress bars related to Leadership equipment.
- Level 2:
- Orders unlocked. Range: 5
- Can send announcements from anywhere using an ability. For Squad Leaders/aSLs, these announcements can only be heard by your squad. Any role that does not belong to a squad and has this level of leadership can send announcements to their entire faction.
- 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 Leader or other Squad role marked as the aSL, has average strength and short-range orders and can send announcements anywhere.
- A Squad Marine without being marked as the aSL takes over 10 seconds to use Tactical Binoculars and can't use orders or send announcements.
</tab>
<tab name="Stamina>
Stamina
Special event/Campaign only: This skill is only increased by Campaign perks. Outside of Campaign, it isn't in use except for uncommon scenarios such as admin events and emergency response teams.
Represents your character's cardio training, effecting stamina. You do cardio, right?
- With each level:
- Reduces the delay after using stamina, before stamina starts regenerating.
- Regenerate stamina faster.
</tab>
</tabs>