TGMC:Marine Mechanics: Difference between revisions
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imported>Qwerty4429 Armor values |
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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. | 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. | For xeno, damage depends on XENO_BOMB_RESIST, their bomb armor level, which is discrete. | ||
<code>Damage = 100 + Multiplier_Xeno*40 - 10* | <code>Damage = 100 + Multiplier_Xeno*40 - 10*XENO_BOMB_RESIST</code> | ||
If Bomb_armor is higher than 4, damage is zero. If bomb_armor is 1 and EXPLODE_DEVASTATE, gibs the xeno. | If Bomb_armor is higher than 4, damage is zero. If bomb_armor is 1 and EXPLODE_DEVASTATE, gibs the xeno. | ||
{| class="wikitable" | |||
|+Bomb armor levels | |||
!XENO_BOMB_RESIST | |||
!Raw armor required to get | |||
!Typical xeno with this armor | |||
|- | |||
|0 | |||
|0 | |||
|Most xeno | |||
|- | |||
|1 | |||
|40 | |||
|Ravager | |||
|- | |||
|2 | |||
|60 | |||
|Warrior, Shrike | |||
|- | |||
|3 | |||
|80 | |||
|Queen, Crusher | |||
|- | |||
|4 | |||
|100 | |||
|Ancient King | |||
|} | |||
== Turrets == | == 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. | 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. |
Revision as of 10:50, 13 February 2022
This is page for in-depth description of marine-related 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 in percent:
Effective_armor = Xeno_armor*(1-AP/100)*(1-Sunder/100)
Then resulting damage is:
Effective_dmg = Dmg*(1-Effective_armor)
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*0.9*0.8 = 36
Effective damage = 100 * 0.64 = 64
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 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.
Limb | HP | Breakpoint |
---|---|---|
Head | 100 | 40 |
Torso | 200 | 60 |
Groin | 200 | 60 |
Arm | 125 | 50 |
Hand | 75 | 37 |
Leg | 100 | 50 |
Foot | 75 | 37 |
Orders
Explosions
There are 3 types of explosions, which utilize same mechanics
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 90*Multiplier_Marine
split equally between brute and burn, affected by armor.
For xeno, damage depends on XENO_BOMB_RESIST, their bomb armor level, which is discrete.
Damage = 100 + Multiplier_Xeno*40 - 10*XENO_BOMB_RESIST
If Bomb_armor is higher than 4, damage is zero. If bomb_armor is 1 and EXPLODE_DEVASTATE, gibs the xeno.
XENO_BOMB_RESIST | Raw armor required to get | Typical xeno with this armor |
---|---|---|
0 | 0 | Most xeno |
1 | 40 | Ravager |
2 | 60 | Warrior, Shrike |
3 | 80 | Queen, Crusher |
4 | 100 | Ancient King |
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.