TGMC:Marine Mechanics: Difference between revisions

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


'''Also see: [[TGMC:Xenomorph Mechanics]]'''
'''Also see: [[TGMC:Xenomorph Mechanics]]'''


== AP and damage ==
== Gun Damage ==
Each weapon deals damage equal to
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, and most Ammo types will apply a certain amount of stacks per shot.
**This is ''effectively'' a 'Debuff', will last until the Sunder is healed, and will affect all further projectiles even from other guns.


<code>Dmg = ammo_dmg * weapon_damage_modifier - tiles_travelled*damage_falloff</code>
== Limbs ==
 
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.
 
Each weapon has AP, Armor Piercing. It reduces the armor of xeno flat:
 
<code>Effective_armor = Xeno_armor*(1-Sunder/100) - AP</code>
 
Then resulting damage is:
 
<code>Effective_dmg = Dmg*(1-Effective_armor/100)</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*0.8 - 10 = 30</code>
 
<code>Effective damage = 100 * 0.7 = 70</code>
 
== Health ==
 
=== Limbs ===
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 37: Line 26:
|-
|-
|Head
|Head
|100
|125
|40
|40
|-
|-
Line 49: Line 38:
|-
|-
|Arm
|Arm
|125
|150
|50
|50
|-
|-
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|-
|-
|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.
* Each limb has fixed and separate healthpool and breakpoint. After breakpoint is reached, attacks on limb can break it.  
* 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.
* After limb HP reaches 0, it can be dismembered with probability% <code>P = brute_attack_damage * 2</code>.  
* 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.
* After 20 damage is done to a limb, ''with 5% chance'', half of any further damage goes to internal organs as additional damage.
* 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'''
* After 30 damage on a limb, any attack with <code>damage > 15</code> can cause IB with probability% <code>P = brute_attack_damage * 0.5</code>
* All Brute and Burn attacks cause '''Wounds''' on the limb they hit.
* After each attack, a "wound" is created or widened.
** Each wound regenerates by 0.1 each tick by itself.
** Each wound regenerates by 0.1 per tick on avg
** Bandaged and Salved wounds heal 2 Brute and Burn damage respectively.
** Treated (bandages, oil, ATK, ABK) wound regen by 0.4 per tick on avg
*** Bandaging a wound can be done using Gauze and Advanced Trauma Kits, while Salving a wound is done with Ointment and Advanced Burn Kits.
** Regen only works for wounds which have less than 50 dmg, and if you are not in crit
*** This Bandaged and Salved status can be removed through another Brute or Burn attack hitting the limb.
 
= Projectiles =
Check very cool video here: https://www.youtube.com/watch?v=VdYndC5QZYY


=Orders=
=Orders=
{{Orders}}
{{Orders}}
= 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.

Revision as of 19:38, 24 July 2023

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, and most Ammo types will apply a certain amount of stacks per shot.
    • 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.

Orders

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.