TGMC:Marine Mechanics: Difference between revisions
imported>Qwerty4429 Delete bombs |
imported>Qwerty4429 AP |
||
Line 11: | Line 11: | ||
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. | 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 | Each weapon has AP, Armor Piercing. It reduces the armor of xeno flat: | ||
<code>Effective_armor = Xeno_armor*(1- | <code>Effective_armor = Xeno_armor*(1-Sunder/100) - AP</code> | ||
Then resulting damage is: | Then resulting damage is: | ||
<code>Effective_dmg = Dmg*(1-Effective_armor)</code> | <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%. | Note that Sunder of a weapon directly decreases xeno armor until it is healed. Sunder of 2 decreases armor by 2%. | ||
Line 23: | Line 23: | ||
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 | 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 | <code>Effective_armor = 50*0.8 - 10 = 30</code> | ||
<code>Effective damage = 100 * 0. | <code>Effective damage = 100 * 0.7 = 70</code> | ||
== Health == | == Health == |
Revision as of 09:39, 27 May 2022
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
This is page for in-depth description of marine-related mechanics.
Also see: TGMC:Xenomorph 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 flat:
Effective_armor = Xeno_armor*(1-Sunder/100) - AP
Then resulting damage is:
Effective_dmg = Dmg*(1-Effective_armor/100)
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*0.8 - 10 = 30
Effective damage = 100 * 0.7 = 70
Health
Limbs
Limb | HP | Breakpoint |
---|---|---|
Head | 100 | 40 |
Torso | 200 | 60 |
Groin | 200 | 60 |
Arm | 125 | 50 |
Hand | 75 | 37 |
Leg | 100 | 50 |
Foot | 75 | 37 |
- Each limb has fixed and separate 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.
- After 30 damage on a limb, any attack with
damage > 15
can cause IB with probability%P = brute_attack_damage * 0.5
- After each attack, a "wound" is created or widened.
- Each wound regenerates by 0.1 per tick on avg
- Treated (bandages, oil, ATK, ABK) wound regen by 0.4 per tick on avg
- Regen only works for wounds which have less than 50 dmg, and if you are not in crit
Projectiles
Check very cool video here: https://www.youtube.com/watch?v=VdYndC5QZYY
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. |
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.