TGMC:Skills: Difference between revisions

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{{under construction
{{under construction
|reason = This page lacks a significant amount of information on the specifics of what each skill does and what they can effect. [[Guide to contributing to the wiki|you can help!]]
|reason = TGMC is always changing, this could become outdated frequently. [[Guide to contributing to the wiki|How you can help.]]
}}
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{{TGMC}}
{{TGMC}}


Skills are soft boundaries each marine job has, and they determine whether you are clueless and have to spend some seconds fumbling with something, can use something normally, or can use something really good.
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. Hard locks are rare, and only apply to chem dispensers or police equipment.


Hard locks are rare and only apply to objects such as Chem Dispensers and piloting.
This page thoroughly defines each skill level.
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==Medical & Surgery==
=Medical and Surgery Skills=
These skills are a measurement on your ability to practice medicine and perform surgeries. Both of these skills go up to '''5'''.


Medical '''1''' or lower means you will fumble at related tasks, and '''1''' specifically shortens fumbling time.
== Medical ==
As the name implies, this is your skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing. '''Max Level: 5.'''


Higher medical means better brute/burn kit usage, more splint health, more healing per defibrillator shock and faster syringe use.
* '''With each level:'''
** Splint health increases.
** Kits heal more.
** Defibrillator heals more on shock.
** Syringe is faster. ''Use a hypospray anyway.''


Higher surgery makes a surgery step faster.
* '''Level 1 and lower:'''
** Fumble at all medical tasks. '''Level 1 shortens fumbling a little.'''
** '''With Level 0: No defibrillator healing, very low splint health.'''
* '''Level 2:'''
** Fumble removed for medical tasks (opening/closing defib, applying kits, etc).
** Weak splints, weak defibrillator healing.
* '''For example:'''
** The Synthetic has Medical 4, so he is typically able to defibrillate a dead human into hard crit from -220 if other parameters are met. His splints and kitting are also very effective.
** The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.


==Engineering & Construction==
== Surgery ==
Both skills go up to '''5'''.
Your skill in surgery. A very linear skill. '''Max Level: 5.'''


Engineering measures your ability to repair things, such as generators or APCs. Higher levels mean more effective at those tasks.
* '''With each level:'''
** '''Surgery step time is reduced.'''


Construction measures your ability to construct things, such as barricades and walls. Higher levels unlock different objects and fortifications you can build.
* '''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.


==Police, CQC, Melee==
=Engineering and Shipside Skills=
Police goes up to '''2'''. Melee goes up to '''3''' or as low as '''-1'''. CQC goes up to '''5'''.


At Police 1, you can use flashes. At Police 2, you have all police gear unlocked.
== Engineering ==
Measures your ability to do anything related to Engineering. Like repairing generators or APCs. Higher levels make you more effective. '''Max Level: 5.'''


Melee affects your melee damage. +30% per level. Negative levels remove 30%.
* '''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 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.


CQC affects your shove chance by +5% per level.
== Construction ==
Measures your ability to construct something. Includes barricade construction, wall building, etc. Higher levels unlock more. '''Max Level: 5.'''


==Smartgun==
* '''Level 0:'''
A measurement of how good you can use the Smartguns.
** 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 difference.


Default level is '''-4''', which causes extreme recoil with a Smartgun.
== Piloting ==
Determines whether you fumble when firing weapons in the Condor Jet.


Smartgun '''-3''' is defined in code as allowing you to use the Smartguns.
* '''Only has one level,''' and it allows you to use weapons in the Condor Jet without fumble.


Smartgun '''0''' is the default for [[TGMC:Squad Smartgunner|Squad Smartgunner]].
=Combat Skills=


Smartgun '''1 and 2''' allow more efficient usage of the Smartguns.
== 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.


==Firearms==
* '''Level 1:'''
A measurement of your general skill in firearms.  
** 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.


Skills also exist for '''Pistols''', '''SMGs''', '''Rifles''', '''Shotguns''', and '''Heavy Weapons''', and those specific skills default at 0 for everyone or 1 for special training.
== CQC ==
A measurement of your close quarters combat ability. Higher makes you better in unarmed combat ''against humans.''


Default is '''0''' and you cannot perform tactical reloads at the default level. Recoil is significantly increased for unwielded fire.
* '''With each level:'''
** Increased shove chance by 5% per level. For example: the Synthetic has '''CQC 5,''' giving him a very high chance to floor someone on Disarm.
== Melee ==
A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.


Firearms '''1''' allows you to perform tactical reloads. Recoil is slightly decreased for unwielded fire.
* '''With each level:'''
** Increases melee damage by +15% per level.
* Does not have a defined limit.


Firearms '''2''' reduces recoil significantly for unwielded and wielded fire.
== Large Vehicle ==
A measurement of your ability to use multitile vehicles. Only affects Mech piloting but used to affect the tank too.


==Leadership==
* '''Only has one level,''' and it allows you to pilot a multitile vehicle.
A measurement of your leading ability


Default is '''0''' and you will fumble slowly at anything tied to this skill.
== Smartgun ==
A measurement of your smartgun training. Higher levels change recoil and accuracy with the smartgun.


Specialists such as Smartgunners, Corpsmen and Engineers have Leadership '''1'''. It reduces the fumbling time.
* '''Level -4:'''
** Default for '''all squad roles''' except Smartgunner.
** ''Significant'' recoil.
* '''Level 0:'''
** Default for the Squad Smartgunner.
** No recoil, normal accuracy with a Smartgun.


Leadership '''2''' unlocks the ability to issue orders.
== Firearms ==
Your general ability to use a firearm (also for special types of firearms).  


Leadership '''3''' and '''4''' have no differences except order efficiency.  
Special skills exist for '''Pistols, SMGs, Rifles, Shotguns and Heavy Weapons.''' These default at 0 for absolutely everyone, or 1 for special training. These give a '''+5%''' damage mod for the specific type of gun.


==Piloting==
* '''Level 0:'''
A measurement of your flying ability.
** Low accuracy.
** Default recoil for all guns, which means some may have light recoil, even when wielded.
** No knowledge of tactical reloads.
* '''Level 1:'''
** '''Default for all marine roles.'''
** Knowledge of tactical reloads.
** Significant recoil reduction, making some ''wielded'' guns have no recoil.
** Accuracy increased.
* '''Higher levels increase accuracy and decrease recoil.'''


Default is '''0''' and you cannot do anything tied to Piloting skill.
== Leadership ==
A very important skill. Measures your ability to lead, obviously. Can change fights, either through being used or ''not'' being used.


Piloting '''1''' removes skill checks.
* '''With each level:'''
** Order efficiency increased.
** '''Order range increased. Default range is 3 + your Leadership skill.'''
* '''Level 0:'''
** '''Default for all roles.'''
** Long fumble for usage of leadership equipment.
* '''Level 1:'''
** '''Default for Specialist roles (Smartgunner, Corpsman, Engineer)'''
** Fumbling time reduced.
* '''Level 2:'''
** [[Template:Orders|Orders unlocked.]] '''Range: 5.'''
* '''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 Marine marked as the aSL, has weak and short-range orders.


== Powerloader ==
== Stamina ==
A measurement of your ability to use a powerloader. '''NOTE: THIS SKILL IS CURRENTLY BROKEN'''
Mostly unused, planned to be used in HvH gamemodes such as Campaign. You do cardio, right?


Default is '''0''' and you fumble at entering a powerloader.
* '''With each level:'''
 
** Reduces the delay before you regenerate stamina again.
Powerloader '''1''' allows you to instantly enter a powerloader.
** Regenerate more stamina.
 
Higher levels increase efficiency and speed.
 
==Large Vehicle==
A measurement of the ability to use a multitile vehicle like a Mech.
 
Default is '''0''' and you can't use a multitile vehicle at this level.
 
Large Vehicle '''1''' allows you to use multitile vehicles.

Revision as of 19:06, 1 January 2024

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.
The reason for this is: "TGMC is always changing, this could become outdated frequently. How you can help."



This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


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. Hard locks are rare, and only apply to chem dispensers or police equipment.

This page thoroughly defines each skill level.

More information about skills
Example Skills
Medical
5/5
Surgery
5/5
Engineering
5/5
Construction
5/5
Police
2/2
Powerloader
4/4
Leadership
4/4
CQC
5
Smartgun
2
Melee
1
Firearms
2
Stamina
0


Medical and Surgery Skills

Medical

As the name implies, this is your skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing. Max Level: 5.

  • With each level:
    • Splint health increases.
    • Kits heal more.
    • Defibrillator heals more on shock.
    • Syringe is faster. Use a hypospray anyway.
  • Level 1 and lower:
    • Fumble at all medical tasks. Level 1 shortens fumbling a little.
    • With Level 0: No defibrillator healing, very low splint health.
  • Level 2:
    • Fumble removed for medical tasks (opening/closing defib, applying kits, etc).
    • Weak splints, weak defibrillator healing.
  • For example:
    • The Synthetic has Medical 4, so he is typically able to defibrillate a dead human into hard crit from -220 if other parameters are met. His splints and kitting are also very effective.
    • The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.

Surgery

Your skill in surgery. A very linear skill. Max Level: 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.

Engineering and Shipside Skills

Engineering

Measures your ability to do anything related to Engineering. Like repairing generators or APCs. Higher levels make you more effective. Max Level: 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 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.

Construction

Measures your ability to construct something. Includes barricade construction, wall building, etc. Higher levels unlock more. Max Level: 5.

  • 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 difference.

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.

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.

  • 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.

CQC

A measurement of your close quarters combat ability. Higher makes you better in unarmed combat against humans.

  • With each level:
    • Increased shove chance by 5% per level. For example: the Synthetic has CQC 5, giving him a very high chance to floor someone on Disarm.

Melee

A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.

  • With each level:
    • Increases melee damage by +15% per level.
  • Does not have a defined limit.

Large Vehicle

A measurement of your ability to use multitile vehicles. Only affects Mech piloting but used to affect the tank too.

  • Only has one level, and it allows you to pilot a multitile vehicle.

Smartgun

A measurement of your smartgun training. Higher levels change recoil and accuracy with the smartgun.

  • Level -4:
    • Default for all squad roles except Smartgunner.
    • Significant recoil.
  • Level 0:
    • Default for the Squad Smartgunner.
    • No recoil, normal accuracy with a Smartgun.

Firearms

Your general ability to use a firearm (also for special types of firearms).

Special skills exist for Pistols, SMGs, Rifles, Shotguns and Heavy Weapons. These default at 0 for absolutely everyone, or 1 for special training. These give a +5% damage mod for the specific type of gun.

  • Level 0:
    • Low accuracy.
    • Default recoil for all guns, which means some may have light recoil, even when wielded.
    • No knowledge of tactical reloads.
  • Level 1:
    • Default for all marine roles.
    • Knowledge of tactical reloads.
    • Significant recoil reduction, making some wielded guns have no recoil.
    • Accuracy increased.
  • Higher levels increase accuracy and decrease recoil.

Leadership

A very important skill. Measures your ability to lead, obviously. Can change fights, either through being used or not being used.

  • With each level:
    • Order efficiency increased.
    • Order range increased. Default range is 3 + your Leadership skill.
  • Level 0:
    • Default for all roles.
    • Long fumble for usage of leadership equipment.
  • Level 1:
    • Default for Specialist roles (Smartgunner, Corpsman, Engineer)
    • Fumbling time reduced.
  • Level 2:
  • 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 Marine marked as the aSL, has weak and short-range orders.

Stamina

Mostly unused, planned to be used in HvH gamemodes such as Campaign. You do cardio, right?

  • With each level:
    • Reduces the delay before you regenerate stamina again.
    • Regenerate more stamina.