TGMC:Marine Mechanics

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Revision as of 09:15, 27 January 2022 by imported>Qwerty4429 (Page creation)
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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, half of any further damage goes to internal orgams 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

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.