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combat [2022/02/02 12:04] admin |
combat [2022/02/04 12:39] (current) admin [Combat properties] |
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- | //If you're new to USC, you might want to check out the (link!) | + | //If you're new to USC, you might want to check out the [[step_by_step_tutorial|Step-by-Step Tutorial]], too!// |
====== Combat ====== | ====== Combat ====== | ||
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//Defense properties// | //Defense properties// | ||
- | *(link GG armor)current | + | *[[basic_concepts# |
- | *(link GG defv)Defense Value **// | + | *[[# |
- | *(link GG defv)Static Defense Value**// | + | *[[#The Defense Value|Static Defense Value]] **// |
- | *(link GG defv)Dynamic Defense Value **// | + | *[[#The Defense Value|Dynamic Defense Value]] **// |
- | *(link UIT skill7)Stamina % | + | *[[units_detail# |
//Attack properties// | //Attack properties// | ||
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//Attacker properties// | //Attacker properties// | ||
- | *(link GG attv)Precision (in melee; also called Base Attack Value, //BAV//); may incl. modifier from attack mode | + | *[[#The Attack Value|Precision]] (in melee; also called Base Attack Value, //BAV//); may incl. modifier from attack mode |
- | *(link GG attv)Static Precision **// | + | *[[#The Attack Value|Static Precision]] **// |
- | *(link GG attv)Dynamic Precision **// | + | *[[#The Attack Value|Dynamic Precision]] **// |
- | <*(link UIT skill6)Reaction % | + | *[[units_detail# |
//Weapon specific attack properties// | //Weapon specific attack properties// | ||
- | *(link GG damage)Critical Chance **// | + | *[[# |
- | *(link GG damage)Critical Damage Factor **// | + | *[[# |
- | *(link GG damage)Maximum damage // | + | *[[# |
//Attack mode /+ ammo specific attack properties// | //Attack mode /+ ammo specific attack properties// | ||
- | *(link GG ARP)Armor penetration **// | + | *[[# |
- | *(link GG IF)Impact force | + | *[[# |
- | *(link GG TQ)Tranquilization | + | *[[# |
- | *(link GG inc)Ignition chance (hidden on ATAC) | + | *[[# |
- | *(link GG cb)Corrosiveness (hidden on ATAC) | + | *[[# |
- | *(link GG cb)Biohazard (hidden on ATAC) | + | *[[# |
Although //not a property//, but worth listing: | Although //not a property//, but worth listing: | ||
- | *(link GG damage)Damage Factor: multiplier of the base damage | + | *[[# |
- | *(link GG attv)Target range (in ranged combat): a modifier for Static Defense Value | + | *[[#The Attack Value|Target range]] (in ranged combat): a modifier for Static Defense Value |
- | *(link GG defv)the To-Hit Value and the result of the Attack (To-Hit) Roll | + | *[[#The Defense Value|the To-Hit Value]] and the result of the Attack (To-Hit) Roll |
===== The Attack Value ===== | ===== The Attack Value ===== | ||
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Beside being a granted hit, critical hits have other bonuses. They //multiply the Damage Factor// (default 1.0×) of the hit by //2.0// (martial & small arms) or //1.5-4.0// (heavy arms), which results in increased damage. (Prototype weapons may have a further bonus.) In addition, a critical hit always //damages the target' | Beside being a granted hit, critical hits have other bonuses. They //multiply the Damage Factor// (default 1.0×) of the hit by //2.0// (martial & small arms) or //1.5-4.0// (heavy arms), which results in increased damage. (Prototype weapons may have a further bonus.) In addition, a critical hit always //damages the target' | ||
- | Critical hits cannot be fully averted, but (link GG specializations)Melee combat mastery decreases the attacker' | + | Critical hits cannot be fully averted, but [[units_detail# |
- | Critical hits have a chance to //return// some APs to the attacker. This effect is called //critical AP-rebound// | + | Critical hits have a chance to //return// some APs to the attacker. This effect is called //critical AP-rebound// |
+ | |||
+ | ===== Doing damage ===== | ||
+ | |||
+ | Each attack mode has a //maximum damage range//, shown as e.g. 10-20. This is the //maximum base damage//: the maximum damage the weapon can do with the default 1.0× Damage Factor. Based on the respective //combat skill//, attack modes also have a //minimum damage//. It is also given in a range, the lower bound being the absolute minimum damage you can do. Thus, in fact, the real damage range of an attack is between the lower bound of minDmg and the upper bound of maxDmg. | ||
+ | |||
+ | After the actual base damage is determined by random methods, //Damage Factor// is applied to it -- a multiplier with a default value of //1.0//. | ||
+ | |||
+ | Modifiers: | ||
+ | |||
+ | *Using scattering fire modes ([[weapons# | ||
+ | *// | ||
+ | *100% of [[units_detail# | ||
+ | *Prototypes with the //Critical Damage Factor// property further increase //critical hit// DF (by 0.5 or 1.0). | ||
+ | *Total DF of a //critical hit// is reduced to //0.35// (martial & small arms, all aliens) or //0.6// (heavy arms) if the target is // | ||
+ | |||
+ | Then, the resulting //total damage// (e.g. 24 for a base damage of 12 and a DF of 2.0) is tested against the target' | ||
+ | |||
+ | The final damage is subtracted from the target' | ||
+ | |||
+ | Some attack modes have //area damage//. The center (actual) target gets 100% of the possible base damage, the others a smaller amount as the damage //decays// with distance. Note that every target affected gets a // | ||
+ | |||
+ | The //damage of aliens// in Single Mission mode is //reduced// to 0.5×-0.9× of damage by rules on difficulties lower than ULTIMATE, respectively. | ||
+ | |||
+ | ===== Additional effects ===== | ||
+ | |||
+ | Units that survive an attack may suffer additional forms of " | ||
+ | |||
+ | Based on the //Armor penetration// | ||
+ | |||
+ | The chance for this is //ARP : AR// (e.g. an attack with an Armor Penetration of 5 has 25% chance to damage an Armor of 20, whereas an ARP of 20 or more *will* damage it). //Critical hits// automatically damage the Armor by //2//. The damage to the Armor is not taken into count until the next attack. | ||
+ | |||
+ | The chance of Armor Rating loss for marines when the armor is penetrated is reduced to 1:3-2:3 on difficulties lower than ULTIMATE. It does not apply to critical hits. | ||
+ | |||
+ | Hits can also //" | ||
+ | |||
+ | // | ||
+ | |||
+ | // | ||
+ | |||
+ | Any // | ||
+ | |||
+ | //Critical hits// can cause // | ||
+ | |||
+ | ===== Defense mode ===== | ||
+ | |||
+ | Defense mode is a very important tactical option that means using up all remaining Action Points in the current turn to boost Defense Value until the next turn OR enable the possibility of " | ||
+ | |||
+ | // | ||
+ | |||
+ | //Melee Defense mode// is in effect when you have a melee //weapon or attack mode// selected. (Weapons capable of a melee Defense mode are: [[katana|Katana]], | ||
+ | |||
+ | //Ranged Defense mode// applies to any ranged weapon and attack mode. It does //NOT// give bonus Defense Value. Based on the unit's // | ||
+ | |||
+ | //Both// melee and ranged Defense mode //reduces incoming damage// by a value between //Defense mode Action Points/3 and Defense mode Action Points// (randomly each attack). This is applied //before// Armor damage reduction. | ||
+ | |||
+ | //BE CAREFUL!// You cannot undo the initiation of Defense mode. Once a unit goes into it, it can't act more for the rest of the turn (though it can TURN and switch weapon/ | ||
+ | |||
+ | ===== Covers ===== | ||
+ | |||
+ | Structural map elements (walls, doors, crates, barrels, databanks, crystals) and units can be used as //cover// against attacks from specific directions, namely, the four diagonal ones. If you stand next to an object or unit, it will mean you cover from the two diagonal directions adjacent to it (if any). If you stand next to two units, it may mean double cover from a direction. Cover rating is displayed on the tactical view as small //green shield icons//. A single cover means //3// melee and //5// ranged //Defense Value//. A double cover means //6// and //10// Defense Value. Relying purely on covers is not advised, but in the long run, it can mean a difference if you dodge some attacks thanks to the cover defense bonus. | ||
+ | |||
+ | Thus the chapter on core combat mechanics is concluded. You find additional important information about attacking & combat here: [[weapons|Weapons]]. | ||
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→ Next: [[items | Items]] | → Next: [[items | Items]] | ||
+ | |||
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