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combat [2022/02/04 10:36]
admin [Additional effects]
combat [2022/02/04 12:39] (current)
admin [Combat properties]
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  *[[#Doing damage|Critical Chance]] **//[CC]//** (also called Critical Threshold, see later)  *[[#Doing damage|Critical Chance]] **//[CC]//** (also called Critical Threshold, see later)
- *[[#Doing damage|Critical Damage]] Factor **//[CDF]//**+ *[[#Doing damage|Critical Damage Factor]] **//[CDF]//**
  *[[#Doing damage|Maximum damage]] //[maxDmg]//, from which the Minimum (base) damage //[minDmg]// is also calculated; may incl. modifier from ammo  *[[#Doing damage|Maximum damage]] //[maxDmg]//, from which the Minimum (base) damage //[minDmg]// is also calculated; may incl. modifier from ammo
  
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 //Activating// Defense mode for a unit costs //at least 5 Action Points// under all circumstances, while any //surplus APs// mean more defense bonus or more "opportunity" Action Points. Going into Defense mode also requires //at least 20 current Morale Points!// It can be done with any weapon, though there's the aforementioned super-important difference between melee and ranged Defense mode. //Activating// Defense mode for a unit costs //at least 5 Action Points// under all circumstances, while any //surplus APs// mean more defense bonus or more "opportunity" Action Points. Going into Defense mode also requires //at least 20 current Morale Points!// It can be done with any weapon, though there's the aforementioned super-important difference between melee and ranged Defense mode.
  
-//Melee Defense mode// is in effect when you have a melee //weapon or attack mode// selected. (Weapons capable of a melee Defense mode are: (link GG katana-2)Katana, (link GG chainsaw-2)Combat chainsaw, (link GG Combat rifle)Combat rifle--in melee mode, (link GG energy-rifle-2)Energy rifle--in melee mode, (link GG energy-blade-2)Energy blade--not in "Overcharge" mode.) Melee Defense mode is //passive<//, but it confers //current Action Points/2// (2-12) + //Melee combat %/10// (0-10) + //Reaction %/20// (0-5) Defense Value (total 2-27) until the beginning of the next turn of the current player. This can be //really crucial// to holding off alien swarms. It does not protect against critical hits, though.+//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]][[chainsaw|Combat chainsaw]][[combatrifle|Combat rifle]]--in melee mode, [[energyrifle|Energy rifle]]--in melee mode, [[feline|Energy blade]]--not in "Overcharge" mode.) Melee Defense mode is //passive<//, but it confers //current Action Points/2// (2-12) + //Melee combat %/10// (0-10) + //Reaction %/20// (0-5) Defense Value (total 2-27) until the beginning of the next turn of the current player. This can be //really crucial// to holding off alien swarms. It does not protect against critical hits, though.
  
-//Ranged Defense mode// applies to any ranged weapon and attack mode. It does //NOT// give bonus Defense Value. Based on the unit's //Reaction//, it enables the possibility of //automatic// opportunity attacks against targets that move into the chosen weapon range in a (link GG free)FREE line of fire--irrespectively of the weapon targeting mode. These attacks use up the standard amount of APs. A unit has as many Action Points for opportunity attacks as it had when initiating Defense mode. A unit can't fire if these APs have been depleted or ammo runs out (no automatic reloading, even if there would be enough APs). Good usage of ranged Defense mode can be also very important, as this way you don't need to give up your defensive positions or walk into a trap, and yet you can still engage the enemy if they attack. It is not as controlled as manual attacking, though, so don't rely on it indefinitely. Also, watch out for possible friendly fire with area damage attack modes. To engage an enemy in Defense mode, a unit //must see the target//: it must look in that direction (a 90 degrees rule applies).+//Ranged Defense mode// applies to any ranged weapon and attack mode. It does //NOT// give bonus Defense Value. Based on the unit's //Reaction//, it enables the possibility of //automatic// opportunity attacks against targets that move into the chosen weapon range in a [[weapons#Free|FREE]] line of fire--irrespectively of the weapon targeting mode. These attacks use up the standard amount of APs. A unit has as many Action Points for opportunity attacks as it had when initiating Defense mode. A unit can't fire if these APs have been depleted or ammo runs out (no automatic reloading, even if there would be enough APs). Good usage of ranged Defense mode can be also very important, as this way you don't need to give up your defensive positions or walk into a trap, and yet you can still engage the enemy if they attack. It is not as controlled as manual attacking, though, so don't rely on it indefinitely. Also, watch out for possible friendly fire with area damage attack modes. To engage an enemy in Defense mode, a unit //must see the target//: it must look in that direction (a 90 degrees rule applies).
  
 //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. //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.
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 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. 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: (link GG weapons)Weapons.+Thus the chapter on core combat mechanics is concluded. You find additional important information about attacking & combat here: [[weapons|Weapons]].
  
  
combat.1643967370.txt.gz ยท Last modified: 2022/02/04 10:36 by admin