This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Last revision Both sides next revision | ||
step_by_step_tutorial [2022/02/03 17:47] admin |
step_by_step_tutorial [2022/02/03 17:58] admin |
||
---|---|---|---|
Line 80: | Line 80: | ||
3.11. Additional controls are explained in detail in the Controls section. Combat controls will be explained below shortly. | 3.11. Additional controls are explained in detail in the Controls section. Combat controls will be explained below shortly. | ||
+ | |||
+ | 3.12. When all your units are out of Action Points, or you just want to end the turn for any other reason, click the //"End turn"// | ||
+ | |||
+ | 3.13. Invoke the //In-game Menu// by clicking the //" | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ===== 4. Combat ===== | ||
+ | |||
+ | {{: | ||
+ | |||
+ | 4.1. Combat is generally performed by selecting (activating) an //attack mode//, and then a //target// in the tactical view. Every weapon has at least one //weapon mode//, and each weapon mode has at least one //attack mode//. Attack modes tied to a specific weapon mode share ammo type and Critical Threshold. All other properties of attack modes may vary. The A.T.A.C. always shows the most vital information. | ||
+ | |||
+ | 4.2. Below the icon of the current weapon, there are three main areas, showing data. The //top one// displays info about the current //weapon mode//, and damage info about the current attack mode. If the weapon has more than one weapon mode, you can switch mode by either left or right-clicking anywhere in the top display area, or by pressing //[CTRL]//. On the image above, the rifle has only one weapon mode, " | ||
+ | |||
+ | 4.3. The //middle// display area shows the currently selected //attack mode// (in the picture, "Full burst" | ||
+ | |||
+ | 4.4. When the attack mode is active, hover the cursor above any //valid target// marked by a //reddish// overlay on the tactical view to see basic targeting info: the status of the target and hit probability. A purple area will also appear to show the damage area (note that this area info will not take natural covers into account, e.g. if a target is behind a wall it won't be affected). If you're ready to attack, // | ||
+ | |||
+ | 4.5. You will either //hit// or //miss//, based on many factors, see the Combat section for a lot of details. If you miss with a ranged attack, a random nearby unit or object may get hit instead. If you hit, you may //damage// the target. The damage done will be displayed in floating messages and will be registered in the combat log. Most attacks will do damage to //Health// if they get through the armor (red text). Armor-piercing attacks may also degrade the target' | ||
+ | |||
+ | 4.6. Most attack modes use //ammo//. If there' | ||
+ | |||
+ | 4.7. As different attack modes use a different amount of ammo, keep in mind that any damage bonus a special ammo may have is taken into account //per ammo used// by that attack mode! So attacks with a high ammo consumption benefit more! | ||
+ | |||
+ | 4.8. While the attack mode is active, you may also move--one step at a time--by clicking on the grids marked with the blueish arrow icons. Selecting a farther movement destination will deactivate the attack mode. | ||
+ | |||
+ | 4.9. // | ||
+ | |||
+ | 4.10. One last key element to good tactics is the use of //Defense mode//. It means reserving the current Action Points for either blocking attacks (melee defense mode) in the enemy' | ||
+ | |||
+ | 4.11. This concludes the very basics of combat in USC. Refer to the other parts of the Game Guide (especially [[combat|Combat]]) for details! | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ===== 5. Special actions ===== | ||
+ | |||
+ | 5.1. //Unloading a weapon.// Sometimes you may want/need to completely unload your weapon (before selling, for example). You can either choose the " | ||
+ | |||
+ | 5.2. Every unit has a built-in //scanner// that can be used to reveal nearby, otherwise unseen units (and if Fog of War is enabled, structures) in a 5-grid base radius. This costs //3 Action Points// and can be performed anytime by pressing the " | ||
+ | |||
+ | 5.3. Many map elements, such as crates, barrels, vending machines, and databanks can be // | ||
+ | |||
+ | 5.4. Some objects can be // | ||
+ | |||
+ | 5.5. Items in your // | ||
+ | |||
+ | 5.6. You can toggle the unit's headlights on/off by pressing the " | ||
+ | |||
+ | 5.7. You can //harvest crafting materials// by destroying crates (standard crates may drop screws, blue crates may also drop screwdrivers and wire cutters), crystals, and salvaging databanks. The model RD-1 Rubber Ducky is also a very important crafting material, it can be obtained from equipment crates by luck and by killing zhe Wunderwurmz (apparently, | ||
+ | |||
+ | 5.8. //Door locks// often control the entrance of special rooms. Unless you break through the door or have a circuit cracker in your inventory, you'll have to manually override these. Information about this is found here. | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ===== 6. Mission evaluation ===== | ||
+ | |||
+ | 6.1. In the " | ||
+ | |||
+ | 6.2. You'll get a //mission score// based on map layout, player strength, and main mission difficulty settings AND your general performance (enemies killed, units lost, time taken to complete the mission, etc.). | ||
+ | |||
+ | 6.3. You'll also get a //merit score// (and possibly a merit) based on the above and many other factors. | ||
+ | |||
+ | 6.4. It is possible to have a high mission score and a low merit score, or vice versa. While mission score generally measures your combat skills during the action, merit score takes humane factors more into account. | ||
+ | |||
+ | //NOTE:// as development continues, we plan to add more sophisticated and varied statistics and benchmarks to the game. | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ---- | ||
+ | ← Previous: [[weapons | Weapons]] | ||
+ | |||
+ | → Next: [[the_squad | The Squad]] | ||
+ | |||
+ | ← [[ultimate_space_commando_steam_2015|Back to Main page]] | ||
+ |