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units_detail [2022/01/31 18:00] admin |
units_detail [2022/02/02 16:15] admin [Specializations] |
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| 81-100 | 5 | | | 81-100 | 5 | | ||
- | E.g. to gain level 50 in a skill, you will need 20×1 (1-20) + 20×2 (21-40) + 10×3 (41-50) = 20 + 40 + 30 = 90 Skill Points. Level 100 costs 300 Skill Points. Thus you have to decide between training your soldier with many low-level skills, some mediocre skills, or a few expert skills. Do not frail, in non-Campaign game modes //you may change// your soldier' | + | E.g. to gain level 50 in a skill, you will need 20×1 (1-20) + 20×2 (21-40) + 10×3 (41-50) = 20 + 40 + 30 = 90 Skill Points. Level 100 costs 300 Skill Points. Thus you have to decide between training your soldier with many low-level skills, some mediocre skills, or a few expert skills. |
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+ | Do not frail, in non-Campaign game modes //you may change// your soldier' | ||
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+ | On the Squad Assembly screen, skills can be // | ||
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==== Heavy arms ==== | ==== Heavy arms ==== | ||
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^ Determines damage and Attack Value with heavy arms. ^ | ^ Determines damage and Attack Value with heavy arms. ^ | ||
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==== Morale ==== | ==== Morale ==== | ||
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^ Determines Maximum Morale and reduces the chance of psychic misbehavior. ^ | ^ Determines Maximum Morale and reduces the chance of psychic misbehavior. ^ | ||
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^ Increases Attack Value and determines base reaction chance in Defense Mode. ^ | ^ Increases Attack Value and determines base reaction chance in Defense Mode. ^ | ||
- | | Adds //%/20 (0-5)// to ranged //Dynamic Precision// with firearms (small & heavy). | | + | | Adds //%/20 (0-5)// to ranged //Dynamic Precision// with firearms (small & heavy). | |
| Adds //%/20 (0-5)// to ranged //Dynamic Defense Value (evasion)// | | Adds //%/20 (0-5)// to ranged //Dynamic Defense Value (evasion)// | ||
| Adds //%/20 (0-5)// to melee //Attack Value//. | | | Adds //%/20 (0-5)// to melee //Attack Value//. | | ||
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| Reduces //damage// caused by // | | Reduces //damage// caused by // | ||
| //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. | | | //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. | | ||
- | | //Chance of bleeding | + | | //Chance// of bleeding |
| //% percents// bonus to the effectiveness of all // | | //% percents// bonus to the effectiveness of all // | ||
| Increases the // | | Increases the // | ||
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===== Specializations ===== | ===== Specializations ===== | ||
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← Previous: [[Basic Concepts | Basic Concepts]] | ← Previous: [[Basic Concepts | Basic Concepts]] | ||
- | → Next: [[Inventory | + | → Next: [[inventory |
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+ | ← [[ultimate_space_commando_steam_2015|Back to Main page]] |