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units_detail [2022/01/31 17:59]
admin
units_detail [2022/02/04 10:04] (current)
admin
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-//If you're new to USC, you might want to check out the (link!) Step-by-Step Tutorial, too!//+//If you're new to USC, you might want to check out the [[step_by_step_tutorial|Step-by-Step Tutorial]], too!//
  
 ====== Units in Detail ====== ====== Units in Detail ======
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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's skills even if you're playing progress with the same team!+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.
  
-On the Squad Assembly screen, skills can be //increased//by left-clicking on them, and //decreased// by right-clicking on them. They can also be increased in-mission on the Character Records panel.+Do not frail, in non-Campaign game modes //you may change// your soldier's skills even if you're playing progress with the same team! 
 + 
 +On the Squad Assembly screen, skills can be //increased// by left-clicking on them, and //decreased// by right-clicking on them. They can also be increased in-mission on the Character Records panel.
  
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 ==== Heavy arms ==== ==== Heavy arms ====
- 
  
 ^ Determines damage and Attack Value with heavy arms. ^ ^ Determines damage and Attack Value with heavy arms. ^
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 ==== Morale ==== ==== Morale ====
- 
  
 ^ 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 //biohazard// (radiation) by //%/20 (0-5)//. | | Reduces //damage// caused by //biohazard// (radiation) by //%/20 (0-5)//. |
 | //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. | | //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. |
-| //Chance of bleeding woundsto heal by 1 per turn = //%//. |+| //Chance// of bleeding wounds to heal by 1 per turn = //%//. |
 | //% percents// bonus to the effectiveness of all //chemicals// (incl. medikits). | | //% percents// bonus to the effectiveness of all //chemicals// (incl. medikits). |
 | Increases the //bio-damage// and //healing// output of the //bio-rifle// by //% percents//. | | Increases the //bio-damage// and //healing// output of the //bio-rifle// by //% percents//. |
- 
----- 
  
 ===== Specializations ===== ===== Specializations =====
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 ← Previous: [[Basic Concepts | Basic Concepts]] ← Previous: [[Basic Concepts | Basic Concepts]]
  
-→ Next: [[Inventory | Inventory]]+→ Next: [[inventory | Inventory]] 
 + 
 +← [[ultimate_space_commando_steam_2015|Back to Main page]]
units_detail.1643648385.txt.gz · Last modified: 2022/01/31 17:59 by admin