Difference between revisions of "TGMC:Marine Mechanics"

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=Orders=
 
=Orders=
 
{{Orders}}
 
{{Orders}}
 
 
= Explosions =
 
There are 3 types of explosions, which utilize same mechanics
 
{| class="wikitable"
 
!Type
 
!Multiplier_Marine
 
!Multiplier_Xeno
 
!Sunder damage
 
|-
 
|EXPLODE_LIGHT
 
|1
 
|0
 
|0
 
|-
 
|EXPLODE_HEAVY
 
|2
 
|1
 
|40-50
 
|-
 
|EXPLODE_DEVASTATE
 
|4
 
|2
 
|90-100
 
|}
 
Explosion staggers, slowdowns and damages ears of marines. For marines, inflicted damage is <code>90*Multiplier_Marine</code> split equally between brute and burn, affected by armor.
 
 
For xeno, damage depends on XENO_BOMB_RESIST, their bomb armor level, which is discrete.
 
 
<code>Damage = 100 + Multiplier_Xeno*40 - 10*XENO_BOMB_RESIST</code>
 
 
If Bomb_armor is higher than 4, damage is zero. If bomb_armor is less than 1 and EXPLODE_DEVASTATE, gibs the xeno.
 
{| class="wikitable"
 
|+Bomb armor levels
 
!XENO_BOMB_RESIST
 
!Raw armor required to get
 
!Typical xeno with this armor
 
|-
 
|0
 
|0
 
|Most xeno
 
|-
 
|1
 
|40
 
|Ravager
 
|-
 
|2
 
|60
 
|Warrior, Shrike
 
|-
 
|3
 
|80
 
|Queen, Crusher
 
|-
 
|4
 
|100
 
|Ancient King
 
|}
 
  
 
= Turrets =
 
= Turrets =
 
To make a turret out of any weapon, you need to use Build-A-Sentry kit (ctrl+click), which goes to scope slot of a weapon. Most weapons can be turrets, but NOT every weapon will actually shoot. Launchers or any bolted weapons won't, but will still notify about the enemy. Also, despite the fact that turrets aim through friendlies, it doesn't give them IFF (aim), so best used with IFF weapons. Bought in cargo.
 
To make a turret out of any weapon, you need to use Build-A-Sentry kit (ctrl+click), which goes to scope slot of a weapon. Most weapons can be turrets, but NOT every weapon will actually shoot. Launchers or any bolted weapons won't, but will still notify about the enemy. Also, despite the fact that turrets aim through friendlies, it doesn't give them IFF (aim), so best used with IFF weapons. Bought in cargo.

Revision as of 13:41, 25 May 2022

DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.

This is page for in-depth description of marine-related mechanics.

Also see: TGMC:Xenomorph Mechanics

AP and damage

Each weapon deals damage equal to

Dmg = ammo_dmg * weapon_damage_modifier - tiles_travelled*damage_falloff

Where weapon_damage_modifier is usually 0, and can be seen in weapon codex. For example, T-64 has -50% dmg modifier. Damage falloff also can be seen there, usually it is 0.5 per tile. Base weapon damage is heavily based on the ammo it uses.

Each weapon has AP, Armor Piercing. It reduces the armor of xeno in percent:

Effective_armor = Xeno_armor*(1-AP/100)*(1-Sunder/100)

Then resulting damage is:

Effective_dmg = Dmg*(1-Effective_armor)

Note that Sunder of a weapon directly decreases xeno armor until it is healed. Sunder of 2 decreases armor by 2%.

So if your damage is 100, with 10 AP, and you shoot a warrior with 50 bullet armor and 20 Sunder, then his effective armor is

Effective_armor = 50*0.9*0.8 = 36

Effective damage = 100 * 0.64 = 64

Health

Limbs

Limb HP Breakpoint
Head 100 40
Torso 200 60
Groin 200 60
Arm 125 50
Hand 75 37
Leg 100 50
Foot 75 37
  • Each limb has fixed and separate healthpool and breakpoint. After breakpoint is reached, attacks on limb can break it.
  • After limb HP reaches 0, it can be dismembered with probability% P = brute_attack_damage * 2.
  • After 20 damage is done to a limb, with 5% chance, half of any further damage goes to internal organs as additional damage.
  • After 30 damage on a limb, any attack with damage > 15 can cause IB with probability% P = brute_attack_damage * 0.5
  • After each attack, a "wound" is created or widened.
    • Each wound regenerates by 0.1 per tick on avg
    • Treated (bandages, oil, ATK, ABK) wound regen by 0.4 per tick on avg
    • Regen only works for wounds which have less than 50 dmg, and if you are not in crit

Projectiles

Check very cool video here: https://www.youtube.com/watch?v=VdYndC5QZYY

Orders

Orders

All Command staff and assigned Squad Leaders have access to Orders which can be used to buff nearby troops. Using one causes you to shout out a unique phrase over the radio. After giving an Order, there is a one-minute cooldown period until you can give another one, but cooldowns for Orders and Markers are separate.

Order effects are influenced by your Leadership skill, which increases both the effect and range.

Order Description
TGMC move.png

Move order

Increases movement speed by 0.1 per Leadership level

Great for retreats and getting to objectives quickly

TGMC hold.png

Hold order

Reduces damage received by 5% per Leadership level

Increases pain resistance, reduces the effects of dizziness and jitteriness

TGMC focus.png

Focus order

Increases accuracy by 10% plus 5% per Leadership level

Makes Aiming instant

TGMC order rally.png

Rally marker

Places a directional pointer and a map icon, urging marines to Rally at a given point.
TGMC order attack.png

Attack marker

Places a directional pointer and a map icon, urging marines to Attack a given point.
TGMC order defend.png

Defend marker

Places a directional pointer and a map icon, urging marines to Defend a given point.
TGMC order retreat.png

Retreat marker

Places a directional pointer and a map icon, urging marines to Retreat from a given point.

Turrets

To make a turret out of any weapon, you need to use Build-A-Sentry kit (ctrl+click), which goes to scope slot of a weapon. Most weapons can be turrets, but NOT every weapon will actually shoot. Launchers or any bolted weapons won't, but will still notify about the enemy. Also, despite the fact that turrets aim through friendlies, it doesn't give them IFF (aim), so best used with IFF weapons. Bought in cargo.