NyoomVoyager:Nyoompit

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

Skills are boundaries that almost all mobs have, and they determine how you interact with most items in the game. Typically, the lower your skill in something is, the worse you are at using items of that nature and the higher your chance to fumble. Hard skill locks are rare, but include locks on the ability to use ChemDispensers, the Squad Leader chairs on the Alamo, and police equipment.

This page thoroughly defines each skill level. Anything bolded in the tables indicates it's unlocked at a level and is a feature of any of the higher levels of a skill.

More information about skills
Example Skills
Medical
5/5
Surgery
5/5
Engineering
5/5
Construction
5/5
Police
2/2
Powerloader
4/4
Leadership
4/4
CQC
5
Smartgun
2
Melee
1
Firearms
2
Stamina
0

Medical and Surgery Skills

Medical skill bonuses per each level

  • Your skill with Medical equipment. It changes a lot of values, such as splint health and defibrillator healing.
    Max Level: 5.
    • Splint health increases by 15
    • Defibrillators heal more on use
    • Using a syringe is faster
    • Fumble time is reduced during medical tasks, like opening a defibrillator
    • Level 4 or higher allows you to put people into the Autodoc with no fumble beforehand

Surgery skill bonuses per each level

  • Your skill with Surgical equipment. It mostly affects values regarding the speed with which you can perform surgeries.
    Max Level: 5.
    • Surgery step time is reduced
    • Fumble when trying to do surgery is reduced
    • Healing from sutures increases
    • Unrelated to skill level, Synthetics are incapable of fumbling surgeries on unorthodox surfaces


Medical Skill Effects Who has this
Level 0
  • Longer delay for feeding pills
  • Fumble when using hyposprays
  • Less advantage using BRUTE and BURN kits over gauze and ointment
  • Each piece of shrapnel removed does 60 BRUTE to the limb it's removed from
  • Splints have 1 health
  • Defibrillating heals for 8 BRUTE/BURN/TOX damage per use and takes 5 seconds
  • You fumble when using health analyzers for up to 4 seconds
Squad Marine, Squad Engineer, Squad Smartgunner, Mech Pilot, Transport Officer, Pilot Officer, Chief Ship Engineer, Requisitions Officer, Ship Technician, Corporate Liaison
Level 1
  • You can use hyposprays without a fumble
  • You can examine containers with reagents and tell which reagents are inside
  • Each piece of shrapnel removed does 30 BRUTE to the limb it's removed from
  • Splints have 15 health
  • Defibrillating heals for 4 BRUTE/BURN/TOX damage per use and takes 5 seconds
  • You can use health analyzers with no fumble
  • Using a health analyzer and keeping the window open allows it to auto-refresh every so often
Squad Leader
Level 2
  • You're able to remove shrapnel with no fumble
  • Each piece of shrapnel removed does 15 BRUTE to the limb it's removed from
  • You can use BRUTE and BURN healpacks to heal 12 damage with each use, with no slowdown
  • Splints have 30 health and are applied with no fumble
  • Defibrillating heals for 8 BRUTE/BURN/TOX damage per use and takes 3 seconds
  • You can use the ChemMaster
Field Commander, Staff Officer, Squad Corpsman
Level 3
  • Splints have 45 health
  • Defibrillating heals for 12 BRUTE/BURN/TOX damage per use
Captain, Early Synthetic
Level 4
  • Splints have 60 health
  • Defibrillating heals for 16 BRUTE/BURN/TOX damage per use
  • You can use research tools like the Researcher's subterranean excavator
Medical Doctor, Researcher, Synthetic, AI
Level 5
  • Splints have 75 health
  • Defibrillating heals for 20 BRUTE/BURN/TOX damage per use
Chief Medical Officer
Surgery Skill Effects Who has this
Level 0
  • Every surgery step has a 20 second fumble
Squad Marine, Squad Engineer, Squad Smartgunner, Mech Pilot, Transport Officer, Pilot Officer, Chief Ship Engineer, Requisitions Officer, Ship Technician, Corporate Liaison
Level 1
  • Every surgery step has a 12 second fumble
  • You heal 7.5 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 1 second
Squad Leader, Captain, Field Commander, Staff Officer,
Level 2
  • Every surgery step has a 4 second fumble
  • You heal 15 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 2 seconds
  • You can eject people from the autodoc mid-surgery and terminate the surgery without causing them harm
Squad Corpsman
Level 3
  • Surgery steps don't have a fumble
  • You heal 22.5 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 3 seconds
Researcher, Early Synthetic
Level 4
  • You heal 30 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 4 seconds
Medical Doctor, Synthetic, AI
Level 5
  • You heal 37.5 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 5 seconds
Chief Medical Officer

Engineering and Construction Skills

Engineering skill bonuses per each level

  • Your skill with Engineering tasks. It changes a lot of values, such as X and Y
    Max Level: 5.
    • Splint health increases by 15
    • Defibrillators heal more on use
    • Using a syringe is faster
    • Fumble time is reduced during medical tasks, like opening a defibrillator
    • Level 4 or higher allows you to put people into the Autodoc with no fumble beforehand

Construction skill bonuses per each level

  • Your skill with Construction materials. It mostly affects values regarding the speed with which you can build things.
    Max Level: 5.
    • Time to build METAL, PLASTEEL, and Template:SANDBAG barricades is reduced
    • Time to build windows is reduced
    • Time to build and attach barricade upgrades is reduced
    • Time to repair fences is reduced


Engineering Skill Effects Who has this
Level 0
  • Longer delay for feeding pills
  • Fumble when using hyposprays
  • Less advantage using BRUTE and BURN kits over gauze and ointment
  • Splints have 1 health
  • Defibrillating heals for 8 BRUTE/BURN/TOX damage per use and takes 5 seconds
  • You fumble when using health analyzers for up to 4 seconds
Squad Marine, Squad Engineer, Squad Smartgunner, Mech Pilot, Transport Officer, Pilot Officer, Chief Ship Engineer, Requisitions Officer, Ship Technician, Corporate Liaison
Level 1
  • You can use hyposprays without a fumble
  • You can examine containers with reagents and tell which reagents are inside
  • Splints have 15 health
  • Defibrillating heals for 4 BRUTE/BURN/TOX damage per use and takes 5 seconds
  • You can use health analyzers with no fumble
  • Using a health analyzer and keeping the window open allows it to auto-refresh every so often
Squad Leader
Level 2
  • You're able to remove shrapnel with no fumble
  • Each piece of shrapnel removed does 15 BRUTE to the limb it's removed from versus 30 BRUTE
  • You can use BRUTE and BURN healpacks to heal 12 damage with each use, with no slowdown
  • Splints have 30 health and are applied with no fumble
  • Defibrillating heals for 8 BRUTE/BURN/TOX damage per use and takes 3 seconds
  • You can use the ChemMaster
Field Commander, Staff Officer, Squad Corpsman
Level 3
  • Splints have 45 health
  • Defibrillating heals for 12 BRUTE/BURN/TOX damage per use
Captain, Early Synthetic
Level 4
  • Splints have 60 health
  • Defibrillating heals for 16 BRUTE/BURN/TOX damage per use
  • You can use research tools like the Researcher's subterranean excavator
Medical Doctor, Researcher, Synthetic, AI
Level 5
  • Splints have 75 health
  • Defibrillating heals for 20 BRUTE/BURN/TOX damage per use
Chief Medical Officer
Construction Skill Effects Who has this
Level 0
  • Every surgery step has a 20 second fumble
Squad Marine, Squad Engineer, Squad Smartgunner, Mech Pilot, Transport Officer, Pilot Officer, Chief Ship Engineer, Requisitions Officer, Ship Technician, Corporate Liaison
Level 1
  • Every surgery step has a 12 second fumble
  • You heal 7.5 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 1 second
Squad Leader, Captain, Field Commander, Staff Officer,
Level 2
  • Every surgery step has a 4 second fumble
  • You heal 15 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 2 seconds
Squad Corpsman
Level 3
  • Surgery steps don't have a fumble
  • You heal 22.5 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 3 seconds
Researcher, Early Synthetic
Level 4
  • You heal 30 BRUTE and BURN damage per use of sutures
  • Surgery step time reduced by 4 seconds
Medical Doctor, Synthetic, AI
Level 5
  • Surgery step time reduced by 5 seconds
Chief Medical Officer

Engineering

Measures your ability to do anything related to Engineering. Like repairing generators or APCs. Higher levels make you more effective. Max Level: 5.

  • Level 0:
    • Fumble when interacting with anything related to this. (wire cutting, any maintenance, etc)
    • Detonation packs have a chance to explode immediately on deployment.
  • Level 1:
    • Can disassemble chairs.
    • Metal barricade maintenance unlocked.
    • Shield maintenance unlocked.
    • Safe deployment of detonation packs unlocked.
  • Level 2:
    • Plasteel barricade maintenance unlocked.
    • Can rig power cells like grenades, and safely stabilize them.
  • Level 3:
    • Most engineering actions unlocked (miner maintenance, APC maintenance, engine repair, etc)
  • Level 4:
    • Computer maintenance unlocked.
  • Level 5:
    • No difference.

Construction

Measures your ability to construct something. Includes barricade construction, wall building, etc. Higher levels unlock more. Max Level: 5.

  • Level 0:
    • Fumble when interacting with anything related to this.
  • Level 1:
    • Metal barricade construction and upgrades unlocked.
    • Can build barbed wire (barricade defense, prevents climbing) and razor wire (normal defense, blocks off a tile, can trap xenos)
  • Level 2:
    • Plasteel barricade construction unlocked.
    • Can build windows, reinforced windows, and windoors.
  • Level 3:
    • Wall (girder) building unlocked.
  • Level 4:
    • Airlock construction unlocked.
  • Level 5:
    • No difference.

Combat Skills

Police

A measurement of your ability to use Police gear. This is typically applied to stun batons, flashes, pepper spray and tasers. Irrelevant after MP removal.

  • Level 1:
    • Removes accidental weapon discharge from shoving. Weapon discharging is broken anyway.
    • Allows flash usage.
  • Level 2:
    • Allows all police gear usage.
    • Stun batons still stun you if you pick them up without valid access.

CQC

A measurement of your close quarters combat ability. Higher makes you better in unarmed combat against humans.

  • With each level:
    • Increase max unarmed melee damage by 5.
    • Increased shove chance by 5% per level. For example: the Synthetic has CQC 5, giving him a very high chance to floor someone on Disarm.


Note: Unarmed attacks have a chance to stun which scales with damage, so even though the damage may not be particularly high compared to melee weapons, it can give you a very respectable chance to stun someone with a bunch to the face.

Melee

A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.

  • With each level:
    • Increases melee damage by +15% per level.
    • Negative levels can also decrease melee damage each level.
  • Does not have a defined limit.

Large Vehicle

A measurement of your ability to use multitile vehicles. Only affects Mech piloting but used to affect the tank too.

  • Only has one level, and it allows you to pilot a multitile vehicle.

Smartgun

A measurement of your smartgun training. Affects the SG-29, SG-62 and SG-85.

  • Important Note:
  • Level -3:
    • Default for all squad roles except Smartgunner.
    • Significantly reduced stats.
  • Level 0:
    • Default for the Squad Smartgunner.
    • Normal stats with a Smartgun.

Firearms

Firearms skills can be divided between the actual firearm skill, and weapon class skills.

The firearm skill represents your general familiarity and competence with firearms more broadly. Having a level 0 firearms skill severely reduces your effectiveness with all firearms.

  • Level 0:
    • Default for non-combat roles
    • Prevents most bonuses from having a higher weapon class skill
    • No knowledge of tactical reloads
    • +0.2 second wield times
    • +0.3 second slower fire rate
    • -15 accuracy
    • +10 scatter
    • +2 recoil
    • Fire delay added to certain weapons
  • Level 1:
    • Default for all marine roles
    • Allows weapon class skill bonuses to apply, if applicable
    • Knowledge of tactical reloads
    • Significant recoil reduction, making some wielded guns have no recoil
    • Accuracy increased
  • Level 2:
    • Faster tactical reloads

Weapon class skills represent your competency with a specific class of weapons, such as rifles, or smgs. You can check which category a gun fits into by checking its codex entry.

Special Firearm Skills

Special skills exist for Pistols, SMGs, Rifles, Shotguns, Smartguns and Heavy Weapons. These default at 0 for absolutely everyone, or 1 for special training.

These skills exist purely to provide buffs for having a higher skill level. Generally, these all scale with skill level unless otherwise mentioned.

  • Level 0:
    • Default for all normal roles
    • Standard stats
  • Level 1+ per level:
    • -0.2 second wield time
    • 5% extra damage
    • +15 accuracy
    • -2 scatter
    • -2 recoil (This bonus scales into the negatives, unlike the others. Mainly relevant for Smartguns.)

Leadership

A very important skill. Measures your ability to lead, obviously. Can change fights, either through being used or not being used.

  • With each level:
    • Order strength increased. Default strength is leadership skill - 1
    • Order range increased. Default range is your Leadership skill + 3
  • Level 0:
    • Default for all roles
    • Long fumble for usage of leadership equipment
  • Level 1:
    • Default for Specialist roles (Smartgunner, Corpsman, Engineer)
    • Fumbling time reduced
  • Level 2:
  • For example:
    • The Field Commander has the highest Leadership skill, making his orders typically the size of an entire field of view, and strong.
    • A Squad Marine marked as the aSL, has weak and short-range orders.

Stamina

Represents your cardio, effecting stamina.

  • With each level:
    • Reduces the delay after using stamina, before stamina starts regenerating
    • Regenerate stamina faster