TGMC:Marine Mechanics

From /tg/station 13 Wiki
Jump to navigation Jump to search
DMCA Logo.png This page is a part of the TGMC wiki.

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

This page is designed to give a new player a basic understanding of Marine Specific mechanics.

Also see: TGMC:Xenomorph Mechanics

Gun Damage

A Gun's damage against a Target is affected by several factors, these being:

  • The Ammo's Damage. This is the amount of base damage a shot does. This is determined by the Ammo and not the Gun.
  • The Gun's Damage Multiplier. This is what the Ammo's Damage is multiplied by to get the damage a shot does from a specific Gun.
    • This is typically 1 on most guns, but on a few guns (Notably the Combat Shotgun) it is lower.
  • The Target's Armor. This is the Target's armor values. This negates a percentage of a shot's damage.
    • Bullet armor affects Bullets, and Laser armor affects Lasers. Duh
  • The Ammo's Armor Penetration. This is a flat amount of the Target's Armor that is fully ignored. This is determined by the Ammo and not the Gun.
    • Ex: If a Target has 45 Bullet armor, and is shot by a Bullet with 25 Armor Penetration, then the Bullet will deal 80% damage (100-(45-25)).
  • The Gun's Damage Falloff. This is the amount of Damage that is lost for every tile the projectile travels before it hits a target.
    • Falloff is calculated before Armor damage reduction is applied.
  • The Target's Sunder Stacks. Each Sunder Stack removes 1% of the Target's Armor; Is factored in BEFORE Armor Penetration, and most ammo types will apply at least some Sunder.
    • This is effectively a 'Debuff', will last until the Sunder is healed, and will affect all further projectiles even from other guns.

Limbs

Limb HP Breakpoint
Head 125 40
Torso 200 60
Groin 200 60
Arm 150 50
Hand 75 37
Leg 125 50
Foot 100 37
  • Every limb has it's own Maximum Damage amount and a Breakpoint that must be reached for attacks to be able to break the limb.
  • Once a limb's Brute damage reaches 80% of it's Maximum Damage amount, the limb will be severed. This does not apply to the Torso, Groin, or Head with a helmet on.
  • Any Sharp Brute attacks that deal at least 10 damage, or Standard Brute attacks that deal at least 20 damage have a 5% chance to cause Organ Damage equal to half of the Brute damage of the attack.
  • Once a limb has accumulated a combined total of 30 of either Brute or Burn damage, any hit that deals more than 15 Brute damage has a chance equal to half the attacks damage to cause Internal Bleeding
  • All Brute and Burn attacks cause Wounds on the limb they hit.
    • Each wound regenerates by 0.1 each tick by itself.
    • Bandaged and Salved wounds heal 2 Brute and Burn damage respectively.
      • Bandaging a wound can be done using Gauze and Advanced Trauma Kits, while Salving a wound is done with Ointment and Advanced Burn Kits.
      • This Bandaged and Salved status can be removed through another Brute or Burn attack hitting the limb.

Speed

Speed for all mobs is calculated inversely, meaning a marine with -1.0 speed is faster than a marine with -0.4 speed. Wearing armor, wearing shoes wielding weapons, and actions such as carrying shields all effect a marines movement speed.

  • The base speed for a human or robot is -1.0
    • This is assuming the human is wearing shoes
  • Running adds -1.0 to your speed
    • Xenomorphs are always running, humans consume stamina to run
  • Light armor adds 0.3 slowdown, medium armor adds 0.5 slowdown, and heavy armor adds 0.7 slowdown.
  • Jaeger Mk. 1 chestplates have varying slowdowns according to their weight class, however both armplates and legplates add 0.1 slowdown each.
  • Being hurt or in pain can cause significant slowdown to humans.
  • Walking over sticky resin adds 8.0 slowdown to your next movement.
  • Walking over sticky weeds adds 2.0 slowdown to your next movement.
  • Orders can provide a speedboost from -0.2 with an ASL's movement order to -0.5 with a captain's movement order.

It is important to note that xenomorphs move on average between -2.2 and -1.3 (when running), however get a flat -0.4 boost for being on any type of weed and can get speed boosts in the form of pheromones.

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.