User:Neocloudy/Skills-Draft2

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Skills are boundaries every human has, and they determine how you interact with most items in the game. Typically, the lower you are, the less you can do without fumbling/the worse you are with something. Hard locks are rare, and only apply to chem dispensers or police equipment.

This page thoroughly defines each skill level.

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
2

Medical Skills


Skills that are relevant to medics such as Squad Corpsmen, Doctors and Chief Medical Officers.

Medical

As the name implies, this is your character's skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing. Max Level: 5.

  • With each level:
    • Splint health increases.
    • Kits heal more.
    • Defibrillator heals more on shock.
    • Syringes are faster. You should use a hypospray anyway.
  • Level 1 and lower:
    • Fumble at all medical tasks. Level 1 shortens fumbling a little.
    • With Level 0: No defibrillator healing, very low splint health.
  • Level 2:
    • Fumble removed for medical tasks (opening/closing defib, applying kits, etc).
    • Weak splints, weak defibrillator healing.
  • Example:
    • The Synthetic has Medical 4, so he is typically able to defibrillate a dead human into hard crit from -220 if other parameters are met. His splints and kitting are also very effective.
    • The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.


Surgery

Your character's skill in surgery. A very linear skill. Max Level: 5.

  • With each level:
    • Surgery step time is reduced.
  • Level 2 and under:
    • Fumble when trying to do surgery
    • Level 0, untrained: 20 second fumble time.
    • Level 1, amateur: 12 second fumble time.
    • Level 2, trained: 4 second fumble time.
  • Level 3:
    • No fumble during surgery.
    • Further levels reduce surgery step time.
  • Example:
    • The Chief Medical Officer has Surgery 5, so he is unable to fail surgery steps and is fast with every surgery step.
    • The Squad Corpsman has Surgery 2, so he has a slight fumble before surgery steps and does surgery steps slowly.


Shipside Skills


Skills that are relevant to engineers and shipside roles such as Captain, Pilot Officer and Ship Technician.

Engineering

Measures your character's knowledge in Engineering. Like repairing generators or APCs. Higher levels make you more effective and remove the fumble from more and more tasks. 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 character's ability to construct something. Includes barricade construction, wall building, etc. Higher levels remove the fumble from more and more tasks. Max Level: 5.

  • Level 0:
    • Fumble when interacting with anything related to this.
  • Level 1:
    • Metal barricade construction 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.


Piloting

Determines whether you fumble when firing weapons in the Condor Jet.

  • Only has one level, and it allows you to use weapons in the Condor Jet without fumble.


Combat Skills


Skills that are relevant to combat roles. These are a big packet of skills, but good places to start for those who want to learn the buffs/debuffs of combat roles would be Firearms, Melee and Leadership.

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:
    • 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.


Melee

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

In Campaign: Can be increased with perks.

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


Large Vehicle

A measurement of your character's ability to use multitile vehicles. Only affects Mech piloting, but it used to affect the tank.

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


Smartgun

A measurement of your character's Smartgun training. Affects the SG-29, SG-62 and SG-85.

  • Important Note:
    • Stats will scale the same as Special Firearms (under Firearms tab) as this is technically a gun skill category in the game.
  • 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 character's general familiarity and competence with firearms more broadly. Having a Level 0 Firearms skill severely reduces your character's effectiveness with all firearms.

Weapon class skills represent your character's 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.

  • 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


Special Firearms

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

An important skill. Measures your character's ability to lead, obviously. Using or not using this could change fights.

  • 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

Campaign only: This skill is only increased by Campaign perks.

Represents your character's cardio training, effecting stamina. "You do cardio, right?"

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