Mechanics (Facing Direction and other stuff)


(Doublemagic) #1

Does the direction a recruit is facing have any mechanics behind it?

Something like, melee weapons have a higher chance to crit when attacking an enemy from behind, or [strike]recruits won’t return fire if shot from behind[/strike] (tested this, still returns fire), etc?

Some sort a manual of the game mechanics would be nice. My shotgun does 23 damage according to the description but I frequently to much more without crits. My otto semi auto says it does 32 but I usually fire for 40 when the target isn’t in cover. Also, movement speed, how do I see how fast a recruit can move?

BTW, I love this game, lots.


(zenstar) #2

Movement speed depends on the body type:
There are 3 body types - Light, Medium and Heavy.
Light has the lowest health (200) and action points (12) but it only costs 1 AP per square of movement.
Medium has 250 health and 14 AP and it costs 2 AP per square of movement.
Heavy has 300 health and 18 AP but it costs 3 AP per square of movement.

This makes heavies slow to get into combat but if they can stand still and fire then they can fire a lot!
Lights can quickly get places but their low health and cheap move means they’re best at nipping out of cover, shooting, and nipping back in.

As for weapons doing more damage: each weapon has a range and an optimum range. I think you get damage bonuses if the target is in the optimum range.Shotguns seem to do almost double damage in their optimal range which is normally 1 (for example).


(Doublemagic) #3

Thanks, I suspected speed was tied to body types.

I’ll have to experiment to find the optimal damage bonuses then. The otto semi auto seems to get a 25% optimal bonus. 32 * 1.25 = 40, the max I get when a target is not in cover. The AR seems to get a 10% since 33 * 1.1 = 36.3 and I’m guessing the game just rounds it to 36. Also the sumpington shotgun optimal bonus is likely 100%. (Those are the only guns I use at the moment.)

Also, how damage falls off with range also seems to be specific to guns (with undo this really isn’t a big deal to know exactly).


(Armedmanus) #4

Just a point about return fire… I thought the same as you (they don’t return fire when their backs are turned) but then figured out that they won’t return fire if they don’t have any energy left.


(tinker) #5

As far as I remember it WAS like that back in the beta
but (I don’t wanna blame someone, correct me if that’s wrong) devs thought (and I agree) it would be too complicated for the beginners.

but at the moments
there are 4 things concerning return fire

  1. you return the opponents fire when you are hit, are in range of the opponent and have enough energy to shoot. the energy is then removed (like when you usually fire)
  2. the return fire does less damage to the foe than it would normally do.
  3. the return fire does more dmg than the usual return fire, if you are in range of your commanders Backflash aura
  4. support fire, a Soldier ability, allows the target to fire at an enemy in range, (when you have the energy) even when your not hit, but one of your allied characters. this damage is also reduced normally, but increased by the backflash aura

with friendly regards
me


(Catnadian) #6

Wait, is the Backlash Aura thing confirmed? I was under the impression it bumped Return Fire up to the levels of a normal attack made during your turn.