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Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to. If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover. | Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to. If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover. | ||
− | [[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will "lean" out from a wall and fire from its side. | + | [[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will "lean" out from a wall and fire from its side. 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover. |
− | + | Chunks of stone and steel slag near your base can be used by attackers as cover. Be sure to have your colonists clear away such debris to deprive ranged attackers of an advantage. Conversely, if assaulting a [[siege]] or [[mech cluster]] {{RoyaltyIcon}}, you should use any preexisting cover, such as [[tree]]s, [[rock chunk]]s, [[ruins]], or [[mountain]]s. | |
=== Tactics === | === Tactics === | ||
{{Main|Defense tactics}} | {{Main|Defense tactics}} | ||
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders. | Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders. | ||
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+ | ===Colonist management=== | ||
+ | Ultimately, colonists are beings with [[mood]] and [[need]]s to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. | ||
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+ | To prevent this, you should ideally care for colonists ''before'' combat starts. A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -> Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inheriently addictive, will give major boosts for combatants. | ||
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+ | If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue. | ||
===Logistics=== | ===Logistics=== | ||
− | During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out | + | During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if a colonist is incapable of violence, they can help end fires nearby and rescue people in need. |
− | After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies | + | After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies - preventing the mood penalty for seeing [[corpse]]s. |
=== Pause frequently! === | === Pause frequently! === | ||
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders. | The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders. | ||
− | = | + | =Detailed mechanics= |
− | + | Ranged and melee weapons have their own, specific mechanics for determining combat. These are not essential for learning combat, but can help optimize it. | |
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== Ranged == | == Ranged == | ||
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do? | Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do? | ||
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===Weapon stats=== | ===Weapon stats=== | ||
Ranged weapons consist of many attributes: | Ranged weapons consist of many attributes: | ||
− | *'''Damage:''' | + | *'''Damage:''' how much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP. |
− | *'''Armor penetration:''' | + | *'''Armor penetration:''' the ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP > the armor %, then armor is completely ignored. |
− | *'''Stopping power:''' | + | *'''Stopping power:''' the ability to stagger, or slow, pawns. A stopping power of 1 can stagger humans and human-like [[mechanoid]]s. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}. |
− | *'''Burst count:''' | + | *'''Burst count:''' how many bullets are fired at a time. |
− | *'''Aim time''' and '''Cooldown time''': | + | *'''Aim time''' and '''Cooldown time''': how long it takes between each bullets. Aim time happens before shooting, cooldown happens after. |
*'''Range:''' How far a weapon can shoot. | *'''Range:''' How far a weapon can shoot. | ||
− | *'''Accuracy:''' | + | *'''Accuracy:''' a weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy. |
− | ** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. | + | ** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. For example, accuracy at 17.5 tiles is equal to the average of the short and medium accuracy. |
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===Effective accuracy=== | ===Effective accuracy=== | ||
− | + | {{Stub|section=1|reason=Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy?}} | |
+ | Ranged weapon accuracy follows the following equation: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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In simpler terms: | In simpler terms: | ||
− | *[[Shooting Accuracy]] is the stat of the shooter. | + | *[[Shooting Accuracy]] is the stat of the shooter. It has an exponential effect on accuracy, becoming more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat. |
− | *Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is | + | *Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is multiplied after shooting accuracy. |
− | *Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers | + | *Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers to the "final" accuracy. |
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===Miss mechanics=== | ===Miss mechanics=== | ||
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===Forced miss=== | ===Forced miss=== | ||
− | + | *'''Forced Miss Radius:''' Many explosives will ''always'' land within the forced miss radius, ignoring every factor to accuracy. there's a small chance that they'll occasionally use standard accuracy, scaling with a small radius. Forced miss also scales with distance: | |
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Distance (cells) !! Radius Multiplier | ! Distance (cells) !! Radius Multiplier | ||
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|} | |} | ||
− | + | == Melee == | |
+ | Melee involves hand-to-hand combat, with or without the use of weapons. | ||
− | + | Pawns usually will not stack into a cell with other melee attackers, but if they do, only one pawn per cell may attack the same target. This does not apply to colony brawlers, as they can and may stack into a cell while melee attacking the same target sometimes. | |
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− | + | Melee combat has strengths and weaknesses. A colonist skilled in melee and equipped with an effective weapon will easily win any one-on-one melee battle. However, a brawler trying to close the gap to attack a gun-wielding attacker may get shot down before reaching their target. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony. | |
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+ | Blunt attacks also have a chance to stun enemies on hit. The chance of this is dependent on the damage of the attack and the toughness of the opponent, with attacks to the head being much more likely to stun. | ||
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+ | If a colonist has gone into a berserk mental break they will engage nearby targets. To subdue them with the least risk of causing serious injury, draft one or more colonists armed with nothing but bare fists or marginally blunt weaponry. | ||
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+ | If a pawn has lost all the body parts that can melee attack (such as hands), they will resort to using a head butt attack. | ||
− | + | Sometimes, humanoid pawns that engage in melee combat may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water). | |
− | + | Pawns equipped with ranged weapons such as guns can defend themselves in melee by rifle-butting, pistol-whipping, or 'poking' enemies with them. This is more damaging than mere fists, but is typically not as good as dedicated melee weapons such as the [[longsword]]. | |
− | + | === Dodging === | |
− | + | Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit. | |
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== Friendly fire == | == Friendly fire == | ||
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[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:<br>Central pawn will not hit any friendly pawn on or within the gold radius<br>Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]] | [[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:<br>Central pawn will not hit any friendly pawn on or within the gold radius<br>Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]] | ||
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. | Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. |