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Showing posts with label Mech skills. Show all posts
Showing posts with label Mech skills. Show all posts

Wild

A weapon with the Wild effect will target a random mech on the enemy front line instead the one before him.

Note that the mech will still in need to successfully hit to deal damage.


Wide Fork Shield

A mech with Wide Fork Shield will take less damage from Wide Forked attacks.

Sample: All the mechs in your front line are equiped with 50% Wide Fork Shield and the enemy mech successfully strikes your center mech with 500 damage and gets success procceeding his Wide Fork, so instead all your line receiving 500 damage, those mechs above and below your stroke mech, will receive 250 damage instead (because the 50% reduction).

See Wide Fork.

Wide Fork

A mech or weapon with the Wide Fork skill will deal full damage to every mech on the opposite (enemy) front line.

Sample: If your mech successfully hits the enemy with 100 damage, and proceed the percent chance to deliver a Wide Fork, every one of the mechs on the enemy front line (if there were any) will also receive 100 damage.

The way to counter this skill is equipping Wide Fork Shields.



Trample Shield

A mech with Trample Shield will receive less damage from trample attacks.

Sample: If your mech (with Trample Shield 80%) would have taken 200 points of Trample damage, it will take 160 less damage that it would have, receiving just a total 40 damage.

This Shield don't protect from standard direct hits, neither against different skills or effects than Trample.

Read more in Shields.

Trample

Mechs or weapons with the Trample skill will deal additional damage to the mech behind the targeted mech, on a successful hit.

The mech "behind" is the one allocated in the same spot as the targeted one, but in the next line of the squad. If there were no mech in the correspondent spot of that next line, then trample has not effect.

Sample: If your mech (with Trample 20%) successfuly shots for 200 damage a mech in the center slot of the enemy front line, the mech in the centre of the enemy second line (the line behind to the current front one) will take an additional 40 trample damage (even before this mech enters in combat in the front line)

Trample damage can be blocked by Trample shields equipped in the behind mech.


Splash

A mech or weapon with the Splash skill will deal damage to additional enemy mechs immediately above and below the target mech.

The dealed damage will be a percent of the total done to the main target (the initial one)

Sample: A mech with 25% Splash hits an opponent in the centre slot of a line with five spots, for a 100 damage missile barrage, and the mechs above and below (if they exist and don't were already destroyed) will each take an additional 25 damage.


Slow

A weapon with the Slow effect will cause to any mech it hits a lose of speed for the remaining combat.

Sample: An opponent stroke by a mech with Slow (10), every weapon on the enemy mech will lose 10 speed points, to a minimun of 1.

Slow counter the Speed skill.



Shield

Shields are the only way to block damage (aside the Dodge skill to avoid hits).

There are different types of shields:

  • Number damage shields.
  • Percentage damage shields.
  • Special shields.

1. Number damage shields.

These shields show a number that indicates the direct amount of damage that will be blocked for the type of damage listed.

Sample: A mech with fire shield (40) will take 40 less damage from every fire hit.

Note: Number damage shields or shielding skills can be directly cumulative added


2. Percent damage shields.

These shields subtract a percent of the received damage from a certain type of weapon.

Sample: A Laser Shield 50% will reduce the laser received damage to half.

Opposite to the fixed number damage shields, the Percent shields DON'T ADD their percentages. They multiply instead.

Sample: If a mech has 2 Laser Shields 50%, they won't provide 100% immunity.
Instead, the first shield will block 50% of the damage but the second shield will block another 50% of the REMANING damage, for a total of 75% damage blocked.

Note:
Fixed number damage shields can be stacked with percent shields for additional and very effective protection. In this case, the fixed number shield will be applied first, and then the percent shield is applied last.


3. Special Shields.

These protect from special skills damage rather than from direct type damage.

Some samples of special shields are: Fork Shield, Trample shield, Wide Fork Shield, etc.


Precision

This is a main skill capital to achieve successful strikes to the opponent mechs.

A mech with Precision will hit the targets more often.

Each point of Precision decreases the chance to miss by roughly 1%. This an exact counter to Dodge.

The total hit probability (after all dodge and precision are added) is capped at roughly 96%, but adding additional precision will always help to counter against opponents with additional dodge.


See Dodge skill.

Weaponry (Laser/Missile/Cannon/Fire/Ice Damage)

In the known galaxy, the mechs can be loaded with weapons of the following damage type:

  • Cannon (or Projectile)
  • Fire
  • Ice
  • Laser
  • Missile

Pilots can learn/train the ability to deal higher damage with certain type of weapons.

Mechs can have build affinity with some damage types, increasing the damage when using the proper weapons. This capability will be listed as [Type] Damage + % bonus.

A said type weapon will deal as much damage as the one listed + mech % bonus + pilot % bonus + Honor Guard % bonus x any multiplier effect (see 1.5 Damage, Double and Triple)

See Shield

Kickback

A mech or weapon with the Kickback effect, has a chance to deal damage to itself/mech firing the weapon on a successful hit.

Sample: If a weapon with Kickback 10% hits an opponent mech for 50 damage, the mech which fired might also take 5 damage.

Note: Warrior piloting a Mech above their driving capabilities (with a low Heavy Skill) will also suffer the Kickback effect in higher degree as their Heavy skill was lower than the needed to pilot a certain mech's tonnage.

Check aswell the Heavy pilot skill.





Freeze

A mech/weapon with the Freeze skill has a chance to freeze an opponent mech on a successful hit.

Frozen mechs will remain paralyzed untill their next action. They will then spend their next action un-freezing, instead of firing their weapons.

Note: While this effect is usually produced by Ice weapons, the Freeze power also includes tech like Electronic Counter Measures which paralyze a mech. Cold is not always required.





Fork Shield

A mech with "Fork Shield" will receive less damage from Forked attacks.

Sample: If a mech with Fork Shield 50% would have taken 100 points of damage as result of Fork (being the secondary mech targeted by the Fork effect), the shield will reduce by the listed percentage amount that damage, lowering to 50 damage this Forked hit.

See Fork skill.

Fork

A mech or weapon with the Fork skill will deal full damage to an additional enemy above or below to your mech's target on the current enemy front line, when such a mech exists.

This means Fork won't strike a second target when the enemy front line had a single target.

Both mechs, the main target and the secondary one affected by Fork will take the same damage deal by the shot of your mech.

See Fork Shield.


Dodge

This is one of the main skills, as this capital one allows to avoid enemy shots.

A mech with Dodge will be missed by enemy hits more often.

Each point of Dodge increases the chance to miss by roughly 1%. This is an exact counter to the opponent's Precision.

Usually Dodge is provided by the equipped chassis, while some stealthy and maneuvering mechs have some inherent Dodge as build skill.

See Precision skill.

Crit-Kill

A mech  with the Crit-Kill skill has a chance to instantly destroy the opponent mech on a successful shot, regardless of damage.

The laser weapons have a great affinity with the Crit-Kill effect, frequently capable to verify a high penetration shot in some critical point of the opponent mech structure.




Burn and Ignite

Any mech struck with Burn, will take additional damage every round for the next 4 rounds.

Sample: An inferno hits for 100 damage with a weapon that has 8% burn. The opponent mech will take the 100 damage and an additional damage of 8 points per round every one of the next 4 rounds.

Ignite: When a mech affected by the burn effect (taking already burn damage) gets stroke again by a burning weapon/mech, the burning mech will "ignite", receiving furious extra damage for the next 4 rounds.

Traditionally, the weapons with burn skill are fire type, but some rare lasers or cannon could provide that effect.


Auto-Repair

The mech with "Auto-Repair" skill will recover X points of armor per combat round, up to full armor score.

This skill, allowed for lower and mid tonnage mechs only through some equipped pieces, is available as build skill in some of the higher tonnage mechs.

Usually, the equipment that incorporates Auto-Repair are chassis and engines.



1.5x Damage

A weapon with the "1.5x Damage" effect has a chance to deal a 150% of the usual damage with every hit.
The chance will be checked with every successful hit.

Note: This is cumulative with the "2x Damage" and "3x Damage"

Sample: If a mech had 1.5x Damage, 2x Damage and 3x Damage, it may deal:

1.5x Damage,
3x Damage (cumulative 1.5x and 2x)
4.5 Damage (cumulative 1.5x and 3x)
6x Damage (cumulative 2x and 3x)
or even 9x Damage when all multipliers proceed.


Triple Damage (3x Damage)

A weapon with the "3x Damage" effect has a chance to deal triple damage with every hit.
The chance will be checked with every successful hit.

Note: This is cumulative with the "1.5x Damage" and "2x Damage"

Sample: If a mech had 3x Damage 50% and 2x Damage 50%, it may deal 6x Damage 25% of shots.