Guide to Combat: Difference between revisions

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Also corrects reflective jacket name
(Notes that airburst ammo is admin spawn only)
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|Using it in your hand will make you do a dodge roll in the direction you're facing, making you ignore all damage for 0.5 seconds while moving you forward, doing so deals 5 stamina damage to you on lavaland and 15 stamina damage on the station
|Using it in your hand will make you do a dodge roll in the direction you're facing, making you ignore all damage for 0.5 seconds while moving you forward, doing so deals 5 stamina damage to you on lavaland and 15 stamina damage on the station
|-
|-
![[File:Telescopic_Baton.png|64px]]
![[File:Telescopic_Baton.gif|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
!{{anchor|Telescopic Baton}}Telescopic Baton
|10 Brute or 40 Stamina
|10 Brute or 40 Stamina
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One-handing or dropping the hammer will cause it to lose its supercharged state.
One-handing or dropping the hammer will cause it to lose its supercharged state.
|}
|}
== Ranged Weapons ==
== Ranged Weapons ==
While ranged weapons can be difficult to obtain, they hold a few significant advantages. Namely, utilizing a ranged weapon means that you are out of melee range; it is safer, and you are afforded far more freedom in your positioning during combat. Ranged weapons also tend to be more debilitating than melee weapons, generally doing more damage quicker. Their main flaw lies in a limited stock of ammunition. Ballistics require bullets that match the caliber the firearm takes, as well as likely requiring a paired magazine for loading said bullets. Meanwhile, energy weapons typically run off an internal battery that can be conveniently reloaded at several rechargers around the station. Regardless, you will more likely than not have to address the matter of ammo when using a ranged weapon, one way or another.
While ranged weapons can be difficult to obtain, they hold a few significant advantages. Namely, utilizing a ranged weapon means that you are out of melee range; it is safer, and you are afforded far more freedom in your positioning during combat. Ranged weapons also tend to be more debilitating than melee weapons, generally doing more damage quicker. Their main flaw lies in a limited stock of ammunition. Ballistics require bullets that match the caliber the firearm takes, as well as likely requiring a paired magazine for loading said bullets. Meanwhile, energy weapons typically run off an internal battery that can be conveniently reloaded at several rechargers around the station. Regardless, you will more likely than not have to address the matter of ammo when using a ranged weapon, one way or another.
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|A long-range rifle typically used by Syndicate recon operatives. Fires powerful rounds and possesses a short-range scope to better see over distances.
|A long-range rifle typically used by Syndicate recon operatives. Fires powerful rounds and possesses a short-range scope to better see over distances.
Similarly to the LWT, has improved accuracy over other firearms.
Similarly to the LWT, has improved accuracy over other firearms.
|-
![[File:Sniper.png|64px]]
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:50mag.png|64px]]<br>.50 BMG
|3-6 Rounds<br>depending on the magazine
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:50mag.png]]
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|-
![[File:Haemorrhage-ammo.png]]
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
![[File:Soporific.png]]
!SP ammo
|40 second sleep
|}
| Available to [[Syndicate guide|Nuclear Operatives]] for 16 TC, standard issue for Syndicate scientists
|Syndicate
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
Has perfect accuracy.
|}
|}
==== Revolver ====
==== Revolver ====
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|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy. Its bullet travels slightly faster than most and is exceptionally at causing wounds over long distances. Requires two hands to fire.
|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy. Its bullet travels slightly faster than most and is exceptionally at causing wounds over long distances. Requires two hands to fire.
It also supports a bayonet.
It also supports a bayonet.
|-
![[File:Sniper.png|64px]]
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:50mag.png|64px]]<br>.50 BMG
|3-6 Rounds<br>depending on the magazine
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:50mag.png]]
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|-
![[File:Haemorrhage-ammo.png]]
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
![[File:Soporific.png]]
!SP ammo
|40 second sleep
|}
| Available to [[Syndicate guide|Nuclear Operatives]] for 16 TC, standard issue for Syndicate scientists
|Syndicate
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
Has perfect accuracy.
|}
|}
==== Lever Action ====
==== Lever Action ====
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|-
|-
![[File:Multiphase_gun_stun.gif|64px]]
![[File:Multiphase_gun_stun.gif|64px]]
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun
!{{anchor|NT-S02 Multiphase Energy Gun}}NT-S02 Multiphase Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
| 4 Ion,<br>10 Laser,<br>20 Disable
| 4 Ion,<br>10 Laser,<br>20 Disable
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|Found in the [[Head of Security's Office|Head of Security's locker]].
|Found in the [[Head of Security's Office|Head of Security's locker]].
|Nanotrasen
|Nanotrasen
|A modernized version of the Captain's Antique Laser. While it does not possess the self-charging capability, it comes with the standard energy gun firing modes as well as an ion mode which will fire a one-tile pulse. The ion mode massively drains the battery. Like the Antique Laser, the X-01 is heavily coveted by opposing elements. Supports a seclite attachment.
|A modernized version of the Captain's Antique Laser. While it does not possess the self-charging capability, it comes with the standard energy gun firing modes as well as an ion mode which will fire a one-tile pulse. The ion mode massively drains the battery. Like the Antique Laser, the NT-S02 is heavily coveted by opposing elements. Supports a seclite attachment.
|-
|-
![[File:Protolaser.gif|64px]]
![[File:Protolaser.gif|64px]]
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|A sidearm that is a doubly-shrunken Pulse Rifle. While it has the least number of shots out of all the pulse weapons, it still has a number of shots equal to what you would expect from a standard energy gun, only the projectiles are MUCH scarier. Can fit into pockets. '''Unaffected by EMP.'''
|A sidearm that is a doubly-shrunken Pulse Rifle. While it has the least number of shots out of all the pulse weapons, it still has a number of shots equal to what you would expect from a standard energy gun, only the projectiles are MUCH scarier. Can fit into pockets. '''Unaffected by EMP.'''
|}
|}
===== Miscellaneous =====
===== Miscellaneous =====
These energy guns are difficult to categorize, as their effects are more varied. They can range from entirely non-lethal or massively destructive to organic tissue.
These energy guns are difficult to categorize, as their effects are more varied. They can range from entirely non-lethal or massively destructive to organic tissue.
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| 100u of chemicals
| 100u of chemicals
|6 Brute + 15u chemicals
|6 Brute + 15u chemicals
|Admin
|Admin only.
| Syndicate  
| Syndicate  
| Stores up to 100u of reagents. Upon firing, will synthesize a syringe automatically filled with 15u of the mix in the gun itself. Great if you don't want to carry around a ton of syringes and just reload by pouring beakers into it.
| Stores up to 100u of reagents. Upon firing, will synthesize a syringe automatically filled with 15u of the mix in the gun itself. Great if you don't want to carry around a ton of syringes and just reload by pouring beakers into it.
|-
![[File:Instagib.png|64px]]
!{{anchor|Instakill Rifle}}Instakill Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|Infinite
|60 burn + Instantly gibs mobs
|Admin only.
|Admins
|Fires a purple bolt of death that, upon contact with anything living, reduces it to bloody gibs...instantly. Features EMP-proofing and no energy usage to make your death even more inevitable!
|}
|}
=Defense=
=Defense=
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
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|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|-
|-
![[File:Telescopic_Baton.png|64px]]
![[File:Telescopic_Baton.gif|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
!{{anchor|Telescopic Baton}}Telescopic Baton
| 40 stamina damage
| 40 stamina damage
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|Doesn't do anything with the stun itself; rather, it protects you from flashing
|Doesn't do anything with the stun itself; rather, it protects you from flashing
|}
|}
==Damage Prevention==
==Damage Prevention==
A few items, when used, can completely block damage.
A few items, when used, can completely block damage.
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|-
|-
![[File:Ablative.png‎|64px]]
![[File:Ablative.png‎|64px]]
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]
!{{anchor|Reflective Jacket}}[[Reflective Jacket]]
|[[Armory]]
|[[Armory]]
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
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|-
|-
![[File:Armoredcoat.png|64px]]
![[File:Armoredcoat.png|64px]]
!{{anchor|Armored Coat}}[[Armored Coat]]
!{{anchor|Armored Greatcoat}}[[Armored Greatcoat]]
|[[HoS]]
|[[HoS]]
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
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| Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.  
| Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.  
|}
|}
===Helmets===
===Helmets===
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
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