m (→Weapons: Fix.) |
m (→Weapons: Illustrating) |
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== [[Weapon]]s == |
== [[Weapon]]s == |
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+ | [[File:screen_RL_AOE.gif|thumb|200px]] |
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Only two [[File:small_Weapon.gif|link=Weapon]] [[Weapon|Classes]] possess the trait, those being [[File:gen_Shotgun.gif|link=:Category:Shotguns]] [[:Category:Shotguns|Shotguns]] (short range) and [[File:gen_Rocket_Launcher.gif|link=:Category:Launchers]] [[:Category:Launchers|Launchers]] (long range). The former simply [[Damage]] all targets caught in the AOE, while explosive shells need to directly hit the target to have an effect, thus being less reliable. |
Only two [[File:small_Weapon.gif|link=Weapon]] [[Weapon|Classes]] possess the trait, those being [[File:gen_Shotgun.gif|link=:Category:Shotguns]] [[:Category:Shotguns|Shotguns]] (short range) and [[File:gen_Rocket_Launcher.gif|link=:Category:Launchers]] [[:Category:Launchers|Launchers]] (long range). The former simply [[Damage]] all targets caught in the AOE, while explosive shells need to directly hit the target to have an effect, thus being less reliable. |
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* [[Communications#Support Powers|Retreat]] (pulling surviving [[File:btl_Troopers.gif|link=Trooper]] [[Trooper|Troops]] out and deploying a fresh [[File:btl_Deployment.gif|link=Deployment]] [[Deployment|Wave]] if facing overwhelming hostiles, rotated troopers are resupplied and are counted as newly deployed upon return to combat). |
* [[Communications#Support Powers|Retreat]] (pulling surviving [[File:btl_Troopers.gif|link=Trooper]] [[Trooper|Troops]] out and deploying a fresh [[File:btl_Deployment.gif|link=Deployment]] [[Deployment|Wave]] if facing overwhelming hostiles, rotated troopers are resupplied and are counted as newly deployed upon return to combat). |
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A handful of [[Skill]]-based [[File:gen_Ability.gif|link=Ability]] [[Abilities]]: |
A handful of [[Skill]]-based [[File:gen_Ability.gif|link=Ability]] [[Abilities]]: |
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− | * [[Bait]] (individual |
+ | * [[Bait]] (individual 8 [[File:small_Health_Points.gif|link=Life Point]] bonus, undefined [[File:small_Dodge.gif|link=Dodge]] [[Dodge]] malus, and makes the owner the highest-priority target). |
− | * [[Brick S***house]] (individual |
+ | * [[Brick S***house]] (individual 3 [[File:small_Health_Points.gif|link=Life Point]] bonus, and gives friendlies [[File:small_Dodge.gif|link=Dodge]] [[Dodge]] bonus). |
− | * [[Camouflage]] (lowers priority of being targeted |
+ | * [[Camouflage]] (individual 20% [[File:small_Dodge.gif|link=Dodge]] [[Dodge]] bonus, and lowers the priority of being targeted). |
* [[Interception]] (reversing use of [[File:gen_Grenade.gif|link=:Category:Grenades]] [[:Category:Grenades|Grenades]], throwing them back at the enemy). |
* [[Interception]] (reversing use of [[File:gen_Grenade.gif|link=:Category:Grenades]] [[:Category:Grenades|Grenades]], throwing them back at the enemy). |
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[[Category:Basics]] |
[[Category:Basics]] |
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− | [[Category:Effect]] |
Revision as of 21:19, 20 January 2012
Area of Effect (AOE in short) is a special characteristic of Weapons, Equipment, and Abilities. Basically, it allows to affect more than one entity usually surrounding the target. Due to its nature this trait causes as much Friendly Fire as possible in affected range, which is a trade for immense offensive capability.
Weapons
Only two Classes possess the trait, those being Shotguns (short range) and Launchers (long range). The former simply Damage all targets caught in the AOE, while explosive shells need to directly hit the target to have an effect, thus being less reliable.
There's also an occurrence falling into AOE category, called Spread. Typically, if there are several entities in an area of effect, rounds fired from / automatic Weaponry randomly hit either of entities, regardless of line of sight. As a result, friendlies risk taking a good portion of Damage and all the nasties a shooter is fitted with.
Equipment
Naturally, all Grenades affect all entities caught in the AOE. But aside from them, the only item in this category is Voodoo Doll with indefinite area of effect and no harm to friendlies.
Abilities
Two out of six Communications-based Abilities:
- Commando (slight Initiative boost).
- Retreat (pulling surviving Troops out and deploying a fresh Wave if facing overwhelming hostiles, rotated troopers are resupplied and are counted as newly deployed upon return to combat).
A handful of Skill-based Abilities:
- Bait (individual 8 bonus, undefined Dodge malus, and makes the owner the highest-priority target).
- Brick S***house (individual 3 bonus, and gives friendlies Dodge bonus).
- Camouflage (individual 20% Dodge bonus, and lowers the priority of being targeted).
- Interception (reversing use of Grenades, throwing them back at the enemy).