Military skills: Difference between revisions

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Military [[skills]] are available to all [[survivor]]s; they cost 75 XP for [[Military|military personnel]], 100 XP for [[civilian]]s and 150 XP for [[scientists]].
Military [[skills]] are available to all [[survivor]]s; they cost 75 [[XP]] for [[Military|military personnel]], 100 XP for [[civilian]]s and 150 XP for [[scientists]].


[[Image:Platoon.jpg|270px|right]]
[[Image:Platoon.jpg|270px|right]]


==No [[Skills]]==
==Attack Results Without [[Skills]]==
*Without [[Firearms|firearm]] skills, the accuracy of a [[pistol]] or [[shotgun]] is 5%.<br>
*Without [[Firearms|firearm]] skills, the accuracy of a [[pistol]] or [[shotgun]] is 5%.<br>
*Without melee skills, the accuracy of most [[melee weapons|melee weapon]] is 10%. The exceptions are the [[crowbar]] which has a base accuracy of 5%, the [[knife]] which has the base accuracy of 20%, and the [[pool cue]] which has a base accuracy of 25%.
*Without melee skills, the accuracy of most [[melee weapons|melee weapon]] is 10%. The exceptions are the [[crowbar]] which has a base accuracy of 5%, the [[knife]] which has the base accuracy of 20%, and the [[pool cue]] which has a base accuracy of 25%.


==List of Military skills==
==List of Military skills==
 
*'''Basic Firearms Training''' - Player gets +25% to hit with all ranged weapon attacks. The [[Private]] and [[Cop]] start with this skill.
* '''Basic Firearms Training''' - Player gets +25% to hit with all [[Ranged_Weapons|ranged weapon]] attacks. The [[Private]] and [[Cop]] start with this skill.
**'''Pistol Training''' - An extra +25% to hit with a [[pistol|pistol]].
** '''Pistol Training''' - An extra +25% to hit with a [[pistol]].
***'''Advanced Pistol Training''' - An extra +10% to hit with a pistol.
*** '''Advanced Pistol Training''' - An extra +10% to hit with a pistol.
**'''Shotgun Training''' - An extra +25% to hit with a [[shotgun|shotgun]].
** '''Shotgun Training''' - An extra +25% to hit with a [[shotgun]].
***'''Advanced Shotgun Training''' - An extra +10% to hit with a shotgun.
*** '''Advanced Shotgun Training''' - An extra +10% to hit with a shotgun.
*'''Hand To Hand Combat''' - Player gets +15% to hit with melee weapon attacks or [[fists]].  
 
**'''Knife Combat''' - An extra +15% to hit with a knife.
* '''Hand To Hand Combat''' - Player gets +15% to hit with [[Melee_Weapons|melee weapon]] attacks or [[fists]].  
**'''Axe Proficiency''' - An extra +15% to hit with an [[Melee_Weapons#Fire_Axe|axe]]. The [[Firefighter]] begins with this skill.
** '''Knife Combat''' - An extra +15% to hit with a [[Melee Weapons|knife]].
*'''[[Free Running]]''' - Free Running allows a player to move from inside a [[building]] directly into an adjacent building without having to touch the street. This allows a player to bypass heavy [[barricade|barricades]] which would otherwise prevent entry. The [[Military|Scout]] begins with this skill. Free Running works on several [[Building_Types|different building types]], but doesn't work in [[Empty_Blocks|empty blocks]] or [[ruin]]s. If one tries to free run into a ruined building, they fall onto the street. There is a chance this will cause 5 points of damage, although one can never [[death|die]] by falling from ruins.  
** '''Axe Proficiency''' - An extra +15% to hit with an [[Melee_Weapons#Fire_Axe|axe]]. The [[Firefighter]] begins with this skill.
*'''[[Safehouses|Scout Safehouse]]''' - Scout Safehouse allows a survivor to scout a safehouse - using '''30''' [[Action Points|AP]] to memorize the layout of a building, granting approximately 5 free actions within that building each day (until the player dies or the building is ruined).
 
* '''Free Running''' - Free Running allows a player to move from inside a [[building]] directly into an adjacent building without having to touch the street. This allows a player to bypass heavy or better [[barricade|barricades]] which would otherwise prevent entry. The [[Military|Scout]] begins with this skill. Free Running works on several [[Building_Types|different building types]], but doesn't work in [[Empty_Blocks|empty blocks]] or ruins. If you try to free run into a [[ruin]]ed building, you fall onto the street. There is a chance this will harm you, removing 5 [[hp|health points]]; though you can never be killed by falling to the street from ruins.  
 
*'''Scouting a safehouse''' Scouting a safehouse costs 30AP and grants around 5AP of extra actions within that building each day, (until the player dies or the building is ruined.)


None of the above skills, having been gained prior to death, assist [[zombie]] characters.
None of the above skills, having been gained prior to death, assist [[zombie]] characters.


==Strategy considerations==
==Strategy considerations==
Most military skills are useful to combat-oriented players, with the choice of whether to pursue melee or ranged fighting largely a matter of personal preference - ranged weapons do more damage but require AP to be spent [[searching]] for [[ammo]] and reloading. Knife Combat is now debatable; knives do less damage than axes, but the accuracy for fully upgraded knives is higher than for the axe.


Most military skills are useful to combat-oriented players, with the choice of whether to pursue melee or ranged fighting largely a matter of personal preference - ranged weapons do more damage but require many [[Action Points|AP]]s to be spent searching for ammo and reloading. Knife Combat is now debatable, since knives do less damage than axes but the accuracy for knives when fully upgraded is slightly higher than the axe.
Free Running is an increasingly important skill as human players are using heavy barricades to defend themselves. A free runner can enter heavily-barricaded strongholds, and move quickly to useful buildings without using AP to enter them. Free running is also an effective skill for lower level scientists with the ability to revive zombies, as [[NecroTech Building]]s are frequently extremely heavily barricaded. The downside of freerunning is that to get from a building to the outside of an adjacent building, survivors with Free Running need to spend '''2''' AP rather than '''1''' AP without it.
 
Free Running is an increasingly important skill as human players are using heavy [[barricades]] to defend themselves. A free runner can enter heavily-barricaded strongholds, and move quickly to useful buildings without wasting an AP on entering them. Free running is also an effective skill for lower level scientists with the ability to revive zombies, as [[NecroTech|NT]]s are frequently barricaded to Extremely Heavily. Note: Free Runners cannot free run into ruined buildings. They can, however, run out of them.
 
Note that this means that to get from a building to the outside of an adjacent building, survivors with Free Running need to spend 2 APs rather than 1 AP without it.


{{SkillGroups}}
{{SkillGroups}}

Latest revision as of 14:35, 2 July 2022

Mskills.jpg

Military skills are available to all survivors; they cost 75 XP for military personnel, 100 XP for civilians and 150 XP for scientists.

Platoon.jpg

Attack Results Without Skills

  • Without firearm skills, the accuracy of a pistol or shotgun is 5%.
  • Without melee skills, the accuracy of most melee weapon is 10%. The exceptions are the crowbar which has a base accuracy of 5%, the knife which has the base accuracy of 20%, and the pool cue which has a base accuracy of 25%.

List of Military skills

  • Basic Firearms Training - Player gets +25% to hit with all ranged weapon attacks. The Private and Cop start with this skill.
    • Pistol Training - An extra +25% to hit with a pistol.
      • Advanced Pistol Training - An extra +10% to hit with a pistol.
    • Shotgun Training - An extra +25% to hit with a shotgun.
      • Advanced Shotgun Training - An extra +10% to hit with a shotgun.
  • Hand To Hand Combat - Player gets +15% to hit with melee weapon attacks or fists.
    • Knife Combat - An extra +15% to hit with a knife.
    • Axe Proficiency - An extra +15% to hit with an axe. The Firefighter begins with this skill.
  • Free Running - Free Running allows a player to move from inside a building directly into an adjacent building without having to touch the street. This allows a player to bypass heavy barricades which would otherwise prevent entry. The Scout begins with this skill. Free Running works on several different building types, but doesn't work in empty blocks or ruins. If one tries to free run into a ruined building, they fall onto the street. There is a chance this will cause 5 points of damage, although one can never die by falling from ruins.
  • Scout Safehouse - Scout Safehouse allows a survivor to scout a safehouse - using 30 AP to memorize the layout of a building, granting approximately 5 free actions within that building each day (until the player dies or the building is ruined).

None of the above skills, having been gained prior to death, assist zombie characters.

Strategy considerations

Most military skills are useful to combat-oriented players, with the choice of whether to pursue melee or ranged fighting largely a matter of personal preference - ranged weapons do more damage but require AP to be spent searching for ammo and reloading. Knife Combat is now debatable; knives do less damage than axes, but the accuracy for fully upgraded knives is higher than for the axe.

Free Running is an increasingly important skill as human players are using heavy barricades to defend themselves. A free runner can enter heavily-barricaded strongholds, and move quickly to useful buildings without using AP to enter them. Free running is also an effective skill for lower level scientists with the ability to revive zombies, as NecroTech Buildings are frequently extremely heavily barricaded. The downside of freerunning is that to get from a building to the outside of an adjacent building, survivors with Free Running need to spend 2 AP rather than 1 AP without it.


Available skills: Civilian | Military | Science | Zombie Hunter | Zombie
Suggestions for new skills