Military skills: Difference between revisions

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(I realized: for some weird reason you don't need 2 AP for that normally.)
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==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 many [[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.
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 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.
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.

Revision as of 05:49, 8 July 2009

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

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No Skills

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

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 or better 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 you try to free run into a ruin, you fall onto the street and sometimes take damage.

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 many APs 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 wasting an AP on entering them. Free running is also an effective skill for lower level scientists with the ability to revive zombies, as NTs 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.


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