Боевой режим: различия между версиями

imported>Mozi h
м (Press F for... Comabt Mode)
imported>Mozi h
м (Press F for... Comabt Mode)
(нет различий)

Версия от 14:33, 6 февраля 2021

Combat Mode replaces intent.

The combat selector allows you to choose how you're going to interact while moving and with Mouse 1. You can turn Combat Mode on or off by pressing F or 4 on your keyboard or the icon on the bottom right.

Getting up to speed

Here's a quick rundown of what changed:

  • Non-Combat behaves like Help Intent.
  • Combat Mode behaves like Harm Intent.
  • Toggle Mode with F or 4.
  • Disarm Intent is always on Mouse 2. Use Shift + Mouse 2 for the context menu (e.g. suit sensors).
  • Grabbing has been moved to CTRL + Mouse 2. It now allows to tighten the grip. Releasing with the same combination is therefore no longer possible. Use H or click on "Pull" to let go.

Non-Combat (Help and Disarm)

It is used for helpful and peaceful interactions, it's likely the one you'll have selected the most and is selected by default.

While you have the Non-Combat Mode active, you'll switch places with others in this mode when running into each other, whilst allowing others in Combat Mode to push you aside when they walk into you.

Mouse 2 always disarms (see below).

Helping (Mouse 1)

When in Non-Combat Mode, Mouse 1 is what used to be Help Intent.

Most items require this mode in order to not wield them as an improvised weapon and bash things (and other people).

Файл:Nuvola apps important.svgExceptions
Clicking on another character with a syringe or food in your hand will use it on them regardless of your current mode. This will always produce a message about you forcefully injecting/feeding them, and your target will see this message in big red letters on their screen, so be sure to warn them if you're actually trying to be helpful.
Items with no helpful use will still be used to bash even while in Non-Combat Mode. Remember that some items require you to click on them while they're in your hand - try that if you just bashed yourself by accident.

Clicking on someone with an empty hand is used for a few special interactions:

  • If they're in crit, you'll perform CPR in an attempt to revive them. Make sure both of you have your mouths free (remove their mask by dragging their body onto yours)!
  • If they're on the floor and not in crit, you'll help them back to their feet. Since being knocked down stops you from performing most actions, this can be a lifesaver.
  • Otherwise, you'll give them a hug.

Combat Mode (Harm and Disarm)

Use this if you mean no good or don't want to be a push-around.

While you have Combat Mode active, you will push others in Non-Combat Mode aside. If you run into someone in Combat mode, you'll block each other from moving – you'll have to walk around or shove them with Mouse 2.

Mouse 2 always disarms (see below).

Harming (Mouse 1)

When in Combat Mode, Mouse 1 is what used to be Harm Intent.

On standing targets you will attempt to punch them, which deals 1.5-15 stamina and 1-10 brute damage. The chance to miss a punch increases the more stamina and brute damage you have. Punching has a chance to knockdown the target for at least 4 seconds. The more brute and stamina damage the target has, the longer the target will be knocked down. If used on prone targets you will kick them, which deals 1.5-15 brute damage, with no chance to miss.

Using a lit Welding Tool on an airlock will weld it shut. Don't forget to wear a welding mask, or you may blind yourself!

Holding a container with liquid in it will splash all the contents on your target. Useful if you want to quickly empty the container, make the floor wet or pour acid on something (or someone).

Disarming (Mouse 2)

In any mode, Mouse 2 is what used to be Disarm Intent. The context menu (useful for adjusting suit sensors or picking an item from lots of items) is accessible via Shift + Mouse 2.

This is used to nonlethally disarm and incapacitate people. If you right-click on someone with an empty hand, you'll shove them.

  • Shoving someone pushes them one tile away from you. If there is nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand.
  • If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds.
  • If the blocking tile has another human on it, it knocks them both over, the collateral victim for 1.1 second instead of 3.
  • If the tile is blocked by something else, it knocks them down for 3 seconds.
  • If the target is already knocked down (from any source, including slipping), shoving them will paralyze for 3 seconds. This paralyze cannot be chained or extended, so shoving them again while they're paralyzed does not extend the length.
  • You can not shove someone while standing on their tile.

It's also important to note that these actions only work if you're right-clicking on the target with an empty hand.

Grabbing (CTRL + Mouse 1)

In any mode, use CTRL + Mouse 1 to make use of what was Disarm Intent.

This allows you to grab people. If you click on someone with an empty hand, you'll have a passive grab, which makes you pull people. You stop dragging the same way you stop pulling. Pressing H on your keyboard or click "pull" in the bottom right to release. Dragging prone people will slow you down. While on passive grab, control-clicking on the person once more upgrades it to an aggressive grab. The target can press "resist" to try to escape from an aggressive or above grab level.

Once you have an aggressive grab, you can do the following:

  • Throw the person (by enabling throwing, then clicking somewhere).
  • Fireman carry them if they're prone (by click dragging their sprite onto yours).
  • Control-click them again to slowly upgrade the grab to a level 3 neck grab.

With neck grab you deal no damage, but it's harder for them to resist and get away.

  • Control-click them one last time to slowly upgrade the grab to level 4, strangling.

When strangling you deal suffocation damage to the target, and the target has the lowest chance (20% per try) to successfully resist out of the grab. Failing to resist out of a grab will deal some stamina damage to you.