Difference between revisions of "Guide to Combat"

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Also known as Robust/Robusting, jargon for engaging in the combat system. It's an ironic description. The combat system is pretty quirky and limiting.
{{wip|assign = DGamerL}}{{Glossarytable}}
==Combat==
So. You're ready to hone your skills and get into the nitty gritty of combat to green/redtext. Well, you've landed on the right page!


== Intents ==
===Shoving===
You intent specifies what you want to do when you click on another player/mob. You can switch between these by click on the [[File:help.png]] on your HUD or by using CTRL+Q or CTRL+E.
Shoving is arguably one of the most important skills to learn. A well timed shove can turn the tide in a fight. This section will try to explain the intricacies of shoving, and how to effectively use it in combat.
A shove looks very simple from the outside, which it is. It is however a very useful environmental tool that can double as an equalizer against a better armed opponent.
Shoving someone once will slow them for a few seconds. If you shove them again while they are slowed, they will drop the items they are holding in their active hand. Very useful if you want to disarm an opponent.


* [[File:help.png]] '''Help''' - The help intent is the default intent. You'll shake people or yourself awake if you have no items, or perform CPR on them if they're suffocating and both have no helmets or masks on. You'll still hit people with most items if you're holding one though. You also pass through other people when moving through them.
A list of shoving interactions:
* [[File:disarm.png]] '''Disarm''' - A defensive intent. You'll attempt to disarm someone of their weapon or push them over for a very short while. This has a chance of failing, so repeated clicking may be necessary. People cannot run past you with this intent.
*Onto a table. This will knock the shovee prone, and stun them for ~2 seconds. This will not work if they are already lying on a table. See the paragraph below on how to stun someone with just a table.
* [[File:grab.png]] '''Grab''' - You'll grab someone passively at first. Moving will be slowed if you try to drag them around, so for transport, pulling is much faster. Clicking on them again will grab them aggressively (which has a chance of failing) and allow you to put them on a table to make them lie down. Click again will grab them by the neck. You can then click on the [[File:strangle.png]] strangle icon on your HUD once to temporarily choke them to disarm them, or double click it to start strangling them. People whilst being strangled are fairly defenceless, so without outside intervention there's not much they can do. People cannot run past you with this intent.
*Against a vendor. This will stun the shovee and knock them prone, and will also inflict a notable amount of brute damage onto them. '''WARNING: this can cause injury ranging from some damage to deleting someone's head.'''
* [[File:harm.png]] '''Harm''' - This intent does '''NOT''' make you do more damage with melee weapons. If you have a stun baton however, you'll beat your target instead of stunning them, which knocks them down, but only stuns for a very short amount of time. This is generally a bad thing. With harm intent on, firing a gun at someone with the [[File:normalgun.png]] manual fire gun system will fire a special point blank shot which does extra damage. With an empty hand you'll punch people for around 5 brute damage, and have a small chance to weaken people, which will stun them for quite a while. People cannot run past you with this intent.
*Against a wall. Arguably the most well known interaction. This will knock down your target for a few seconds.
*Into a disposals bin. The target will be put into the bin. The bin will not flush itself.
*Into an open locker. This will put the person in the locker, after which the locker will close itself. This will not lock it.
*If your target is currently buckled to something, shoving them will immediately unbuckle them and do the appropriate interaction with any object they are shoved into.


== Gun System ==
Note: if you shove someone onto a table, and then try to attack them with a sharp weapon on help intent, it will initiate surgery on them.
There are two ways to use guns, the auto fire or manual system. You can switch between these with the F6 key, or the [[File:normalgun.png]] gun icon on your HUD.


* [[File:normalgun.png]] '''Manual Fire''' - This is the default mode for firing guns. Simply click on the tile you want to fire and you'll fire in the direction. Click on someone adjacent to you will cause you to hit them with your gun, unless you're on [[File:harm.png]] harm intent, in which case you'll fire a point blank shot at them for extra damage, as long as you have ammo. [[Taser]] guns have a special extra long stun when adjacent, regardless of intent. To fire at someone on the ground, click specifically on them, or the shot will go over them.
===Shooting===
* [[File:autogun.png]] '''Auto Fire''' - This gun system is useful for taking people hostage. When you turn this on and aim at someone a reticule will appear on them and they'll get a message stating to stop doing anything. After 2 seconds, if they interact with anything, you will automatically fire at them. You can allow them to walk, run, or use items using icons that will appear on your HUD. Clicking in their direction or on them again will fire at them. You can click another person to switch your focus to them. Click your gun again to stop aiming at your target.
Shooting a gun is quite simple, just click on your screen, and the gun will shoot at your cursor. Hitting your shots is another issue entirely however.<br>
There is no 100% shortcut to hitting your shots. Enemies can use the environment against you, by using walls, objects and sometimes even other people as cover.<br>
This obviously also goes the same for you! Luring your enemy into 1 tile wide hallways where your shots will be almost guaranteed to hit is your best bet.<br>
The next best way to hit your shots, is to lead them, meaning that instead of clicking where your enemy is right now, you click the place where you think they will be when your bullet arrives.<br>


== Heavy vs Light ==
One lesser known thing is how bullets interact with prone players. If they are crawling by choice, the bullet will hit them as if they were standing up, without much difference.<br>
* Heavy items do much more damage, but are slower and have a chance to miss. Conversely, light weapons to less damage, but always hit and swing faster.
If they are prone from, for example, a stunbaton, however...the bullet will instead pass over them, '''unless''' you directly click on their specific sprite when shooting.<br>


== Attacking ==
===Parrying===
* Aim for the head. Knock outs when aiming for the head last longer.
Some weapons on examine say that they can parry, but what does that mean exactly?<br>
* If they have a helmet, aim for the chest. If they have body armor too, aim for the legs.
If you hold such a weapon in your active hand, you can press the parry keybind, (spacebar by default) to parry incoming attacks for a short amount of time, depending on the weapon used.<br>
* Click repeatedly.
For any attack that would connect during this parrying window, all the damage is negated, and you'll take a small amount of stamina damage instead; a good tradeoff if you were going to be hit by a high damage attack.<br>
* Any object is usually better than your fists. Fire extinguishers especially.
Most items can only parry melee attacks, but some can even parry projectiles. Some examples are the riot shield, and the Vortex arm Implant.
* Screwdrivers have a special blinding attack when aiming for the eyes.
* Harm intent is your best bet.


== Defending ==
Special cases, and things to keep in mind:
* Run away.
* CQC users get a special slapper that can parry.
* If they're too close, disarm, then run away.
* All weapons and shields that can parry can also be used to parry while they are held in your off-hand!
* If you can't run, aim for the head to get a knock out and then run away.
* Energy swords can reflect energy projectiles, and block ballistic projectiles on parry.  
* If they give chase, throw objects at them. Some objects, such as metal rods or floor tiles do extra damage when thrown.
* The riot shields and Vortex arm Implant can block all projectiles on parry.
* Stun them, or otherwise attempt to disable them.


== Combat Tips ==  
==Security==
* If you have a legitimate reason too, use Hyperzine beforehand. It increases your movement speed considerably.
 
----
===Equipment===
''Expect to be the one to die.''
 
[[Category:Guides]]
===Antagonists===
 
===Escalation===
 
==Antagonists==
 
===Traitor===
 
===Vampire===
 
===Changeling===
 
===The rest of the bunch===
 
===Am I overdoing it?===
Yes. Killing the GAMMA ERT that was sent for you is indeed overdoing it.
 
==Martial Arts==
''See: [[Martial Arts|Martial Arts]] to learn more. </div>''
 
-Insert Judo noises here-
 
==Improvised combat==
See that toolbox over there? Wanna know what happens when you bash it on someone's head?

Latest revision as of 16:05, 4 December 2023

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Useful Resources

Combat

So. You're ready to hone your skills and get into the nitty gritty of combat to green/redtext. Well, you've landed on the right page!

Shoving

Shoving is arguably one of the most important skills to learn. A well timed shove can turn the tide in a fight. This section will try to explain the intricacies of shoving, and how to effectively use it in combat. A shove looks very simple from the outside, which it is. It is however a very useful environmental tool that can double as an equalizer against a better armed opponent. Shoving someone once will slow them for a few seconds. If you shove them again while they are slowed, they will drop the items they are holding in their active hand. Very useful if you want to disarm an opponent.

A list of shoving interactions:

  • Onto a table. This will knock the shovee prone, and stun them for ~2 seconds. This will not work if they are already lying on a table. See the paragraph below on how to stun someone with just a table.
  • Against a vendor. This will stun the shovee and knock them prone, and will also inflict a notable amount of brute damage onto them. WARNING: this can cause injury ranging from some damage to deleting someone's head.
  • Against a wall. Arguably the most well known interaction. This will knock down your target for a few seconds.
  • Into a disposals bin. The target will be put into the bin. The bin will not flush itself.
  • Into an open locker. This will put the person in the locker, after which the locker will close itself. This will not lock it.
  • If your target is currently buckled to something, shoving them will immediately unbuckle them and do the appropriate interaction with any object they are shoved into.

Note: if you shove someone onto a table, and then try to attack them with a sharp weapon on help intent, it will initiate surgery on them.

Shooting

Shooting a gun is quite simple, just click on your screen, and the gun will shoot at your cursor. Hitting your shots is another issue entirely however.
There is no 100% shortcut to hitting your shots. Enemies can use the environment against you, by using walls, objects and sometimes even other people as cover.
This obviously also goes the same for you! Luring your enemy into 1 tile wide hallways where your shots will be almost guaranteed to hit is your best bet.
The next best way to hit your shots, is to lead them, meaning that instead of clicking where your enemy is right now, you click the place where you think they will be when your bullet arrives.

One lesser known thing is how bullets interact with prone players. If they are crawling by choice, the bullet will hit them as if they were standing up, without much difference.
If they are prone from, for example, a stunbaton, however...the bullet will instead pass over them, unless you directly click on their specific sprite when shooting.

Parrying

Some weapons on examine say that they can parry, but what does that mean exactly?
If you hold such a weapon in your active hand, you can press the parry keybind, (spacebar by default) to parry incoming attacks for a short amount of time, depending on the weapon used.
For any attack that would connect during this parrying window, all the damage is negated, and you'll take a small amount of stamina damage instead; a good tradeoff if you were going to be hit by a high damage attack.
Most items can only parry melee attacks, but some can even parry projectiles. Some examples are the riot shield, and the Vortex arm Implant.

Special cases, and things to keep in mind:

  • CQC users get a special slapper that can parry.
  • All weapons and shields that can parry can also be used to parry while they are held in your off-hand!
  • Energy swords can reflect energy projectiles, and block ballistic projectiles on parry.
  • The riot shields and Vortex arm Implant can block all projectiles on parry.

Security

Equipment

Antagonists

Escalation

Antagonists

Traitor

Vampire

Changeling

The rest of the bunch

Am I overdoing it?

Yes. Killing the GAMMA ERT that was sent for you is indeed overdoing it.

Martial Arts

See: Martial Arts to learn more.

-Insert Judo noises here-

Improvised combat

See that toolbox over there? Wanna know what happens when you bash it on someone's head?