Damage and Healing

When you hit an enemy in combat, the attack's effectiveness depends on its location — head shots are far more severe than shots elsewhere on the body, but the head is a harder target to hit.

Damage you sustain can be healed by eating or drinking, or by using a medkit, a MedBot or a couple of biomods (see p. 19).

Food and drink heal only a very small amount of damage.

Medkits can be carried with you. It may take several medkits to heal severe wounds.

MedBots are available in many places. They provide much greater healing power per use and they can be used any number of times.

The Regeneration biomod also provides quick and complete healing, though usinc it requires bio energy. The Health Leech Drone biomod, m

which also requires bio energy, draws health from downed foes.

Thanks to your nano-systems, you are not entirely organic If an EMP weapon hits you, your bio energy reserves will be drained severely.

Bots and other mechanical targets can be destroyed with either EMP or physical damage.

Your current ammunition is displayed on your HUD.

Alt Fire

Grenades can be set to detonate on first impact in alt-fire mode. Proximity mines can be set to timed detonation in alt-fire mode.

which also requires bio energy, draws health from downed foes.

EMP Damage

EMP (Electromagnetic Pulse) weapons are designed for use against bots and other mechanical targets. In general, EMP damage does not affect organic targets (although some weapons are designed to both administer EMP damage and also affect organics through other means).

Thanks to your nano-systems, you are not entirely organic If an EMP weapon hits you, your bio energy reserves will be drained severely.

Bots and other mechanical targets can be destroyed with either EMP or physical damage.

Ammo

All weapons use the same ammunition: a nano-mass that is dynamically configured by the weapon itself into ammunition of the appropriate type — anything from a pistol shot to a guided rocket, or even incendiary fuel for the flame thrower.

In general, heavier weapons use up more ammo per shot. You will get many more pistol shots from a single magazine than you will rockets or flame thrower strikes. You can carry up to 10 magazines of ammo at any given time.

Your current ammunition is displayed on your HUD.

Alt Fire

Every ranged weapon in the game (plus all grenades and proximity mines) have an "alt fire" mode, activated when you use (f_) to fire. Alt-fire effects range from targeting aids (the scope of the boltcaster and sniper rifle), to completely different modes of attack (the SMG's flash-bang grenade launcher, or the flame thrower's napalm caster). A list of the alt-fire attacks can be found in the weapon descriptions that begin on p. 21.

While some alt-fire effects are passive and use no additional ammo at all (e.g., scopes), other alt-fire attacks with high damage potential can require significantly more ammo than a normal attack.

The rocket launcher's alt-fire mode (guided fire) requires a bit of explanation: If you fire a missile with guided fire, you will see a point of view from the nose of the missile. You can then guide the missile to its target using your mouse to maneuver the projectile (as though you were moving yourself).

Grenades can be set to detonate on first impact in alt-fire mode. Proximity mines can be set to timed detonation in alt-fire mode.

Health Meter

Compass

Biomod Display nmmm

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