UAR: Skill Identifiers

Share here the way you think a class should be built.
JoeD
Posts: 24
Joined: Mon Jan 25, 2016 9:43 pm

UAR: Skill Identifiers

Postby JoeD » Sat Mar 26, 2016 12:29 pm

Skill Identifiers:

RF = Reactive Fire = Next attack deals double damage every 8 seconds. (600 XP)

TN = Tough as Nails = Increases maximum life by 40. (2,000 XP)

QT = Quick Thinking = Reduces reload and unjam time by 25%. (3,100 XP)

EN = Energetic = Increases energy regeneration by 0.5 per second. (4,200 XP)

HE = Hawkeye = Increases attack range by 2 and detects invisible units within 15 units radius. (8,000 XP)

AR = Always Ready = Gives +240 experience and adds Quick Clot (2), Ground Flare (3), Smoke Grenade (3), and Ammo Case (4) to inventory. (13,500 XP)

TT = Twinkle Toes = Increases move speed by 0.60. (20,000 XP)

DS = Discipline = Increases experience gain by 12%. (38,000 XP)

IT = Intellectual = Increases Mechanical Skills by 3. (4,000 XP)

BL = Born to Lead = Grants an aura that increases base damage for friendly units by 5% in a 12 unit radius. (15,000 XP)

BA = Barbaric = Unlocks Rifle Butt. (25,000 XP)

IS = Instructor = Grants an aura that increases attack speed by 6%, increases move speed by 0.03, and reduces reload and unjam time by 20% for nearby friendly units in a 12 unit radius. (45,000 XP)

SS = Self-Sufficient = Perform Self-Aid instead heals a random amount of life between 35 and 70 as well as removes minor and moderate ailments. (35,000 XP)

ST = Steel Saber = Increases Cavalry Scout's base damage and range. (Complete Chapter 3 on Nightmare with Cavalry Scout.)

PU = Power User = Increases energy restored by Power Cell and Combat Engineer's Arc Cell by 50%. Adds Power Cell (3), Power Cell (3), Power Cell (3), and Power Cell (1) to inventory. (11,000 XP)

W = Whiz Kid = Increases explosive damage by 30% and adds 10 shields. (15,000 XP)

BB = Battle Buddy = Start the game with a random Reinforcement unit. (Complete Chapter 4 on Nightmare.)

GR = Grenadier = Improves the Rifleman's Frag Grenade, Smoke Grenade, and Ground Flare abilities. (80,000 XP)

BO = Blood In Blood Out = Improves the Combat Medic's Blood Transfusion and Nano-Injection abilities. (Complete Chapter 3 on Nightmare with Combat Medic.)

VT = Veteran = Increases base damage by 30%, increases move speed by 0.50, and decreases maximum life by 55%. (180,000 XP)

LA = Light Armor = Increases move speed by 0.10 and decreases maximum life by 25%. (50,000 XP)

HA = Heavy Armor = Increases maximum life by 30% and reduces move speed by 0.10. (25,000 XP)

CL = Combat Load = Increases the maximum number of magazines readied before Encumbered from 15 to 24. (50,000 XP)

// Still working on ;-)

DragonS
Posts: 210
Joined: Fri Jan 29, 2016 10:48 pm

Re: UAR: Skill Identifiers

Postby DragonS » Sun Mar 27, 2016 5:59 am

remember to add req for si (like BA + ghost/borg = waste of si for nothing)
and EN/WO/CO req to =)
*la and ha si a bit another ms; cl give max fuel to

*P.S. wk si give +0.5 shield reg to, 30% for some abilities and some explosives (not cff, but mono, fire burst fire, etc)
ds si works if current exp gain more than 4 points.. (standart zomb give 4, so if 2ppl must get exp - ds give nothing; if not changed)
ss si give more than you writed, not for every one, but veeery usefull
dead account to prevent non-game discussions with znimu

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Billyum
Posts: 143
Joined: Fri Feb 05, 2016 5:15 am

Re: UAR: Skill Identifiers

Postby Billyum » Mon Mar 28, 2016 5:04 pm

I remember Illidan changing Reactive Fire so that it triggers once every 6 secs, I could be wrong though.

Twinkle Toes only gives 0.06 move speed, not 0.6.

Self Sufficient only has a 25% chance to remove moderate aliments on use.

Veteran only gives 0.05 move speed, not 0.5.

Znimu
Posts: 1196
Joined: Tue Jan 19, 2016 8:25 am

Re: UAR: Skill Identifiers

Postby Znimu » Tue Mar 29, 2016 5:29 am

CL description already indicates than it works for fuel.
WK description updated.
DS triggers only for XP gained > 4 indeed. Else it creates lags.
SS description updated.
RF can only trigger every 8s.

Some descriptions updated, they had kind of computer notation (.01 instead of 0.01) which may be not understood by everybody.


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