Guerrilla Fight
- Armaments - Before you enter a guerrilla fight you may need to arm your citizen. Arming your soldier is available through the guerrilla fight inventory.
- Energy check - Before entering a guerrilla match, the energy availability should be checked.
- Accuracy - Modifies the chance to hit your target.
- Agility - Determines the distance you can move in one turn. The default value is 200 Meter.
- Enemy Distance - Your distance from the enemy (range).
- Ideal Range - The weapon has maximum chances of hitting when fired from the ideal range.
- Armor - You can receive an amount of damage equal to the armor rating before energy lose.
- Guerrilla fights will be available only if the domination points are under 1400.
- Guerrilla fights will be available after defeating 5 enemies in the battlefield.
- If there is no other citizens looking for an enemy, you'll have to wait until one will come.
- You must have at least 100 energy in order to participate in a guerrilla match.
- You will be fighting against a player with the closest guerrilla experience to yours (matches played).
- You may not find a rival, but you will be able to scout for opponents again.
- 0 Bonus Damage: Win/loss ratio is less than 1.
- 1 Bonus Damage: Win/loss ratio is between 1-1.99.
- 2 Bonus Damage: Win/loss ratio is 2 or more.
- Fire - shoot with the equipped weapon.
- Move - get farther or closer to your enemy.
- Dodge - lowers the opponent's hit chance. If a grenade is present it will be used.
- Reload - when you run out of ammo the "fire" button will turn into "reload" button.
- Change Weapon - opens the weapons list (weapons you've equipped).
- The minimum hit chance is 8%.
- The maximum hit chance is 90%.
- Dodging lowers the opponent's hit chance by one third
- The first player to lose all of his energy is defeated.
- In case of a draw, the player who dealt more damage wins.
- Energy that is not lost during a match is returned to the total energy.
- The winner deals 100% of the maximum damage he would inflict with 100 energy, using Q7 weapon.
- The winner deals an additional damage according to the energy his opponent lost (100% using Q7).
- The loser deals 100% of the maximum influence he would inflict with the energy he lost (Q7).
- The loser deals an additional damage according to the energy his opponent lost (50% using Q7).
- Killing your rival, whether you win or lose the match, will be resulted with 10% damage bonus.
- Damage boosters and natural enemy bonus are taken into account on the final damage of a match.
- Player will receive rank points according to the amount of damage added to the influence bar.
- Damage dealt by guerrilla counts for achievements and id added to prior damage dealt in the battle.
- The winning player receives one item as reward. The item however, cannot be a special one.
Weapons
Edited by xMikiGOx, 01 March 2014 - 12:59 PM.