Game Mechanics

General Game-Mechanics
Game Mechanics that apply to typically everyone with a few exceptions.

''Merc-Job Specific Mechanics are detailed in their respective roles.

Mercbucks and Antagbucks

 * Mercbucks/Antagbucks are round persistent currency that allow you to buy better gear or special equipment for a round, by increasing your weapon or gear budget by 1 per 5 M$. Antagbucks on the other hand allows you to buy roles such as Hive and Demo for 20A$.
 * There are NO weaker kits that allow you to gain more mercbucks or antagbucks.
 * Your Max Limit for both Mercbucks and Antagbucks is a whooping 999.
 * You earn far more Antagbucks than Mercbucks. If you wish to become the richest man ever, playing Beno on Raid and winning tends to easily earn you nearly +130 A$ per round.
 * Mercbucks/Antagbucks are exchangeable at a rate of 10 = 5. So 10 Antagbucks into 5 Mercbucks and etc.
 * Simply playing the game will give you Mercbucks/Antagbucks depending who you played as. Even when dead/ghost you count as being on that faction for around 5 minutes. Accomplishing objectives as best as possible will always you give a fair bit of bucks to spend. There is no point hoarding them besides personal satisfaction and massive 100+ M$ meme builds, so feel free to keep spending them when you please.
 * There will NEVER be a option to donate for Mercbucks/Antagbucks. Earn them through playing the game. That's all you need to do.
 * Just to emphasize it. THERE REALLY WILL NEVER EVER BE A OPTION TO DONATE FOR MERCBUCKS. ABSOLUTELY NONE.

Attack Types, Modifiers and Armor

 * There is 3 Attack Types in the games and various attack/defense modifiers.
 * MELEE is done by melee weapons, claws and most explosions nowdays.
 * RANGED is done by guns, acid spits and almost anything that just shoots.
 * HAZARD used to include explosions, but its now just acid gas, sprays and flamethrowers.
 * All of your armor has some protection against them. They are ranged from F- all the way to S+. Most kits have C in all. S+ is the best protection and F- is outright agony.
 * There is a lot of attack modifiers as well as defense modifiers that will seriously influence how much damage you take, let alone do.
 * You don't need to memorize them, but they are nice to know. The most important one is Armor Class
 * ARMOR CLASS. This is FAR DIFFERENT from normal armor. All info in the image to the right. For TLDR, if you can't hurt it, melee it.
 * The Final Damage is calculated by (Attack Type. Base Damage. Attack Flags. Offensive Modifiers.) vs (Endurance. Armor Rank. Armor Class. External Defenses)
 * Use the The Table below for attack and defense modifiers.

Company Ranks

 * Each of the Companies have their own ranks that you must acquire to buy their entire arsenal
 * When you first start, you only have Mercdonalds unlocked and need to level it up to 4 to unlock all the other companies to begin leveling them up.
 * All your income for a round is used to put points into the Company Rank. If you played for Guardpower and earned 40M$, you would get 40 rank points.
 * You need ever increasing amounts of points to level up. Each one is a +50 extra, so 1>2 is 50 while 5>6 is 250 (You might see having 0 rank, but it will quickly become 1 after one round in that company, as long as you have Mercdonalds at level 2 or above.)
 * Rank 1-4 unlock more and more of the Company's Arsenal and allow you to use kits without paying extra costs. Rank 5-6 gives extra benefits.

Click Cooldown/Delay

 * While fighting, it won't matter how fast you spam your mouse, you won't be able to pull off 500 attacks in a second. Most of your actions will be restricted by a global click delay that attachments, weapons or a ability can modify.
 * This also applies for Melee. Zurganids have fairly average click delay but some such as Predator and Merc Knights have lower delays.
 * If you are in Melee, avoid clicking unnecessarily if you are aiming to use Bump Attacks, as they will only happen when your click delay is gone, and you will not do a bump attack if you just clicked, even if you didn't hit anything.
 * As a result, its more beneficial in total to either be slow and precise OR use Bump Attacks when fighting with Melee and Slow Weapons. Most guns that have a lot of ammo have Burst or Full-Auto so clicking faster won't change much there. Especially true in Melee as click dragging by accident results in you not attacking at all.

Accumulative Damage (Merc Only)

 * Whenever you take damage, it accumulates, even when healed. Its impossible to currently tell how much accumulated damage you have.
 * Once it reaches a certain point, your screen edges will flash red, a loud sound will play and your ENDURANCE will go down by -1, increasing how much damage you take.
 * What essentially this means is that if you keep fighting and getting injured, you will keep getting -1 Endurance. This can go as far as -3 and beyond, in which case you just start dying from stray wind.
 * You can bring back your Endurance by going into the AMA (That giant thing on the right of the DC with a seat), which will eat a life and reset you to your original inventory and endurance.
 * Medics also have a special ability called Nano-splint for this. It has only 2 uses so only use it when someone is REALLY fucked. When used, it brings your Endurance back to its original value (So if you were a VET with 1 Endurance, it goes back to 1 Endurance).

Bump Attacks

 * When you run at something or something runs at you that is hostile, a bump attack will occur. A bump attacks happens when your character or theirs collide with one another by trying to move. This only works with characters that are hostile.
 * Bump attacks pick the STRONGEST Melee Option and then try and hit the person who was bumped. This means if you have a Hammer with 200 Damage but Very Slow Attack Cooldown with a SMG that does 28 damage in Melee and Very Fast Attack Cooldown, the Hammer will get picked to attack.
 * Bump attacks allow hit and runs as a result by running into a person then quickly running away into another direction before they can turn around or shoot instead of needing to click.

Cover and Trench System

 * A certain cover system exists here to help you avoid bullets and acid flying over your head. There is 4 categories of it. Small, Medium, Large and Trench.
 * Cover has a chance to block said projectiles depending on chance unless the shooter is close enough. Small gives 20% chance. Medium gives 40% chance. Large gives 60% chance. You can shift+click to examine objects to see what cover they are, if they are cover at all.
 * If the projectile is blocked by cover, the cover takes damage.
 * Note that this DOES NOT WORK FOR MELEE. The only thing cover would do at that point is block them from crossing it, and won't redirect hits even if you are in cover. This is for ranged projectiles only that are far away enough.
 * Trenches however, work differently. Trenches never take damage and can you can never be hit, as long as you are inside it, any projectile will simply miss you and keep going. This means anyone not in the Trench behind you will still be hit however. Keep in mind anyone in point-blank range WILL still hit you.
 * You can HOLD SPACEBAR to Brace. When you do so, the projectiles that would hit you are always 100% misses instead. All you need is cover. Even if you are far away from it, if the shooter isn't next to it, he STILL can't hit you. However, this has a strange downside. You can't quite use guns properly or take actions and you are vastly slowed down. However you can still exploit it by bump attacking, doing the action before bracing and etc.
 * ALL Cover known can be destroyed (Trenches can't but you can undig them), up to including reinforced walls. Their MATERIAL however will vastly determine what damage type should be used.

Legacy? Materials
(MrJJJ Note: Well that's great, another one to check. This one is something. I really have gotten lazy on checking these.


 * Materials are what almost every turf has. Be it either metal, liquid, nature or etc. Each one has varying HP, Resistance and etc.
 * As long as you have a ranged weapon (with a few exceptions where a melee can also hit said turf), you are able to shoot and inflict damage onto these turfs
 * The list below shows what type of MATERIALS there is and their respective resistance values. Each + is respectively 20% resistance, but +++++ is only 90%.
 * Armor resistance values were updated a while ago to happen in increments of 25%, but it's not clear whether this applies to materials. These values are likely only approximate.

Morphic Compound
Morphic is a consumable item used to reload any kind of weapon and item pouches. It can be found in the weapons and storage items sections of the Voucher Redemption Terminal.

Overheal
Mercenaries normally have 100 HP of Overheal in addition to their 100 standard HP. This regenerates at a rate of 10 HP / 2 seconds when at max health and after 5 seconds of not having taken any damage.

Zurganid Only Game-Mechanics
''Game Mechanics unique mostly to Zurganids. Virtually everything here is Legacy at the moment''

Building Pulse and Resin
(MrJJJ Note: Once the MATERIAL stuff is dealt with, will edit this)


 * Resin has one of the most strongest PIERCING resists in the game, having a whooping 90% PIERCING RESIST. Its only surpassed by LIQUID material, which is fully immune to Piercing.
 * The Weeds are indestructible, allowing Zurganids to place Buildings and heal faster ontop of it. While there is some slight possible way of mercs removing it with explosions, its heavily unlikely to remove more than a few patches you can easily recover.
 * Zurganids inside buildings will "heal" the building. Having more will possibly heal it more but there is a delay so you can't have 30 Zurganids out-healing the DAKKA against the Brood.