Legacy/Archive

WIP Page. Insert everything that used to exist on CorpMerc here, especially pages or things that are now heavily outdated.

= 2016 =

= 2017 =

Legacy Force Types and Armor
Technically, this is the 2019 version of the old system, but this system has existed since possibly 2016-2017 before it was completely changed so i am putting it here.


 * There is 3 Force Types that one can be damaged by, with a few unique ones floating around them.
 * There is SLASHING. SLASHING is damage in a line, like when you cut something with a knife. SLASHING is usually applied by Sharp Melee Weapons or such. Examples Include: Zurganid Claws, Sword and Chain Bayonet.
 * There is IMPACT. IMPACT is damage over a area, think smashing someone with a fist, a hammer or any other blunt object. IMPACT is usually applied by Blunt Melee, Guns with no Bayonets and some Zurganid Body types. Examples Include: Most Ranged Guns in Melee, Demolisher/Armored and Spore Zurganids, Fists.
 * There is PIERCING. PIERCING is damage on a point, stuff like spears, nails, bullets and such. PIERCING is usually applied by Pointed Melee Weapons and Ranged Weapons. Examples Include: Almost All Ranged Guns and Acid Spit.
 * There is a few special ones like ENGUFLING that aren't really force types but still do something interesting. ENGULFING in this case would hit a Character that for example is Swarm Body and ALL of his bodies at once instead just one of them.
 * In particular, Armor typically is percentile, so 50% Pierce will reduce damage from pierce by 50% and etc. However there is HEAVY armor. HEAVY armor is typically present on Zurganid Buildings, Demolisher, Queen, Gamma and Tonks. HEAVY features Direct Damage Resistance (DDR), which ignores a set amount of damage. You will do absolutely nothing if you don't have enough damage. AP, Acid Spike, Spike Cannon and others will penetrate through HEAVY typically. There is a variant of HEAVY called LIGHT-HEAVY which has typically less DDR than normal HEAVY, for things that don't need so much DDR but still need some.

Extermination
Extermination Mode involves the Mercenaries and one of the three Antagonist factions (usually Zurganids) directly fighting each other. In Extermination, you are most likely to have objectives that will have you storm the operating base or hive of the enemy or killing them to gain something like Resin Cores which can be turned in to get objective points, with enough of these Resin Cores allowing orders such as the Exterminate Order which is detailed below.

There may also be objectives that fit more RAID or DEFENSE in this mission as Secondary Objectives or rarely a Primary, and will always pit you against the Antag, as they are likely to have a objective to either also complete that or just don't want you to finish it if it gives you something beneficial they want to avoid.

The final objective almost always will be to perform Extermination Order and survive for ten minutes (Mercs) or to destroy all four key components of the ship (Zurganids). ARMY/Government is very rarely or unlikely to be fought in Exterminate. Other factions may fight too, but it is also very rare. Deploy all Firepower possible and the heaviest gear, you are in for a crazy ride.

End Conditions

 * If the Mercs successfully destroy the Area of Operations via Extermination Order after 10 minutes.
 * If Zurganids (or any opposing faction) successfully destroy the Saltshaker's four key components.
 * If the Saltshaker successfully performed the Jump Drive and escaped after 5 minutes.

= 2018 =

Legacy CARE

 * Unlike Mercenaries, Zurganids out as lowly and weak with only around 2 Evolution Points to spend. However as they eat more corpses and place more spores, they gain more evo points and begin to grow stronger.
 * CARE stands for Claws, Acid, Resin and Exoskeleton. They raise their melee damage, abilities, spawn time and health with armor respectively.
 * Zurganids for early-game will be weak even by the time Mercs land, having around 13-15 Evo points and around hive level of 11 or less. As they kill more Mercs and get more Biomass from spores, each level they have to work harder for as the biomass required increases, so a Hive level of 20 may require 8+ mercs devoured to level up.
 * This means that by late-game, if Zurganids have killed a good amount of Mercs, will be a very high Hive Level with incredible damage, durability and respawn times, easily overrunning what remains.
 * Zurganids that have been there from the start of the round vs Late-Joiners will have more evo points as their reward for sticking around for so long. A starting Zurganid may have 25 Evo while a Later-Joiner has 17 Evo or so.
 * Zurganids NEVER EVER equal Mercs at the start even when leveled up. If you put a Hive Level of 20 with 50 Zurganids in it against 50 Mercs with all of their equipment in a direct fight, the Zurganids would lose the battle, while not easily, they still lose that single battle. Although they would probably win the entire round by the end due to respawns and sheer attrition.

= 2019 =

Legacy Boarding and Objectives

 * Zurganids can already instantly try to board the ship once it launches the Crawler. However, as long as the ECM is on, they won't be able to get on without instantly dying.
 * Currently the only objective is just to murder mercs, get hive level up and that's it.
 * Once they have enough Strength/Progression, Zurganids will be told they are strong enough to board, and will be able to place the Brood ontop of the ship, which can lead to possible Overtime.
 * (May be moved to General once more Antags get developed). OVERTIME means that the Saltshaker has managed to use Jump Order and succeeded but there is a Zurganid Brood on it. From this point on, Zurganids can't move the Brood and the game won't end until the Ship crashes or the Brood is destroyed. This does make Zurganids lose out on one of their points that they could have gotten for a better victory if they didin't let OVERTIME hit.

Legacy Victory and Defeat

 * It may sound simple to just simply win, but there are times where you just barely won, or absolutely crushed the enemy. This is where VICTORY POINTS come in.
 * There is a Victory Score, which can be seen on Bridge if you look there. Both Mercenaries and Zurganids have 4 Tasks they need to/can complete, each giving a +1 to Victory Score, allowing them to have a higher Victory Score by the end. By default they each have 2 Points that can adjust later on.
 * If Zurganids and Mercenaries are tied in Victory Score, then Zurganids gain a extra +1 for a Level 1 Victory, meaning Zurganids always win ties.
 * If Both Sides have Victory Points, then the result is both sides remove each other's Victory Score depending on how many Victory Points they have.
 * For Example. Mercs managed to jump away and completed objectives. Their ISP's alive count is 2, the Cryo and Bridge with, Saltshaker (clearly) alive. Zurganids did not get Exterminated, and they forced the Mercs off the planet, but didn't achieve OVERTIME. This means Mercs have 3 Victory Points while Zurganids have 2. Since they both have Victory Points, Mercs's 3 is reduced by 2 of Zurganids, leading to a result of 1. Mercs have achieved a Level 1 Victory, a Minor!
 * The 2 Tables Below details the current tasks to achieve victory.

Victory Levels are:

Level 0 - Defeat - ''You didn't win and lost. The Enemy's Victory Score is shown instead.''

Level 1 - Minor - ''You won, just barely. Still, a win is a win.''

Level 2 - Normal - ''You won. The most common cause for this is Merc Extermination with only one ISP, or Mercs losing during the Extermination.''

Level 3 - Major - ''You won greatly. You most likely destroyed the enemy fairly greatly, preventing the Mercs from finishing their objectives OR jumping, or preventing the Zurganids from killing ISPs. All is jolly (Unless SALT is happening).''

Level 4 - Crushing - ''You crushed the enemy team. You probably decimated them completely, wiping them out in ludicrously short time. Almost never happens, and requires both bad enemy players and good luck.''

The Art of Leadership. Pretty legacy guide that described some Saltshaker functions, the orders and attempted to give you tips on how to lead

= 2020 =

= 2021 = - The old role selection system, we knew ye' well.

Mercenary Roles

- The Knight Commander was replaced with the T-51 power armor for Officers.

Using Aircraft and Vehicles

Support Vehicles and Aircraft

Both Guides have been fused into SL's guide since they are now essentially the same thing

= Uncategorized/Unknown =

Delta Squad Roles
''Delta squad provides the most dakka and wakka. However, they only consist of the Veterans, a Squad Leader, and their Overwatch officer.''