Specialisms: Difference between revisions
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* Engine Tuning -- Ability to squeeze a little extra acceleration from an engine -- a single mechanic with this skill will service a gang's cars for all events in the same city as the mechanic - it is not necessary for the mechanic to be in the event, unlike the other specialisms. | * Engine Tuning -- Ability to squeeze a little extra acceleration from an engine -- a single mechanic with this skill will service a gang's cars for all events in the same city as the mechanic - it is not necessary for the mechanic to be in the event, unlike the other specialisms. | ||
'''NOTE:''' Only affects your gang's '''owned''' cars, not cars supplied by the | '''NOTE:''' Only affects your gang's '''owned''' cars, not cars supplied by the race track for standard events. | ||
* Jury Rigging -- Highly skilled at getting a broken engine running (the mechanic must be in the event to employ this specialism) | * Jury Rigging -- Highly skilled at getting a broken engine running (the mechanic must be in the event to employ this specialism) |
Revision as of 15:58, 24 January 2011
Characters can learn useful skill-specific specialisms that grant unique bonuses when applying them. Learning specialisms requires 50 skill points per specialism (unless otherwise noted).
Once you have 50 points in a skill you can select a specialism for the character. To do this, the character has to be in a town with a tavern. Go to the tavern, and click on the character. You'll then be able to choose from among the available specialties for that character.
Specialisms are split into specific skill-enhancing categories:
Some specialisms have hard or soft limits to the effectiveness of higher levels
Weaponry
These specialisms are based on the weaponry skills: Gunnery, Large Guns, and Ballistics
- Machine Guns -- Increases accuracy for machine guns, medium machine guns, and heavy machine guns, and enhances the ability to unjam them.
- Heavy Weapons -- Increases accuracy for car cannons, anti-tank guns, and tank guns, and enhances the ability to unjam them.
- Flamethrowers -- Increases damage for flamethrowers, and ability to unjam them
- Laserfire -- Increases battery efficiency for lasers and heavy lasers.
Level | Charge Loss |
---|---|
0 (no spec) | 40% |
1 | 30% |
2 | 20% |
3 | 15% |
- Ballistic Prediction -- Increases accuracy for paint guns, mounted mortars and car grenade launchers, and enhances the ability to unjam them.
- Rocketeer -- Increases accuracy for all types of rockets and missiles, and enhances the ability to unjam them.
- Moving Targets -- Improves accuracy for shooting at moving targets. Reduces the negative effects of a target's Defensive Driving specialism.
- Sniper -- Increases the accuracy for all weapons.
- Rapid Reloading -- Enhances the speed at which a character can reload weapons.
- Courage Under Fire -- Reduces the accuracy penalty for firing if your vehicle has taken damage in that round.
- Rapidshot -- Grants a character the chance of an extra shot in a round in which he or she fires a weapon on autofire.
Driving
These specialisms are based on the driving skills: Driving, Cyclist, Trucker
- Mine Layer -- Ability to deploy mines and spikes at high speed with less inherited velocity
- Jumpstart -- Quick off the line and highly skilled at acceleration during the first 2 seconds of an event
- Defensive Driver -- Ability to make your vehicle hard to shoot while it's moving at speed
- Offensive Driver -- Increased collision damage to your opponents
- Reload In Motion -- Ability to reload a weapon while driving. The speed at which you can drive while reloading increases with higher levels[1].
Level | MPH Limit |
---|---|
Level 0 (no specialism) | <9 |
Level 1 | <31.5 |
Level 2 | <54 |
Level 3 | <76.5 |
- Deathracer -- Ability to fire at full accuracy while driving
- Slipstreamer -- Ability to gain more of a speed boost than normal when slipstreaming or drafting
Mechanic
- Engine Tuning -- Ability to squeeze a little extra acceleration from an engine -- a single mechanic with this skill will service a gang's cars for all events in the same city as the mechanic - it is not necessary for the mechanic to be in the event, unlike the other specialisms.
NOTE: Only affects your gang's owned cars, not cars supplied by the race track for standard events.
- Jury Rigging -- Highly skilled at getting a broken engine running (the mechanic must be in the event to employ this specialism)
- Salvager -- Skilled at salvaging parts from a car whose engine cannot be fixed (the mechanic must be in the event to employ this specialism)
Scouting
- Negotiator -- Ability to negotiate truces with NPC pirate gangs -- sometimes (the scout must be in the event to employ this specialism)
First Aid
- Field First Aid -- Ability to staunch the bleeding of any nearby characters, during a combat (the medic must be in the event to employ this specialism)
- Combat Psychologist -- reduces the stress of all occupants in the vehicle, and can be based on either Leadership or First Aid
Hand Guns
- Shoot From The Hip -- skilled at firing personal weapons quicker than other characters during the firing phase.
- Long Throw -- ability to throw grenades and other objects a long distance.
- Running -- extra fast at running.
- Car Killer -- Skilled at scoring telling hits against vehicles with personal weapons, and of scoring internal hits through weak armour
Hand Guns also includes the following gunnery specialisms: Moving Targets, Sniper, Rapid Reloading, Courage Under Fire, Rapidshot.
Leadership
Note that it takes 100 points of leadership for each specialist skill, unlike 50 with the other skills
- Combat Psychologist -- reduces the stress of all occupants in the vehicle, and can be based on either Leadership or First Aid
- Recruiter -- increased chances of recruiting gang members with above-average skills. Works in all towns regardless of recruiter's location.
- Motivator - gives a slight training bonus to all characters in the same town as the Leader when training hits.
Courage
Note that it takes 150 points of Courage for each specialist skill, unlike 50 with the other skills
- Pragmatist -- stress decreases faster than normal when far away from enemies.
- Adrenalin Junkie -- this character thrives on that little kick of adrenalin. When stressed, running speed increases.
- Eye of the Hurricane -- this fine fellow is an inspiration to everyone around him. Other people in the car are somewhat more likely to gain courage after a fight when this guy is in the car with them (and has not panicked)
Table of Specialisms
Weaponry | ||||
---|---|---|---|---|
Specialism | Skill 1 | Skill 2 | Skill 3 | Skill 4 |
Machine Guns | Gunnery | Large Guns | ||
Heavy Weapons | Large Guns | |||
Flamethrowers | Gunnery | |||
Laserfire | Gunnery | |||
Ballistic Prediction | Ballistics | |||
Rocketeer | Gunnery | |||
Moving Targets | Gunnery | Large Guns | Ballistics | Hand Guns |
Sniper | Gunnery | Hand Guns | ||
Rapid Reloading | Gunnery | Large Guns | Ballistics | Hand Guns |
Courage Under Fire | Gunnery | Large Guns | Ballistics | Hand Guns |
Rapidshot | Gunnery | Ballistics | Hand Guns | |
Driving | ||||
Defensive Driver | Driving | Cyclist | Trucker | |
Offensive Driver | Driving | Trucker | ||
Reload In Motion | Driving | Trucker | Cyclist | |
Deathracer | Driving | Cyclist | ||
Mine Layer | Driving | Trucker | ||
Jumpstart | Driving | Cyclist | ||
Miscellaneous | ||||
Engine Tuning | Mechanic | |||
Jury Rigging | Mechanic | |||
Salvager | Mechanic | |||
Negotiator | Scouting | |||
Field First Aid | First Aid | |||
Combat Psychologist | First Aid | Leadership[2] | ||
Recruiter | Leadership[2] | |||
Motivator | Leadership[2] |
Notes
- ↑ http://www.dark-wind.com/forums2/index.php?a=topic&t=5141
- ↑ 2.0 2.1 2.2 Leadership specialisms are only available for every 100 points, rather than 50 points for other skills.
- ↑ http://dark-wind.com/forums2/index.php?a=topic&t=1682
- ↑ http://dark-wind.com/forums2/index.php?a=topic&t=3087