Status Effect: Difference between revisions
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*<big>Tiberium Poisoning</big><br/> | *<big>Tiberium Poisoning</big><br/> | ||
Inflicted upon contact with raw tiberium, be it by stepping into Tiberium Field or being hit by [[Chemical Trooper]] or [[Mendoza]] primary weapon. Damage is inflicted in 13 cycles each taking 2 hp. | Inflicted upon contact with raw tiberium, be it by stepping into Tiberium Field or being hit by [[Chemical Trooper]] or [[Mendoza]] primary weapon. Damage is inflicted in 13 cycles each taking 2 hp. | ||
**[[ | **[[Chemical Trooper]] is immune to this status effect, thus it can safely tread Tiberium Fields, and cannot be damaged by [[Chemical Thrower]] weapon from potential spy. | ||
**Tiberium Field also inflicts additional 5hp damage each 2 cycles as long as player is standing within it's boundaries. | **Tiberium Field also inflicts additional 5hp damage each 2 cycles as long as player is standing within it's boundaries. | ||
*<big>Burning</big> | *<big>Burning</big> |
Revision as of 15:33, 21 July 2016
Status effects is a type of persistent damage bypassing armor and directly affecting health, usually taking 2hp/ cycle(1second).
Types of Status Effects
- Tiberium Poisoning
Inflicted upon contact with raw tiberium, be it by stepping into Tiberium Field or being hit by Chemical Trooper or Mendoza primary weapon. Damage is inflicted in 13 cycles each taking 2 hp.
- Chemical Trooper is immune to this status effect, thus it can safely tread Tiberium Fields, and cannot be damaged by Chemical Thrower weapon from potential spy.
- Tiberium Field also inflicts additional 5hp damage each 2 cycles as long as player is standing within it's boundaries.
- Burning
Inflicted after being hit by McFarland, Patch, basically any explosion-type damage, including stepping into mines. It perpetually takes 2hp in 8 cycles.
- Electrocution
Status inflicted by Mobius, Sydney and possibly other primary weapons with electric element. Damage is inflicted in 5 cycles each taking 7 hp.