Soldier Skills 4 lv
Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks.
Each point increases fitness, dexterity, and mechanical skills by 2, reduces reload and unjam time by 15%, and unlocks specific abilities.
Level 1 : Perform Self-Aid
Level 2 : MOS-specific ability
Level 3 : +.1 MS and improves Prone
Level 4 : Rifle Butt
Call For Fire
Radios the FDC to adjust fire to your target area. Each level adds 25 shells and improves CFF for everybody.
Deals 1600/2200/2800/3400 damage per shell.
Costs 60/50/40/30 energy.
Range 40/50/60/70.
Cooldown 6/5/4/3 seconds.
Type :
-r ## to set the radius
-d ### to set the distribution angle
-i ## to set the interval
-s ## to set the number of shells.
-cff or -s to displays the whole settings of the current CFF
Explosives hurt allies.
Joint Fires Observer
The Joint Fires Observer Course (JFOC) teaches students to direct Close Air Support (CAS) and Orbital Fire Support (OFS). Each level improves Orbital Strike.
Level 1 - Orbital Strike
Level 2 - Orbital Sattelite Reconnaissance (OSR)
Level 3 - Laser Designator
Level 4 - Attack Weapons Team
Level 5 - Call for CAS + Improved AWT
Indirect Fire Support
Indirect Fire Support improves the FSS's ability to call for fire, as well as learning other, more specialized forms of IDF.
Each level improves the call for fire delay.
Level 1 : 9s, Binoculars
Level 2 : 7.5s, Immediate Smoke
Level 3 : 6s, Immediate Flare
Level 4 : 4.5s, White Phosphorous and Rail Gun
Standard-issue weapons plus every weapon item this class can pick up and use. Buff-type
weapons (no separate stats) modify the equipped weapon instead.
Sprint
Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting.
"Double time!"
The less points the sprint bar has, the less fast you run.
For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.
Reload
Reloads your weapon. Discards current rounds.
Immediate/Remedial Action
Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed.
Use this ability to unjam a weapon.
Perform Self-Aid
Heals 35 hp over 10 seconds, and heals minor lacerations.
Firemode
Drop Magazine
Drops magazines into your inventory.
Jump
Jumps to the target location.
Cannot jump up cliffs.
Jumping down great heights can cause injury.
Jumps can be used to quickly escape close undeads before they reach you.
Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.
Binoculars FSS
Prone
Goes into the prone position, slowing movement speed but increasing damage. Prone also has an 80% chance to reduce explosion damage by 35%.
Increases damage by 10% and slows movement speed by 45%.
With Solder Skills level 3 : Increases damage by 13%, attack speed by 8%, and range by 1.
PMC mode only : adds 15% additional evasion.
FCD Flare
Radios the FDC (Fire Direction Center) to fire flares to illuminate the target area, slowing enemies. Lasts a total of 135 seconds. Consumes 3 shells.
Requires few seconds to be set.
FDC Smoke
Radios the FDC (Fire Direction Center) to fire immediate smoke at the target area, disorienting personnel. Consumes 3 shells.
Requires few seconds to be set.
Rail Gun
Directs an offshore warship to fire a rail gun at the target point, dealing high damage in a small radius through pure inertia. Consumes 6 shells.
Deals 24,000 damage.
Explosives hurt allies.
White Phosphorous
Radios the FDC to fire willy pete at the target area, dealing 200 damage per second for 20 seconds. Consumes 7 shells.
Orbital Satellite Reconnaissance
Reveals a large area for your team.
Lasts 20 seconds.
Laser Designator FSS
Call for CAS
Calls for CAS to fire missiles at the target area, dealing approx. 18,000 damage.
The CAS requires 6s second to arrive.
Explosives hurt allies.
Attack Weapons Team
Calls in 1 AH-25 Hunter to destroy enemies in the area for 18 seconds.
The AH-25 require 3 second to arrive.