Penetrating Shots Mode 4 lv
Switch the Plasma Weapon to the Penetrating Shots Mode. In this mode, the Plasma weapon targets a single ennemy with a very dense plasma projectile.
Each level improves the damage and the duration of the broken armor.
Level 1 : 180 damage, -2 armor broken for 10s
Level 2 : 230 damage, -2,5 armor broken for 15s
Level 3 : 280 damage, -3 armor broken for 20s
Level 4 : 330 damage, -3,5 armor broken for 25s
Damage in a line behind the target.
Powerfull versus a single strong targets.
Kinetic Wave
Release a powerfull kinetic discharge, repulsing and damaging units around the Prototype.
Each level increases the damage and the repulsion.
Level 1 : 100 damage, 100 energy, 50s cooldown
Level 2 : 200 damage, 90 energy, 45s cooldown
Level 3 : 300 damage, 82 energy, 42s cooldown
Level 4 : 400 damage, 75 energy, 40s cooldown
Additional effects according to the activated stance :
With Cyb : 6s snare.
With TS : 3s stun.
With OC : double damage.
Massives are immune to the push, but will receive full damage, and half duration for the snare and the stun.
Doesn't damage or push allies and neutrals.
Titanium Skeleton 3 lv
Improves fitness by 12 and increases armor by 1 but decreases move speed by 0.05 per level.
Level 1 : Rifle Butt
Level 2 : Unlock Big Jump
Level 3 : Increase the armor by 3, rifle butt can target armored
Optimized Capacitors 3 lv
Activate the energetic stance of the suit of the Prototype. Increases mechanical by 3, and energy regeneration by 0,3 per level.
Level 1 : Smoke Grenade
Level 2 : Jam immunity
- Improved Smoke grenade (bigger area of effect)
Level 3 : Infrared (vision assistant : reveals invisible, immune to smoke grenades)
- Smoke grenades are thrown by a grenade launcher
Emergency Battery : The Prototype will charge a battery when he has full energy and Optimized Capacitors activated. Then the battery can be used any time to get energy.
Cybernetics 3 lv
Improves regeneration by 0.2 and move speed by 0,07 per level.
Level 1 : Increases range by 4, attack speed by 10%.
Level 2 : Gives a 25% chance to deal a 2x critical hit, increases range by 1.
Level 3 : Improves critical chance to 37,5%, unlocks charge.
Charge: Allows the Prototype to run at a high speed for 3 seconds.
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.
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.
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.
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.
Prototype - T.R.O.L. Protocol
Smoke Grenade
Throws a smoke grenade which slows units in an area creating dense smoke for 30 seconds.
The smoke reduces unit movement speed by 50%, attack range by 4 and limits maximum sight to 13.
Units will remain affected by smoke for up to 0.6 seconds after leaving the area.
Must be aimed in front of moving targets due to impact delay.
Smoke affects allies.
Charge
Runs at a high rate of speed for 3 seconds. With level 3 strength, improves rifle butt interval during this time.
Emergency Battery
The emergency battery is charged when your suit has his maximum of energy and Optimized Capacitors 3 activated.
Then it remains charged until you use it to get 50 energy instantly.
The Power User SI allows to get double amount of energy.
Enhanced Jump
Thanks to his Titanium Skeleton, the Prototype prepares to jump for 1s, then performs a enhanced jump.
Hook
Hook the target then bring it close to the Prototype.
Armored and massives are immune.
Level 1 : 6 range, 50 energy, 10s cooldown (requires TS1 + Cyb1)
Level 2 : 8 range, 42 energy, 7.5s cooldown (requires TS2 + Cyb2)
Level 3 : 10 range, 34 energy, 5s cooldown (requires TS3 + Cyb3)
Mostly designed to hook allies on a higer hill after an Enhanced Jump, or to substract an ally from close undeads.
Magnetic Shield
Creates a Magnetic Shield that redirects large portion of damage received by allies, on the Prototype.
Remains 15s.
The Prototype can't die because of the redirected damage, but Magnetic Shield will be deactivated once the Health of the Prototype becomes critical.
Level 1 : 4 range, 120 energy, 20% damage reduction (requires Cyb1 + OC1)
Level 2 : 4.5 range, 90 energy, 30% damage reduction (requires Cyb2 + OC2)
Level 3 : 5 range, 60 energy, 40% damage reduction (requires Cyb3 + OC3)
( the Magnetic Shield Absorber adds a 20% reduction to the reduction provided by the level of the Magnetic Shield)
Magnetic Shield Absorber
The Magnetic Shield Absorber reduces the damage applied to the Prototype each time the Shield blocks incoming damage.
Energy Transfert To Caster
Energy Transfert To Target