Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Combat

From Delta-V Wiki
Revision as of 05:03, 12 July 2023 by Floofers (talk | contribs) (Nyano to DeltaV)

As a crewmember, you can use many objects as Weapons including ranged weapons, melee weapons and even your own fists.

When to use Combat

Whilst combat is frowned on in most situations and murder of your fellow crew and animal pets should be a last resort, there are exceptions.

An Antagonist may have an objective to kill certain crewmembers and isn't punished if they need to slaughter someone who gets in the way of their objective. However, that does not give leeway for a Traitor to go on a killing spree.

A Security Officer may encounter resistance in Syndicate crewmembers and may need to use force to protect the station. Typically non-lethal force is suggested as a first attempt unless the crewmember is exposed as being a Syndicate.

A non-antag crewmember may face situations wherein hostiles threaten them. For example a Salvage Technician may encounter aggressive space carp or an infestation of spiders/rats may occur in the station. Alternatively, perhaps a Chef is sick of mice eating all their food and kills the nuisance rodent. A Chef can also order crates of docile animals for slaughter purposes.

Combat Mode

A crewmember can enter Combat Mode via the Actions menu on the left-hand side. It is otherwise known as Harm Mode.

When in this mode, most normal interactions no longer work. For example if you try to pick up an object by left clicking on it, you will instead attack it. If you try to open a door by left clicking on it, you will instead attack the door. Right clicking will no longer work.

When you left click somewhere, you will attack with your equipped item (if any). i.e. this is the item you are holding in your active hand. If this item is not a weapon (e.g. a piece of paper), you will not do anything. If you are holding nothing, you will attack with your fist. If the weapon requires ammo, you will not do anything if there is no available ammo and you may need to first load or cycle the weapon. Ammo can be ordered by a Quartermaster.

Note that a Zombie starts in Combat Mode but can turn it off to right click on creatures to determine if they are already Zombified or not.

Weapons

A weapon can range from a glass shard, a screwdriver, a shotgun, a knife, a club or even your fists. Damage is dependent on the weapon which you can see if you right click on the item and Examine its Damage. Refer to Weapons for more details.

Ranged Weapon Usage

There are several ranged weapons which can be acquired. Most require some sort of ammo either lethal or non-lethal. If ammo is required, you will first need to ensure the weapon is loaded and if not, load it with ammo. After loading the weapon, you can then put it in your active hand and left click at a target to fire a shot. Note that you cannot shoot diagonally past if a wall is adjacent to you (even if it is a mime wall). After firing, if you try to fire again, it will click and otherwise do nothing. This means you need to cycle to the next round in the ammo clip. More ammo can be acquired from a Quartermaster.

To summarise:

  1. Put an empty weapon in your active hand
  2. Cycle the weapon to prime it
  3. Load ammo into an empty weapon
  4. Left click a target to fire at it (refer to Server Rules)
  5. Cycle the weapon by pressing Z
  6. Left click a target to fire at it
  7. Cycle the weapon by pressing Z

Troubleshooting:

  • If you attempt to reload the weapon with a new ammo clip and there is unused ammo in the current clip, such will fall to the ground.

If you put ammo into an unprimed weapon and attempt to shoot, the ammo may fall onto the ground unused. Cycle an empty weapon before loading.

Guides Library
The Basics Getting Started · Server Rules · Interactions · Roleplay · Game Modes · Combat · Maps
Command Standard Operating Procedure · Alert Procedure · Space Law · Company Policy · Shipyard · High-Risk Items
Security Security Officer · Alert Procedure · Space Law · Company Policy · Forensics
Engineering Construction · Power · Atmospheric Science · Hacking · Pipes and vents · Gases · Reverse Engineering · Setting up the mix chamber
Epistemics Research and Development · Xenoarcheology · Anomalous Research · Glimmer · Psionics · Golemancy · The Oracle · Robotics
Medical Medical · Chemistry · Cryogenic Pods
Service Cooking · Drinks · Hydroponics · Supply Crates
Antagonists Guide to Traitor · Syndicate Items · High-Risk Items
Miscellaneous Fauna · Playable Species · Radio · Singularity · Terminology · Weapons · Paperwork · Traits · Admin commands · Administrators
Contribution Development · Mapping · Spriting · Wiki Contribution · Wikicode