++11.0 Research++
With Le finally here, we finally have an exciting range of research line. Each line has 10 levels, each of which give a different bonus. Below I will explain what each ones gives, and which ones to prioritize. The information for all of the specials can be found at the end of this section.
11.1 Sweep and Clear
Designed to help soldiers live longer and be tougher. This will add more Max health, along with a few good abilities.
TOTAL Stats :
Max Health 500
Body Dev 30
Stamina 30
Agility 15
1- Body Dev 5
2- Max health 50
3- Stamina 10
4- Agility 15
5- Max Health 150
6- Special : Target Acquired
7- Body Dev 25
8- Special : On the Double
9- Stamina 20
10- Max Health 300
11.2 Strategic Planning
Designed to help with a soldier's nano skills, especially with Matter Creation, which along with the next research line (Combat Sense), will help us to cast our reflects. Also helps with Computer Literature.
TOTAL Stats :
Computer Literature 25
Matter Creation 75
Psycho Modi 25
Time & Space 15
Max NCU 4
Add all off 20
1- Max NCU 4
2- Computer Literature 10
3- Time & Space 15
4- Computer Literature 15
5- Psycho Modi 25
6- Matter Creation 25
7- Special : Graze Jugular Vein
8- Matter Creation 50
9- Add all Off : 20
10- Special : Furious Ammunition
11.3 Combat Sense
Focuses on a quite a few abilities with strength being the main one. It also has a huge Time & Space boost, which will help with our reflects.
TOTAL Stats :
Time & Space 85
Strength 50
Stamina 15
Agility 15
1- Special : Shoot Artery
2- Special : Deep Six Initiative
3- Strength 15
4- Stamina 15
5- Time & Space 25
6- Matter Creation 25
7- Strength 15
8- Agility 20
9- Strength 20
10- Time & Space 60
11.4 Marksmanship
Focuses on weapon skills. A very good line to research at any time of a soldier's career.
TOTAL Stats :
Assault Rifle : 160
SMG : 110
Full Auto : 75
Burst : 65
Ranged Initiative : 30
1- Assault Rifle : 10
2- Full Auto : 10
3- Special : Emergency Bandages
4- Assault Rifle : 15
5- Burst / Full Auto : 15
6- Assault Rifle : 25
7- Ranged Initiative : 30
8- SMG / Assault Rifle : 50
9- Burst / Full Auto : 50
10- SMG / Assault Rifle : 60
11.5 Forward Observer
Divides focus between weapon skills, and intelligence related skills, especially Matt. Mettam, which will help with our +damage lines. It has a very nice Burst/Full Auto boost.
TOTAL Stats :
Intelligence : 20
Sense : 10
Matt. Mettam : 75
Ranged Initiatives : 30
Burst / Full Auto : 50
1- Intelligence 5
2- Sense 10
3- Special : Concussive Shot
4- Special : Gear Assault Absorbption
5- Matt. Mettam 25
6- Intelligence 15
7- Ranged Inititiatives 30
8- Burst / Full Auto 50
9- Matt. Mettam 50
10- Special : Fuse Body Armor
11.6 Classified Ops
Boosts a few of our nano skills, which will be usefull for our add damage line, and our taunts. The Add all Offense boost is very decent.
TOTAL Stats :
Psycho Modi : 60
Matt. Mettam : 50
Strength : 20
Sense : 10
Burst : 25
Add all Off : 40
1- Special : Successful Targeting
2- Psycho Modi 10
3- Strength 10
4- Sense 10
5- Strength 10
6- Burst 25
7- Add all off 15
8- Psycho Modi 50
9- Matt. Mettam 50
10- Add all Off 25
11.7 Force Recon
Focuses on the soldier's alternate weapon lines. This will be good for non AR soldiers.
TOTAL Stats :
Pistol / Ranged Energy : 140
Fling Shot : 75
Multi Ranged : 30
Ranged Initiatives : 30
1- Fling Shot : 10
2- Pistol / Ranged Energy : 10
3- Fling Shot : 15
4- Pistol / Ranged Energy : 20
5- Special : Reconditioned
6- Multi Ranged : 30
7- Ranged Initiatives : 30
8- Pistol / Ranged Energy : 50
9- Fling Shot : 50
10- Pistol / Ranged Energy : 60
11.8 Total Stats
Abilities
Strength 70
Stamina 45
Agility 35
Sense : 20
Intelligence : 20
Health
Max Health 500
Body Dev 30
Nanotechnology
Matter Creation 100
Psycho Modi 85
Time & Space 100
Matt. Mettam : 125
Computer Literacy
Computer Literature 25
Max NCU 4
Weapon Skills
Assault Rifle : 160
SMG : 110
Pistol / Ranged Energy : 140
Full Auto : 125
Burst : 140
Fling Shot : 75
Ranged Initiative : 90
Multi Ranged : 30
Add all off 60
11.9 Research Specials
Reseach specials run like auras in your ncu. They take 40 ncu each. You can run one special per type, there are 2 types. Below is the complete list, and what they add. More info on each, when I get it.
Type 1 :
Research level 3 :
Emergency Bandages
Max health +176, Heal Delta +2
Concussive Shot
Energy/Projectile Damage modifier +15
Research level 8 :
On the Double
Initiatives +150
Research level 10 :
Furious Ammunition
Projectile/Energy Damage Modifier +88
Type 2 :
Research level 1 :
Shoot Artery
Projectile/Energy Damage Modifier +4
Successful Targeting
AddAllOff +23
Research level 2 :
Deep Six Initiative
Initiatives +50
Research level 4 :
Gear Assault Absorbption
AC +280
Research level 5 :
Reconditioned
Max health +361, Heal Delta +3
Research level 6 :
Target Acquired
AddAllOff +35
Research level 7 :
Graze Jugular Vein
Projectile/Energy Damage Modifier +70
Research level 10:
Fuse Body Armor
AC 800
++12.0 Special Recharge Mechanic++
When picking your weapon of choice, knowing how to calculate the special recharge time is extremelly useful. Below, you will find all of the formulas to calcute the recharge times for each weapon. You will also find the formula to figure out how much skill is needed to cap a certain weapon.
The Burst and Full Auto Cycles can be found on either Auno or AODB.
12.1 Fling Shot
Fling shot recharge
[Wep Attack time (in seconds) x 16] - Fling shot skill/100
or
1600 x Wep Attack time - Fling shot skill100
Skill needed to cap
The cap for fling shot is 7 seconds. No matter how much skill you have, you'll never have a faster fling shot. Here is the formula.
[ (Wep Attack time x 16) - 7 ] x100
or
(1600 x Wep Attack Time) - 700
12.2 Burst
burst recharge
[Wep Recharge time (in seconds) x 20] + BurstCycle/100 - Burst skill/25
or
2000 x Wep Recharge time + BurstCycle - 4x Burst skill
100
Skill needed to cap
The cap for Burst is 9 seconds. No matter how much skill you have, you'll never have a faster burst. Here is the formula.
[ (Wep Recharge time x 20) + (BurstCycle/100) - 9 ] x 25
or
(Wep Recharge time x 2000) + BurstCycle - 900
4
12.3 Full Auto
Full Auto Recharge
[Wep Recharge time (in seconds) x 40] + FullAutoCycle/100 - FullAuto skill/25
or
4000 x Wep Recharge time + FullAutoCycle - 4x FullAuto skill
100
Cap calculation
To figure out the FA cap of a certain weapon, use the following formula.
10 +Wep Recharge time (in seconds, rounded down)
The Wep recharge value is rounded down, ie 1.8 seconds = 1 seconds, 2.1 seconds = 2 seconds.
Skill needed to cap
You will first need to calculate the cap with the formula above. The formula below assumes a cap of 11 seconds, which is the lowest cap possible. However, if a certain weapon has a higher cap, replace the 11 with the appropriate cap.
[ (Wep Recharge time x 40) + (FullAutoCycle/100) - 11 ] x 25
or
(Wep Recharge time x 4000) + FullAutoCycle - 1100
4
12.3 Aimed Shot
Aimed Shot Recharge
[Wep Recharge time (in seconds) x 40] - (3 x AimedShot skill/100)
or
4000 x Wep Recharge time - 3x AimedShot skill
100
Skill needed to cap
The cap for Aimed Shot is 11 seconds. No matter how much skill you have, you'll never have a faster Aimed Shot. Here is the formula.
[ (Wep Recharge time x 40) - 11 ] x 100
3