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Call to Battle Combat Mechanics

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Contents (6)
  1. Damage Model
  2. Suppression
  3. Stances and Movement
  4. Weapon Handling
  5. Next guides
  6. More in this wiki

Damage Model

Damage is calculated based on the weapon's caliber and the specific body part hit. - Headshots: Instant kill for most calibers, though low-caliber rounds may occasionally bounce off helmets. - Heart Shots: Instant kill if hit directly in the chest center. - Body Shots: Typically requires 2-3 hits depending on caliber and distance. - Distance Drop-off: Damage decreases over long distances based on the projectile's velocity and caliber.

Suppression

When under heavy fire, the player's screen will blur and shake, simulating the psychological effects of combat. This makes it significantly harder to aim and return fire accurately.

Stances and Movement

  • Crouching: Increases weapon stability and reduces the player's profile. Movement speed is reduced.
  • Proning: Provides maximum weapon stability and makes the player very difficult to hit. Movement is extremely slow, and rifles cannot be fired while crawling.
  • Sprinting: Allows for fast movement but prevents firing and increases weapon sway immediately after stopping.

Weapon Handling

  • Collision: Weapons have physical length. If you stand too close to a wall or block, the gun will turn away, preventing you from firing until you have space.
  • Jamming: Crawling through dirt or mud can dirty your weapon. Dirty weapons, especially fully automatic ones, are prone to jamming. Jams can be cleared by entering water to "clean" the firearm.
  • Recoil: Every weapon features unique vertical and horizontal recoil patterns that must be managed during sustained fire.