Difference between revisions of "Guerrilla fights"

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The Guerrilla Fights has been officially implemented into the game on Day 1,947.<br />
 
The Guerrilla Fights has been officially implemented into the game on Day 1,947.<br />
Since Day 2,113 of the New World, Guerrilla fights are available for Resistance wars too.<ref>According to [http://www.erepublik.com/en/main/latest-updates/0/59 Day 2,113 official update.]</ref>
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Since Day '''2,113''' of the New World, Guerrilla fights are available for Resistance wars too.<ref>According to {{eLink|update|59|Day 2,113 official update}}.</ref><br />More improvements have been made to Guerrilla on Day '''2291'''. The update improves Guerrilla stability and introduces four more items.<ref>According to {{eLink|update|113|Day 2,290 official update}}.</ref>
  
 
==Weapons and Armor==
 
==Weapons and Armor==
 
[[File:Launch.guerilla.fight.jpg|thumb|Launch of the Guerrilla fights]]
 
[[File:Launch.guerilla.fight.jpg|thumb|Launch of the Guerrilla fights]]
 
 
* The Guerrilla Fight inventory is available on any battle page, next to the statistics button.
 
* The Guerrilla Fight inventory is available on any battle page, next to the statistics button.
* There are four classes of primary weapons: Pistols, Shotguns, Assault Rifles, and Snipers.
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* User may store up to 2048 items in their GF inventory
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* There are four classes of primary weapons: Pistols, Shotguns, Assault Rifles and Snipers.
 
* Each class of weapons is effective at a certain distance (ex: pistols are effective at 100m, while snipers are best used from 700m).
 
* Each class of weapons is effective at a certain distance (ex: pistols are effective at 100m, while snipers are best used from 700m).
 
* Wearing armor allows you to withstand more damage, but the extra weight will slow you down.
 
* Wearing armor allows you to withstand more damage, but the extra weight will slow you down.
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* Armor items have a durability, which indicates the number of fights they can be used in.
 
* Armor items have a durability, which indicates the number of fights they can be used in.
 
* All Guerrilla Fight items have attributes that directly influence the player attributes.
 
* All Guerrilla Fight items have attributes that directly influence the player attributes.
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* Items that can be bought with currency have variable prices. These are calculated based on the exchange rate for currency on the Monetary Market. Whenever the price of currency changes, so will the prices of non-elite items.
  
 
==Player Attributes==
 
==Player Attributes==
[[File:Guerillafight.png|thumb|400px|A guerilla fight from a player perspective.]]
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[[File:Guerillafight.png|thumb|400px|A guerrilla fight from a player perspective.]]
* At each fight, your [[Strength]] and [[Military rank]] are weighted against the opponent’s [[Strength]] and [[Military rank]] to determine your “Bonus Damage”
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*Bonus Damage is based on the ratio of victories and losses:
* The player who is weaker will always have a Bonus Damage equal to 1 (or both players if they are roughly equal).
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**0 Bonus Damage: Win/loss ratio is less than 1;
* The stronger player will have a larger Bonus Damage (max. 4), depending on how much stronger he is.
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**1 Bonus Damage: Win/loss ratio is between 1-1.99;
* The actual damage inflicted in the Guerrilla Fight is the sum of the the Bonus Damage and the Weapon Damage.
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**2 Bonus Damage: Win/loss ratio is 2 or more.
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* Armor, Accuracy and Agility are attributes influenced by the equipment worn in combat. Each attribute is explained below:
 
* Armor, Accuracy and Agility are attributes influenced by the equipment worn in combat. Each attribute is explained below:
 
** Armor: you can receive an amount of damage equal to the Armor rating before starting to loose [[Energy]]
 
** Armor: you can receive an amount of damage equal to the Armor rating before starting to loose [[Energy]]
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* You will be able to join a Guerrilla Fight after defeating five opponents on the [[battlefield]]
 
* You will be able to join a Guerrilla Fight after defeating five opponents on the [[battlefield]]
 
* If one side involved in the battle has more than 1400 Domination Points the fight will not start (because there may not be enough time to finish it).
 
* If one side involved in the battle has more than 1400 Domination Points the fight will not start (because there may not be enough time to finish it).
* You will fight against an enemy player with the closest attributes to yours, if there is at least one available
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* Matchmaking is based on the total matches played. By default, those who have played a lot, should also face more experienced Guerrilla Fighters.
 
* If there are no enemy players looking to join a Guerrilla Fight, you will have to wait until one does
 
* If there are no enemy players looking to join a Guerrilla Fight, you will have to wait until one does
  
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* The pre-fight screen shows a head to head comparison of the two opponents
 
* The pre-fight screen shows a head to head comparison of the two opponents
 
* The “Bonus Damage” is an indicator of each player’s strength in relation to the opponent (if there is an even match, both players will have similar Bonus Damage)
 
* The “Bonus Damage” is an indicator of each player’s strength in relation to the opponent (if there is an even match, both players will have similar Bonus Damage)
* Both players enter the fight with maximum 100 [[Energy]]
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* Both players enter the fight with at least 100 [[Energy]]
* The Energy that is about to be used in the Guerrilla Fight is now removed from the total [[Energy]]
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* The Energy that is about to be used in the Guerrilla Fight is removed from the total [[Energy]]
  
 
===The Fight===
 
===The Fight===
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**''Change weapon'' - opens the weapon list
 
**''Change weapon'' - opens the weapon list
  
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*Every round in Guerrilla lasts 12 seconds
 
* Each weapon has an “Ideal Range”
 
* Each weapon has an “Ideal Range”
 
* The weapon has maximum chances of hitting the target when fired from the Ideal Range
 
* The weapon has maximum chances of hitting the target when fired from the Ideal Range
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* Each turn there is a chance to deal critical damage to your opponent
 
* Each turn there is a chance to deal critical damage to your opponent
 
* The grenade always has 100% chance to hit but deals no critical damage
 
* The grenade always has 100% chance to hit but deals no critical damage
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* The grenade deals half damage if the opponents moves
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*The minimum hit chance is 8% (can be decreased by dodging), the maximum hit chance is 90%
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* The actual hit chance is calculated after the opponent moves or dodges, while the percentage displayed before shooting does not take these variables into account (since there is no way to know what the opponent will do)
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* Dodging reduces the hit chance by one third. Ex: if your hit chance is 75% and the opponent dodges, your final hit chance will be 50%.
  
 
===Fight Results===
 
===Fight Results===
 
* The player who loses all his [[Energy]] first is defeated
 
* The player who loses all his [[Energy]] first is defeated
* In case of a draw the player who dealt more damage wins
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* A player receives, no matter if victorious or not, a 10% damage bonus if they manage to kill their opponent in the Guerrilla Fight.
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* [[Natural enemy]] bonus and Damage Boosters are taken into account when calculating the damage resulted from Guerrilla Fights.
 +
* In case of a draw after 20 rounds the player who have more experience wins
 
* This means if a player has armor, they can take damage, while doing no damage, and win the fight
 
* This means if a player has armor, they can take damage, while doing no damage, and win the fight
 
* The [[Energy]] that is not lost in the Guerrilla Fight is returned to the total Energy
 
* The [[Energy]] that is not lost in the Guerrilla Fight is returned to the total Energy
* Each player will add an amount of damage to the influence bar of the battle, depending on his [[Strength]] and [[Military rank]]. The winner will add substantially more damage than the defeated player.
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*The damage resulted from a Guerrilla Fight is done in the following fashion:
* The damage added to the influence bar is cumulated with the damage dealt prior to the Guerrilla Fight. It also counts for [[Achievements]] like [[Battle Hero]], [[Campaign Hero]] or [[True_Patriot_Medal|True Patriot]].
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**Victorious players deal 100% of the maximum damage they would inflict with 100 Energy by using a Q7 weapon + 100% of the maximum damage they would inflict (using a Q7 weapon) with the Energy the opponent lost in that Guerrilla Fight (max. 100 Energy, armor is not counted)
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**Defeated players deal 100% of the maximum influence they would inflict with the Energy they lost (max. 100, armor is not counted) + 50% of the maximum damage they would inflict with the Energy the opponent lost in that Guerrilla Fight (max. 100, armor is not counted)
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:;Example: ''A victorious player deals 100 damage per hit with Q7. 100 Energy gives him 1,000 damage. The opponent lost 73 health during the Guerrilla Fight (out of max 100). The damage done in the battle will be 1,000 + 730 = 1,730.''
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* The damage added to the influence bar is accumulated with the damage dealt prior to the Guerrilla Fight. It also counts for [[Achievements]] like [[Battle hero]], [[Campaign hero]] or [[True_patriot]].
 
* Players will receive [[Military_rank|Rank Points]] according to the amount of damage added to the influence bar
 
* Players will receive [[Military_rank|Rank Points]] according to the amount of damage added to the influence bar
 
* The winning player also receives one item as a reward
 
* The winning player also receives one item as a reward
{{Energy}}
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== Notes ==
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* Kills made during guerrilla fights don't count towards [[Freedom fighter]] medal progress.
  
 
==References==
 
==References==
 
<references />
 
<references />
 
[[Category:Military]]
 
[[Category:Military]]

Revision as of 08:09, 30 September 2019

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Soldier related terms

Basic concepts: Military rankAircraft rankStrengthDamageInfluenceWeaponBoosterBattlefieldGround battleAircraft battle
Actions: TrainingFightDeployGuerrilla fights
Achievements: Battle heroCampaign heroFreedom fighterMercenarySky heroSuper soldierTop aviatorTop fighterTrue patriot
Military unit: RegimentDaily orderCombat orders
Visuals: ArmoryVehiclesTank skinsAerial skins
Tips and tricks: Military tutorialMilitary formulas

Energy and what influences it

Recovering energy: FoodHouseWeekly challengePower packPower Pack Booster
Items: Energy barFirst aid kitWinter treatPumpkinCarrotIce creamBonbon
Spending energy: FightDeployGuerrilla fightsTrainWorkMoving ticket
Energy pool: HouseEnergy centerCentral parkSeveral Packs


The Guerrilla Fights has been officially implemented into the game on Day 1,947.
Since Day 2,113 of the New World, Guerrilla fights are available for Resistance wars too.[1]
More improvements have been made to Guerrilla on Day 2291. The update improves Guerrilla stability and introduces four more items.[2]

Weapons and Armor

Launch of the Guerrilla fights
  • The Guerrilla Fight inventory is available on any battle page, next to the statistics button.
  • User may store up to 2048 items in their GF inventory
  • There are four classes of primary weapons: Pistols, Shotguns, Assault Rifles and Snipers.
  • Each class of weapons is effective at a certain distance (ex: pistols are effective at 100m, while snipers are best used from 700m).
  • Wearing armor allows you to withstand more damage, but the extra weight will slow you down.
  • The equipment for Guerrilla Fights cannot be manufactured. It can be bought from the inventory page or received when winning fights.
  • The weapons don’t have a durability, but they must be replaced when their ammo and clips (magazines) run out.
  • Armor items have a durability, which indicates the number of fights they can be used in.
  • All Guerrilla Fight items have attributes that directly influence the player attributes.
  • Items that can be bought with currency have variable prices. These are calculated based on the exchange rate for currency on the Monetary Market. Whenever the price of currency changes, so will the prices of non-elite items.

Player Attributes

A guerrilla fight from a player perspective.
  • Bonus Damage is based on the ratio of victories and losses:
    • 0 Bonus Damage: Win/loss ratio is less than 1;
    • 1 Bonus Damage: Win/loss ratio is between 1-1.99;
    • 2 Bonus Damage: Win/loss ratio is 2 or more.
  • Armor, Accuracy and Agility are attributes influenced by the equipment worn in combat. Each attribute is explained below:
    • Armor: you can receive an amount of damage equal to the Armor rating before starting to loose Energy
    • Accuracy: modifies the chance to hit your target
    • Agility: determines the distance you can move in one turn. The default value is 200m.

Joining a Fight

  • You will be able to join a Guerrilla Fight after defeating five opponents on the battlefield
  • If one side involved in the battle has more than 1400 Domination Points the fight will not start (because there may not be enough time to finish it).
  • Matchmaking is based on the total matches played. By default, those who have played a lot, should also face more experienced Guerrilla Fighters.
  • If there are no enemy players looking to join a Guerrilla Fight, you will have to wait until one does

Pre-fight Screen

  • The pre-fight screen shows a head to head comparison of the two opponents
  • The “Bonus Damage” is an indicator of each player’s strength in relation to the opponent (if there is an even match, both players will have similar Bonus Damage)
  • Both players enter the fight with at least 100 Energy
  • The Energy that is about to be used in the Guerrilla Fight is removed from the total Energy

The Fight

  • The combat is divided in rounds; players can perform one action/round. The basic actions are listed below:
    • FIRE - shoot with the equipped weapon
    • MOVE - get closer or farther away from your opponent
    • DODGE - lowers the opponent’s hit chance. If a grenade is present it will be used.
    • RELOAD - when you run out of ammo the FIRE button will turn into RELOAD
    • Change weapon - opens the weapon list
  • Every round in Guerrilla lasts 12 seconds
  • Each weapon has an “Ideal Range”
  • The weapon has maximum chances of hitting the target when fired from the Ideal Range
  • The distance to enemy should be as close as possible of the weapon’s Ideal Range
  • When firing out of the weapon’s range (regardless if it’s farther away or closer to the enemy) the Hit Chance will drop
  • Each turn there is a chance to deal critical damage to your opponent
  • The grenade always has 100% chance to hit but deals no critical damage
  • The grenade deals half damage if the opponents moves
  • The minimum hit chance is 8% (can be decreased by dodging), the maximum hit chance is 90%
  • The actual hit chance is calculated after the opponent moves or dodges, while the percentage displayed before shooting does not take these variables into account (since there is no way to know what the opponent will do)
  • Dodging reduces the hit chance by one third. Ex: if your hit chance is 75% and the opponent dodges, your final hit chance will be 50%.

Fight Results

  • The player who loses all his Energy first is defeated
  • A player receives, no matter if victorious or not, a 10% damage bonus if they manage to kill their opponent in the Guerrilla Fight.
  • Natural enemy bonus and Damage Boosters are taken into account when calculating the damage resulted from Guerrilla Fights.
  • In case of a draw after 20 rounds the player who have more experience wins
  • This means if a player has armor, they can take damage, while doing no damage, and win the fight
  • The Energy that is not lost in the Guerrilla Fight is returned to the total Energy
  • The damage resulted from a Guerrilla Fight is done in the following fashion:
    • Victorious players deal 100% of the maximum damage they would inflict with 100 Energy by using a Q7 weapon + 100% of the maximum damage they would inflict (using a Q7 weapon) with the Energy the opponent lost in that Guerrilla Fight (max. 100 Energy, armor is not counted)
    • Defeated players deal 100% of the maximum influence they would inflict with the Energy they lost (max. 100, armor is not counted) + 50% of the maximum damage they would inflict with the Energy the opponent lost in that Guerrilla Fight (max. 100, armor is not counted)
Example
A victorious player deals 100 damage per hit with Q7. 100 Energy gives him 1,000 damage. The opponent lost 73 health during the Guerrilla Fight (out of max 100). The damage done in the battle will be 1,000 + 730 = 1,730.
  • The damage added to the influence bar is accumulated with the damage dealt prior to the Guerrilla Fight. It also counts for Achievements like Battle hero, Campaign hero or True_patriot.
  • Players will receive Rank Points according to the amount of damage added to the influence bar
  • The winning player also receives one item as a reward

Notes

  • Kills made during guerrilla fights don't count towards Freedom fighter medal progress.

References

  1. According to Day 2,113 official update.
  2. According to Day 2,290 official update.