


What about the guys in the haven? Do they have any good abilities? I don’t want to pull them out of the haven just to look at their AWC abilities… Hmmm. Damage increased is based on tech level in this case.Great we have an AWC! Now who do I train? Well, let’s open up the AWC and take a look. Mayhem + rockets: this is both HE and Shredder rockets.

Mayhem adds +1 damage to most, and +2 damage for alien grenades. Mayhem + direct damage grenades: This is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons. Mayhem + eWP_Sniper/eWP_Support weapons: This is sniper/strike/SAW/LMG weapons. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. HEAT Ammo adds +75% of the weapon's base damage. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). Mayhem + Suppression: currently hard-coded to deal base 2 damage, regardless of equipped weapon. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently. Mayhem is sort of a funny perk that does a few different things under different circumstances. Imposes +12 hours fatigue after missions.įrom Amineri, regarding Mayhem (Oct 11, 2014): The field distorts and deflects incoming attacks, granting +40 Defense to allies within the field, 4 turn cooldown. Create an immobile telekinetic field that lasts through the enemy turn.
