====== Combat Rating ====== ===== Lore ===== ===== Gameplay ===== Combat rating (Refered to as CR) is the equivalent of an XP system ==== Use ==== At the end of the match CR is converted to Matrix points at the rate of **1** point per **2000 CR**, up to 4x per match Augments and certain Devices require CR in order to master ==== Gaining ==== Gains: * Kills **15 CR** * While killing a High value target **25 cr** per kill over 4 * Assists **10 CR** * Tagged target killed by an ally **25 CR** * Successful scan Neuro-link((See: [[Augments#Neuro-Hacker]])) **25 CR** per target * Destroyed offensive device **50 CR** * Objective specific gains: * Intel: 5 - 25/2s FFA | 15/2s Team * Breach: **250 CR** for starting/ending a breach Losses: * Team-kill **100 CR** * Destroying objective **250 CR** * Suicide **100 CR** By default **10%** of rounded damage is converted into CR (100 damage = 10 CR). Bonus multipliers applied on dealing direct damage and kills only, can be stacked, sum of bonus cr gets multiplied by 2. These multipliers are added to the base combat rating received (eg. a kill that gives 50 CR by default will give 25 bonus CR if sliding, for a total of 75). * During maneuvers (While in stunt state): ((See: [[Movement#Maneuvers]])) * Air Dash: **50%** * Air Jump: **25%** * Boost: **25%** * Climb: **50%** * Dash / Shift / Strafe: **25%** * Dive: **100%** * Dodge: **25%** * Ground Slam: **50%** * Roll maneuvers: **100%** * Sliding: **25%** * Suspended((See: [[Augments#Temporal Suspension]])): **25 - 50%** (Based on speed 5 - 10m/s) * Walljump: **50%** * During manually activated Core (Active Core): **25%** * While you or enemy actively using or within objective: **25%** * At range with firearms / projectiles: **0 - 50%** at 25 - 100 m * To a knocked down enemy: **25%** * When under 25 vitals:** 25%**