====== 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 **1000 CR** Augments and Devices require CR in order to master ==== Gaining ==== Gains: * Kills **50 CR** * While target tagged by ally **+ 25** CR * Assists **25 CR** * Successful scan Neuro-link((See: [[Augments#Neuro-Hacker]])) **25 CR** per target * Destroyed device **50 CR** * Objective specific gains Losses: * Team-kill **100 CR** * Destroying objective **100 CR** * Suicide **100 CR** By default **10%** of rounded direct damage is converted into CR (100 damage = 10 CR). Bonus multipliers applied on dealing direct damage and kills only, can be stacked. These multipliers are additive 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: ((See: [[Maneuvers]])) * Dive : 100% * Slide: 50% * Dodge: 25% * Roll / Somersault: 50% * Air dash: 50% * Shift: 25% * Strafe / Dash: 25% * Air / Wall jump: 25% * While climbing: 25% * Temporal suspension: 25% * During manually activated Core: 25% * While actively using or within objective: 50% * While enemy actively using or within objective: 25% * At range with firearms / projectiles: 0 - 100% at 10 - 100 m * On kill without taking damage from target: 25%