====== 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%