====== 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**, up to 5x per match Augments and certain Devices require CR in order to master ==== Gaining ==== Gains: * Kills **50 CR** * While target tagged by ally **+ 25** CR * While killing a High value target **25 cr** per kill over 4 * Assists **25 CR** * Successful scan Neuro-link((See: [[Augments#Neuro-Hacker]])) **25 CR** per target * Destroyed device **50 CR** * Objective specific gains: * Intel: 25/s FFA | 15/s Team * Breach: **250 CR** for starting/ending a breach Losses: * Friendly Fire **Reverse damage CR** ((Remember that friendly fire deals only 50% damage)) * Team-kill **100 CR** * Destroying objective **100 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. 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: **100%** * Air Jump: **25%** * Boost: **50%** * Climb: **100%** * Dash / Shift: **25%** * Dive: **100%** * Dodge: **25%** * Ground Slam: **50%** * Roll maneuvers: **100%** * Sliding: **50%** * Temporal Suspension: **50%** * During manually activated Core (Active 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 25 - 100 m * On kill without taking damage from target (Clean Kill): **25%** * To a knocked down enemy: **25%** * When under 10 vitals:** 25%**