====== 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%**