Frequently Asked Questions (FAQ)

A community-sourced FAQ from a collection of player-submitted Q&As meant to help players acclimate to Galahad's mechanics and gameplay.

## New Players

**Q:  How long do you have to play in 'New Player Experience' matches?**

A :  Right now it's set to 15,000 score in-game. The end of matches bonuses don't apply. Most players will be out by 3-4 games at most.

## Gameplay

**Q: What are the effects of bases in Deathmatch?**

A: A: In a Deathmatch base control does not directly effect the lost of reinforcement tickets.  Control of a base gives the controlling team access to the teleporter pads, turbo pads and repair pad associated with that base.  Control of the base also activates all the base turrets to attack enemy lances and deployables.  Capturing the base bring destroyed base turrets back online at 50% health.

**Q: What are the effects of bases in Base Assault?**

A: In Base Assault game controlling bases takes reinforcement tickets from the other team.  For each base your team controls the other team looses a ticket every 30 seconds.  This is in addition to the tickets lost for kills.  In addition to ticket reduction controlling a base gives the controlling team access to the teleporter pads, turbo pads and repair pad associated with that base.  Control of the base also activates all the base turrets to attack enemy lances and deployables.  Capturing a base brings destroyed base turrets and destroyed reactors back online at 50% health.  Active turrets and reactors through the capture of the base remain at their current health unless its below 50%.

**Q: Are weapons hitscan?**

A: (see below)

* **Hitscan weapons**
	+ Inferno, Brimstone, Banshee, Wraith

* **Projectile weapons**
	+ Hellfire, Catapult, Javelin, Pike, Phalanx

## Modifications

**Q: Why can't I see all the modules?**

A: Right now you have to unlock the blueprint to mods that aren't basic. You have a random chance of seeing these modules at the end of a match.

**Q: how can I control the E-jump**

A: You can use shimming while in the air to effect the trajectory.  List the mods that increase the control, I am not remembering them off the top of head.

## Repairing / Healing

**Q: How do I repair my Armor?**

A: Two versions here... take your pick.

#### (Short version)

All lances have a repair beam built in, have a teammate look at your lance at close range and it will automatically kick in and repair your lance.

All bases have one repair pad associated with them.  If your team controls the base you can stand on the repair pad and receive repairs.  The radar and map can help you find the repair pad.

Use the deployable Corvus drone it will repair you and other repairable items near you like, teammates, reactors, and turrets.

Use the defensive module [Nano Repair] a passive repair system that engages when your shields are fully regenerated, and you are no longer taking damage.  Slow but automatic.

#### (Long Version)

All lances have a repair beam built in.  Simple walk up to a friendly lance and look at them at close range and the beam will automatically kick in and repairs their armor.  So, the easiest way is to have a teammate use their repair beam on you.  There are three two mods that effect this feature.  [Combat Repair] extends the range and increase the rate at which you repair other Lances. [Defense Repair] extends the range and increase the rate of repairing base reactors and turrets (base and deployable). [Dispersion Repair] this Aura mod shares your main repair beam with all repairable systems withing a short range of your Lance at a lower repair rate.

All bases have one repair pad associated with them.  If your team controls the base you can go to this pad stand on it and the system will quickly repair your lance.  The radar and map can help you find the repair pad.  If your Lance has the mod [Double Agent] at Tier 4 or higher it can use the repair pad in an enemy controlled base too.

Next, the deployable Corvus Drone.  This repair drone once launched will repair your lance. If your armor is fully repaired it will range out and repair near by items like teammates, reactors, and turrets.  There are two possible mods for the Corvus, [Repair Autonomy Booster] this mod increases the speed and range of your drone. [Shred Repair] increase the rate of repair of the drone and allows it to repair shredded armor but does shorten the life span of the drone.

Finally, there is the defense mod [Nano Repair] This module will automatically repair your Lance once your shields have fully regenerated and while not taking damage.  It is a slower repair than other options but completely passive.  In addition, both [Nano Repair] and [Armor Booster] mods will greatly increase the rate of other repair sources.

## Shredding Shields & Armor

**Shredding:** Both shields and armor can be shredded. Weapons like the Banshee, Brimstone, Caltrop mines and deployable turrets have mods that enable them to shred shields, armor or in some cases both.

Shredded Shields are shield that will not regenerate at the normal rates. The portion of your shield that are shredded will eventual regenerate but at a much MUCH slower rate than normal shield regeneration. Their is no way to speed this process.

Shredded armor will not repair with the normal repair beams and does not repair itself like shredded shields. But there are three ways to repair shredded armor.  The use of the Corvus drone with the Shred Repair mod installed.  The base repair station will repair shredded armor.  The intrinsic repair beam of the Medium Variant Technician Mk I-III.

## Damage Types

Types of damage: There are three types of damage in the game. Kinetic, Energy, and Explosive.

**Kinetic** is damage done by projectile weapons. This includes the primary weapons: Brimstone, Inferno, & Pikes; secondary weapons: Recurves & Quadrantids and the Deployable machine gun turrets. Kinetic weapons often get bonus to do damage against armor and sometimes are resisted by shields.

* Slug

**Energy** is damage done by the beam weapons. This includes the primary weapons: Wraith, Banshee, & Javelins; secondary weapon: Lurids; and the Deployable laser turret. Energy weapons usually have a bonus against shields and sometimes are resisted by armor.

* EMP
* Laser

**Explosive** is damage done by missile, grenades, and mine weapons. This includes primary weapons: Catapults, Hellfires, & Phalanx ; secondary weapons; Draconids & Griffins; and the Deployable Hound and Caltrop mines. Explosive weapons often get a bonus against structures like base turrets and reactors and have few resistances from armor and shields. They also have blast radius which allow you to damage more than one target at a time if they are close enough together.