Mechanics

****General****·**Keybinds**·**Combat**·**Detection**·**Multiplayer**·

//: MEDIA FILES REQUESTEDThis article could benefit from the addition of more images, such as screenshots, graphics, and other visuals relating to topics in the page.*Images demonstrating each of the categories are needed.*
This page is a gateway to the fundamental mechanics that drive Azpect FPS' gameplay. From seasoned players looking to sharpen their skills or recruits seeking to grasp the game's inner workings, this resource is designed to empower agents with the knowledge needed to navigate the fast-paced world of Azpect FPS effectively. Our focus here is on core mechanics that underpin the intended gameplay of Azpect FPS. Within this page lies explanations and insights into the vital systems that govern the game, ensuring that agents not only survive but thrive in the heart of the action.

While this page covers essential mechanics, Azpect FPS is a rich and complex experience. For a deeper dive into the game's finer intricacies, consider exploring the Mechanics category, where a hidden wealth of knowledge is waiting to be uncovered.

For those new to Azpect FPS, we highly recommend beginning with a thorough review of the control scheme. Familiarizing each control function is crucial in the field, as many advanced movement mechanics within Azpect leverage these fundamental inputs. To help agents find the information they seek, we've organized this resource into convenient categories. Simply use the tabs at the top of the page to switch between topics, making the learning journey as seamless as possible.

## //: Heads-Up Display

Main article: AX-01 Vital Indicator Device

In Azpect FPS, the **Heads-Up Display** (commonly referred to as the HUD) is the window into the game world. It provides essential information and feedback about you and your environment that is crucial for making split-second decisions and staying ahead of the competition. Understanding the HUD elements is key to mastering the game.

Azpect FPS allows players to customize their HUD to some extent. You can adjust the placement, size, and opacity of HUD elements to suit your preferences. This customization can enhance your gameplay by ensuring that critical information is exactly where you need it.

### //: HP & AP Bars

Located at the bottom centre of the screen, these bars display your current **Health Points** and **Armour Points** values. The HP bar represents your character's overall well-being, fixed at a range of 0 to 100 HP. The AP bar similarly indicates the status of your AX-01 VID's shield charge, which will be deducted first before deducting HP. Keeping an eye on these bars is vital for assessing your survivability in combat.

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### //: Ammunition Reserve Bar

Adjacent to the HP and AP bars, the ammo reserve count tells how many rounds or units of equipment are left in the current magazine or rig. Additionally, a value to the side of this bar tells the number of rounds in the "reserve", which is where the ammo that restocks magazines is. Running out of ammo at the wrong moment can be a life-or-death situation, and being short of Medical or Lethal equipment is suboptimal, to say the least. It is vital to always be aware of the information recorded on the reserve bar.

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Positioned on top of this bar is a set of texts that tell the calibre of ammunition, the firing mode of the weapon, and of course the name of the weapon. This information is essential as every type of ammunition can be found all over Matrinex, however, the right kind of ammunition is not always guaranteed. Agents must associate what weapons use what ammunitions, as well as be aware of weapons that share calibres or have conversion kits available.

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### //: Radar

Main article: Radar

Found in the leftmost bottom corner of the screen, the Radar is a sort of mini-map that offers a top-down view of the current environment. It displays key information such as your position and orientation, the locations of teammates and Matrinex Police Department officers, objective locations and areas, extraction areas, and sometimes enemy positions. Effectively and frequently using the Radar can give you a tactical advantage.

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Be advised that not all information about others may be present on the Radar. For instance, some game modes restrict the Radar to only enemies you can see, so if a player loses sight of a target, they will fade out of the Radar. The Radar can sometimes also prevent players from learning the orientation of enemies, which is crucial information for stealth operations and flanking opportunities. Enemies that are on a different elevation may not be visible on the Radar as well. The Radar relies on an agent's situational awareness to be an effective tool on the field.

### //: Waypoints

Main article: Objectives

These are icons or markers that guide you towards mission objectives or key points of interest. Whether it's an extraction point, an enemy structure, or an area that needs to be secured, objective waypoints help you stay on track during missions. It should be noted that some objectives require areas to be searched, so not all waypoints necessarily point to an exact location.

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### //: Crosshair

Main article: Crosshair

The crosshair, fixed right in the centre of the screen, assists with both aiming and understanding the "cone" of your weapon's shots. In essence, it shows where the end of the barrel is pointing. The crosshair will expand and contract to represent the accuracy of your next shot and even change shape to accommodate the type of weapon being used. For instance, a Sniper Rifle will have a very wide crosshair compared to an Assault Rifle. Moving around, changing stance, and sustained fire will hinder accuracy and make the crosshair larger.

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### //: Hitmarkers

Main article: Crosshair § //: Hitmarkers

Hitmarkers are positioned in the same place as the crosshair, and it is a simple indication of if and where your shot has landed. Much like the crosshair, hitmarkers adapt to the situation by changing shape to discern shots that hit the head, eliminated the threat, or were deflected. Hitmarkers also assist with aiming indirectly, in other words, if you shoot at something and there is no hitmarker, you must aim somewhere else.

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### //: Tension Meter

Main article: Tension

The Tension Meter is located at the very right of the screen and tells both the amount of Tension Points you have accumulated as well as a visual representation of the Tension Skills you have equipped. Tension is an ability system equivalent to kill streak abilities in other titles, with the exception that Tension works on a point system and Tension Points can be earned without terminating hostiles. Tension Skills cost Tension Points, and some Skills are triggered manually or upon meeting a set of criteria.

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## //: Movement & Player Interaction

Main article: Mechanics/List of Default Keybinds

Azpect FPS follows the traditional movement mechanics of many First Person Shooters, with `W``A``S``D` assigned to changing the character's position, `⇧ Shift` to engage sprinting, `Space` to jump, and of course moving the mouse is used to look around. Some secondary keys are assigned for alternative ways to invoke the same action, such as holding `F` is the same as pressing `3` and double tapping `W` engages sprinting.

`E` is used to interact with objects or characters. Additionally, if one action has multiple options of execution, a context menu will appear, where players then can use the scroll wheel to cycle and then `E` again to select an option or exit the context menu.

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### //: Vaulting

Main article: Vaulting

When encountering an obstacle that the player character can surpass by vaulting, the `Space` key's function is replaced with the option to vault. For shorter obstacles, the character will perform a simple manoeuvre, allowing the player to retain control over their weapon while performing this action. Vaulting over taller obstacles is quite difficult, as the manoeuvre to do so is longer and requires the character to stow their weapon, leaving them vulnerable to oncoming fire.

### //: Stances

Main article: Stances

Players can adjust their vertical positioning by holding the `^ Ctrl` key or pressing the `C` key once to crouch, as well as pressing `X` to prone. `Z` cycles through these stances in the order of standing, crouching, proning, and wrapping around again.

Additionally, the right `⇧ Shift` and `^ Ctrl` keys can be used to toggle to sprint and toggle to crouch respectively, offering players further control over their stances without having to specify anything in the Config.

### //: Sliding & Diving

Main articles: Sliding and Diving

While using `⇧ Shift` to sprint, players can slide on the ground or through openings by pressing `C`, as well as dive over ledges by pressing `X`. Players must remain sprinting when performing a slide or a dive, and if they continue holding `⇧ Shift` after execution, they will resume sprinting when they get up from the slide or dive. Agents are advised that these sets of actions are very taxing on Stamina, so they should only utilize this movement technique when necessary. Additionally, if the player releases `⇧ Shift` when they execute a slide or dive, they will end up in the stance respective of their action, crouching after sliding and proning after diving.

## //: Health Mechanics

Main article: Health and Armour System

As mentioned before, the AX-01 VID is responsible for storing HP and AP values for players. Understanding how this system operates is essential for surviving the intense battles within the game. Health Points (HP) and Armour Points (AP) are the two primary components of a player's vitality. They determine how much damage a player can endure before succumbing to the rigours of combat. In this system, the maximum cumulative damage a player can withstand is 199 points – comprising 100 damage to AP and 99 damage to HP.

In the immersive world of Azpect FPS, your character's well-being is not solely determined by their overall Health Points. The body is divided into distinct regions, each with its damage capacity and consequences when harmed. While HP is a fixed scale ranging from 0 to 100, each region of the character's body has its own unique "capacity" for damage. This capacity varies based on the region:

* The torso can withstand up to 100 points of damage before it's considered "fractured."
* Limbs have a lower threshold, enduring only 75 points of damage.
* The head is the most vulnerable, with a capacity of just 50 points.

To provide players with vital feedback on the status of their character's body, a visual representation is displayed above the HP and AP bars. This small body map employs a colour-coded system to convey the level of damage sustained in each region. The colour transitions are as follows:

* **White**: Undamaged
* **Yellow**: Slight damage, <50% damage capacity
* **Orange**: Moderate damage, <75% damage capacity
* **Red**: Severe damage, <100% damage capacity
* **Black**: Fractured

A "blacked out" region applies negative effects to the player, including reduced mobility, gradual HP decay, and accuracy hindrance. In addition to fractures, players must also be cautious of sprains, which occur at joints within regions. While similar to fractures, sprains are typically less severe and have a shorter duration. Importantly, sprains can be healed without the need for specialized Medical equipment.

Armour serves as the first line of defence, absorbing incoming damage before it affects a player's Health. It provides an additional layer of protection and offers a unique advantage: any damage inflicted on AP does not adhere to the typical headshot multipliers. However, it's worth noting that if a player's AP is depleted after taking a headshot, any remaining damage will indeed be subjected to the headshot multiplier.

Armour Points naturally decay at a fixed rate of 1 AP per 5 seconds. This rate underscores the importance of Support class players, who can significantly enhance their team's survivability by replenishing AP. For players who frequently engage in intense confrontations or find themselves attracting enemy fire, maintaining a healthy AP charge is invaluable. It is possible to die with AP remaining, the most common cause being succumbing to negative Status Effects.

When a player's HP reaches 0, two possible outcomes await:

### //: Fight for Your Life

Main article: Fight for Your Life

The first is entering what is known as "Fight for Your Life". In this stage, players are forced into a prone position and can only use their sidearm for defence. Teammates become crucial during FFYL, as Combat Medics can either revive the downed player, or if none are available to assist, others can provide cover until the player can self-recover. During FFYL, the HP bar is replaced by "Bleeding Points," which gradually decreases over 60 seconds. Players can slow down the bleeding by pressing `E`, reducing the decay rate by half but sacrificing access to their weapon. If a player can endure 30 uninterrupted seconds of slowing the bleeding, they'll return to the fight with 5 HP and a short Bleeding status effect. However, this can only be done twice per life, and a third downing results in permanent death.

### //: Immediate Termination

The second is simply being terminated, and is an unfortunate fate for a player, resulting in their sudden decommissioning on the field. Several conditions can lead to this outcome, each checked in descending order of priority, as follows:

* If the last inflicted damage was a headshot.
* If the player's head is "blacked out" due to severe damage.
* When a player suffers 70 or more points of damage in a single blow.
* The player has exhausted their FFYL opportunities after successfully recovering from FFYL twice before.

These conditions determine when a player's journey in the game abruptly ends, leaving spirals in their eyes as they fall, and their gear drops to the floor.