Targetting skill determines your mech's ability to hit enemy mechs or creatures in the plains. It is compared to the evasion of the target, and based on that comparison it calculates your chance to hit and miss, as well as the chance for each hit to be weak, normal, strong, or critical.
Evasion skill determines your mech's ability to evade and reduce taking damage from enemy mechs or creatures in the plains. It is compared to the targetting of the attacker, and based on that comparison it calculates your chance to evade damage, as well as the chance for each hit to be weak, normal, strong, or critical.
Intuitition skill assists your evasion and targeting. It is compared to the intuition of your targets whenever you shoot, and to the intuition of your attackers whenever they target you. Intuition determines the chance to block or even deflect incoming weak, normal, strong, and even critical shots, and the chance to have your shots blocked or deflected. Weapons also require certain intuition scores to be equipped on a mech.
Movement skill determines how fast your mech moves, in order to get its target into its optimal weapon range:
|Movementskill after boni||Distance per turn|
If you're carying armor with a weight greater zero actual distance travelled is multiplied by (100-armor weight)/100 so an armor with weight 50 will reduce your actually distance travelled by 50%.
Movement skill values also determine the fire order of mechs in the arena, where mechs with the higher movement values shoot first, but after each shot the movement value is reduced by 10% for the purpose of determining when the next shot is fired. Movement value also influences the damage output of merged weaponry. Last, armors require certain movement scores to be equipped, and the weight of armor will reduce the movement value.
Mechs will have some defense by default, against at least one of the four basic attack elements in MechG; Fire (also called Flame), Melee, Ion (also called Atomic) & Gun (also called Bullet).
The defense on a mech will reduce damage by a certain percentage. Armor will also reduce damage. Damage reduction considers the mech defense applied first before armor.
Anti-matter is the only attack type that is not affected by a mech's defenses, as nothing resists it. It should be noted however that Anti-matter weaponry deals poor amount of damage compared to level requirement.
Hitpoints are the 'health' element of a mech, showing how much damage they can take before being 'destroyed'. There is no cap on hitpoints and constructed mechs can have >500k hitpoints if skilled that way.
At the beginning of each battle that you initiate all mechs are fully repaired.