NewCombatSystem

Introduction
Hello, and welcome to Todd's Awesome Combat System (TACS for short). I am your guide, Todd. (How convenient!) To make a really long story short, I have endeavored over the past two(ish) years on and off (OK, mostly off) to replace the currently existing TF2005 combat system (referred to as "legacy" from now on) that has been in place for over 13 years. My goal was to make something that was First and foremost FUN, robust, complex, and not too complicated. Hopefully I have succeeded, if not, keep in mind that much of this system will likely remain something of a "work in progress" as it matures.

New Stats
Dexterity is now Accuracy. Speed is now Agility. Hopefully that wasn't too confusing!

Mode Specific Stats
Characters are no longer limited to having the same stats in both modes. The best example of this is someone like Broadside. As a robot or plane, he is somewhat agile, but as a gigantic aircraft carrier, he **should** be incredibly slow and easy to hit. In the legacy combat system, we weren't able to make this distinction and ended up with a ridiculously agile aircraft carrier. In the new system Broadside can have different Agility stats for each of his modes.