The basic training teaches players to take toughness damage, lose all toughness, then take health damage. This accurately reflects how toughness works for ranged attacks: health damage only occurs after toughness is depleted.
However, melee attacks work differently. If hit with a melee attack at 50% toughness, half the damage bypasses toughness and hits health directly. The training fails to show this due to two issues:
- Players can approach the gunner, triggering melee range. Most will likely rush the gunner, expecting to “kill” it, only to realize they have no weapon.
- In training, melee attacks inexplicably don’t damage health until toughness is fully depleted, misrepresenting how melee works.
This design intends to demonstrate ranged attack mechanics but can be highly misleading.
Suggestion: Use a two-step approach:
- Show ranged attack mechanics with an unreachable ranged unit.
- Show melee attack mechanics with a melee-only unit, clearly stating: “Melee hits can pierce toughness, damaging health based on missing toughness.”