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Re: More questions, part 2
"The "only one" is referring to the special abilities, otherwise 5 stealth armors would make the ship utterly, permanently immune to most scanners .... and provide more defensive % benefit than an ECM module.
Scattering armor, IIRC, similarly doesn't stack it's special abilities. Nor emissive armor, apparently." Ah yes, but remember also, the defense bonus DOES stack, add the Stealth Armor, Scattering Armor and ECM together and you get one tough ship! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: More questions, part 2
Posted by Deathstalker
“Ah yes, but remember also, the defense bonus DOES stack, add the Stealth Armor, Scattering Armor and ECM together and you get one tough ship!” If I understand you, 1 Stealth Armor III + 1 Scattering Armor III + ECM III Will give you greather ECM than 2 Stealt Armor III+ 1 ECM III or 2 Scattering Armor III + ECM III |
Re: More questions, part 2
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Re: More questions, part 2
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But not with the ECM bonus from other components of the same type. So Stealth Armor + Stealth Armor gives you nothing extra as far as ECM goes. Ditto for mounting more than one Scattering Armor, or more than one ECM pod. But yes, mounting all three, you do get the cumulative benefits -- once for each component type/name. Assuming all at level III, that's a {65% (ECM pod) + 15% (Stealth armor) + 15% (scattering armor) =} 95% defensive bonus. However, 1 Stealth Armor IIIs, 10 Stealth Armor IIIs, or 1,000,000,000 Stealth Armor IIIs ... you still only get +15% ECM from the armor parts. Which IMO is kinda cheap; the regeneration of Organic armor is fully stackable (the Deathstalker mod makes this even more of a problem IMO; when you can _miniaturise_ armor ... *shudder* Starbases with 60 miniaturised Organic Armor parts ... 1800hp/turn regeneration, eep!!). The shield-replenishment of Crystalline armor also seems fully stackable. |
Re: More questions, part 2
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do not read what I write... |
Re: More questions, part 2
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Re: More questions, part 2
"Which IMO is kinda cheap; the regeneration of Organic armor is fully stackable (the Deathstalker mod makes this even more of a problem IMO; when you can _miniaturise_ armor ... *shudder* Starbases with 60 miniaturised Organic Armor parts ... 1800hp/turn regeneration, eep!!)."
http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif (yes, but just think of the repair ratio when it does get damaged. 60 components, your waiting a loooong time for that baby to be operational again http://forum.shrapnelgames.com/images/icons/icon7.gif And I usually reduce my races repair rate to 50% http://forum.shrapnelgames.com/image...s/rolleyes.gif ) |
Re: More questions, part 2
And in further defense of Organic armor, just get Temporal (for early shield and armor skip) or nullspace (which you can get pretty quick too)
or or or.... CRYSTALINE RACIAL TECH! Its not that much of a problem. And if you really can't beat the organics, just do as some famous general said a long time ago and i forgot who (maybe Sun Tzu) Just adobt their tactics. If they win using organics why don't you? Or just hit their organics econ? And repairing 60 components is a *****, i had a Baseship with a bunch of Xgat comps on it and it took some serious damage, well i just retrofitted it to a ship with bigger mounts instead of trying to repair em all, o and i never retrofit ot the Xgat model. It woudl take 2 turns at my biggest yard (2 battlestations full of repair 2's) and 8 yards and a planet with a space yard of course |
Re: More questions, part 2
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Re: More questions, part 2
What, you mean DEAD armors heal in combat?!? But they don't outside of combat?!? I would be ROFLMAO but somehow I just can't... too evil... too... Malfadorious! http://forum.shrapnelgames.com/images/icons/icon10.gif
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