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Some questions about armor
Hi all!
I hope you can help me with a problem i do actually have concerning the use of armor Do i understand it right that armor stacks in such a way, that, lets say i install 10 normal armor components in a vessel, the 40 point damage resistance is stacked to 400 and the damage is taken from the armor at first before it go on to other part of my ship? If so: 1) does that mean if i take organic armor III and install 10 components, these components would withstand 1500 points of damage while repairing 300 points per turn 2) does that mean that if i have damage neglecting armor such as used in Star Trek mods or the like, these armors will stack not only the damage resistance of the components but also the value o damage compeated? - Therefore creating a vessel that negates any damage of lets say 200 if i install 10 armor components with each negating 20 points of damage 3) do i create with such a trick a vessel impervious to fighter attacks? I hope you can help. |
Re: Some questions about armor
In the default game, your assessment of armor and organic armor is correct.
Many of the armors in the Star Trek mod do not have the 'armor' ability. They are referred to as leaky armor, meaning that they have many more hitpoints than other components so they are more likely to be damaged first - but not always. Only the best available emissive value will be used, it does not stack. |
Re: Some questions about armor
1) Yes, 10 organic armor III's will take 1500 damage and regenerate 300 per combat turn, and all 10 of them will have to be destroyed before anything else takes damage from non armor skipping weapons. However, if any of them gets destroyed, each destroyed armor component will not contribute regeneration points until it has been regenerated. If 2 of the 10 are destroyed, the remaining 8 would regenerate 240 damage the next turn, enough to repair one of them. The remaining unused 90 points of regen would be kept track of with no visible result until further regen brought the total up to 150 and repaired the other one.
2. The emissive armor ability does not stack. Only the highest ability value of any intact component on the ship counts. This does not render the ability nearly useless, however, as it also reduces the damage of hits that it can't negate. 3. Emissive is near useless against large fighter stacks, because every weapon in the stack that hits is added together and treated as a single shot, so the emissive reduction is only applied once no matter how many fighter-mounted guns the fighter stack is using. The same principle applies to seeker groups as well, which are generated when a single ship fires multiple missiles at the same target at the same time. |
Re: Some questions about armor
The best way to make a ship impervious (or at least a helluva lot less vulnerable) to fighter attacks is to slap lots of PD on it. If you don't want to sacrifice the space, simply build another, perhaps smaller ship crammed full of PD and have it stay right next to your "main" ship to engage any fighters on the fly.
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Re: Some questions about armor
I've also heard of people using unarmed but shield packed "fighters" to act as screening elements for their ships, they take a few hits prior to the enemy targeting your cappies usually or so I've heard I've never really tried to do this as it seemed a bit expensive and time consuming to build say 300 shield fighters which may or may not make a difference in the battle as if the carriers holding them are placed to far back the initial shots would already be fired before they even hit the front lines.
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Re: Some questions about armor
If you've got some powerful seekers, such shield fighters might come in handy. You fire the seekers and have the shield fighters stay in front of them. When they close on the enemy, the enemy PD will fire at the fighters and the seekers can hit. I think.
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Re: Some questions about armor
Of coursing organizing such tactics in simulatan combats (pbw) is not likely to happen..
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Re: Some questions about armor
a hint: if you have the space and costs to spare i usually put at least 2 emmisive armors on a ship, when the first one gets destroyed, the second one will still reduce damage. This is not viable in stock games because of the low hitpoints/reduction of emmisive armors, but some mods, such as DEVNULL make quite some buffs to them.
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Re: Some questions about armor
In Carrier Battles mod, the combined arms combat works quite well in PBW games.
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Re: Some questions about armor
Combined arms is a necessity in the CBMod. However, my tactic of using fighter screens to prevent enemy PD from taking out hard-hitting seekers won't work in simultaneous combat - not in SEIV anyway. That's what RagX means.
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