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December 18th, 2003, 10:08 PM
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Corporal
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Join Date: Oct 2003
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Re: Emissive Armor?
Quote:
Originally posted by Asmala:
Doh, I'm not good at explaining things.
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definatly not 
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December 18th, 2003, 10:35 PM
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First Lieutenant
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Join Date: Sep 2000
Location: Texas
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Re: Emissive Armor?
I think what Asmala was saying is that:
100 damage is hit
It hits a 1kt armor and now you apply 99 more damage.
It hits a 1kt armor and now you apply 98 more damage.
Repeat that 15 times
83 damage left
Now instead of hitting one of the psuedo armors it hits a weapon and does 20kt damage and destroys it.
63 damage left.
Repeat.
For 1kt armors you have more to hit calcs for the components. So while more 1kt armors are hit the chances of larger non-armors getting hit is increased.
For the 7kt you have less to hit calcs since each one eats up more of the damage and reduces it faster. So less total number of chances of it hitting a none armor.
Hrmm... I wonder if that was any better of an explanation...
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December 18th, 2003, 10:53 PM
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Corporal
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Re: Emissive Armor?
Quote:
Originally posted by Cyrien:
Hrmm... I wonder if that was any better of an explanation...
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I guess it was, but I still dont get it 
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December 19th, 2003, 12:42 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Emissive Armor?
Perhaps I was unclear...
Rounding things off:
1kt non-armor, 10 hitpoints
vs
5kt non-armor, 35 hitpoints (B5 mod uses 7/50)
If you have 100kt of space spent, you get 100 of the light armor, for 1000 hitpoints... VS 20 of the heavy armor for 700 hitpoints.
...With B/LS/CQ/6engines and guns behind that...
What happens is that you have a greater probability of sustaining damage to your engines and/or guns if you use the light "armor", despite the fact that it has more hitpoints total.
Of course, once the "armor" has taken a lot of damage, the extra protection percentage falls off.
And if your ship was destined to be destroyed by the first volley of a large fleet, the light armor would sap more ammo from the enemy.
-----
The point is that early on in the battle, the tiny-chunk & stronger stuff lets more damage through to weapons & engines & stuff than the large-chunk & weaker stuff.
(Where stronger & weaker is measured in Hp/Kt)
[ December 18, 2003, 22:48: Message edited by: Suicide Junkie ]
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December 19th, 2003, 08:59 AM
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Shrapnel Fanatic
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Re: Emissive Armor?
Damage is not assigned per point. All the damage from a shot is assigned to the same component, unless it gets destroyed. Then, the extra gets applied to a new single component.
Trust SJ. He is quite right on this.
[ December 19, 2003, 06:59: Message edited by: Imperator Fyron ]
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December 19th, 2003, 09:12 AM
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Sergeant
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Re: Emissive Armor?
Quote:
Originally posted by Imperator Fyron:
quote: If this bug is fixed in future, its value increases significantly.
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It is not a bug, it is how the combat mechanics were designed. Then it is designed poorly and should be fixed. It is not logical that enemy would 99 % of the combats hit first that same armor (expect with talisman and that only guarantees that you hit the ship, not one specific component in that ship).
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December 19th, 2003, 09:56 AM
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Shrapnel Fanatic
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Re: Emissive Armor?
If that one armor component has a lot fewer hit points than the other armor components, it makes sense. It is the weakest part, so why not target it first?
I should also point out that the armor systems are bound to be integrated somehow, so the weakest part is likely to fail first, not Last. It makes 0 sense to say that one chunk of the hull is CA, one is EA. If that were the case, then the EA ability would not be in effect when CA gets hit, but it is. Given that, whatever the EA is doing is always getting hit and worn down, so it would be more likely to fail first.
[ December 19, 2003, 08:01: Message edited by: Imperator Fyron ]
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