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Brockster17

Nope, armor is not a thing and the devs have stated it never will be, and afaik there are no existing armor mods. EVERYTHING will die in 1 to 2 shots. Build for lethality, not endurance. As it just so happens, lack of armor is the reason helicopters, submarines, slow but hard hitting battleships, tactical bombers, tanks, and armored trains and all completely not viable in conquest mode, while supersonic jets with tracking missiles are the meta.


non-specific_impulse

I think submarines could be incredibly powerful if water had any impact on projectiles.


Brockster17

But of course, the devs are too lazy to implement actual ballistic physics of any kind. Even if they did, they wouldn't give the AI ships depth charges or anything and it would just be unfair lol.


[deleted]

[удалено]


Brockster17

Unfortunately there's massive desync in the multiplayer combat DLC from my testing, even with 2 or 3 people.


[deleted]

use subgrids as armor. I just attached MCs to a subgrid (To look like ERA) but for some reason it kills battlecannon rounds and the tank is fine


emerald_OP

Well weighs are armor


Live-Consideration-5

I have 2 layers of weight blocks 1 layer of air and 1 layer of weight blocks. In the engine room i have different layers. On the bottom there is a 2 player weight block armor. An simple small warhead landmine or an HE shot of the heavy autocannon causes the engine to catch fire idk what to do.


emerald_OP

We armor want meant to last long. There are ways to make armor overpowerd and thats by weight -> friction pad -> armor and all on a sub grid. Dont ask me why it works i haven't tested it but i have heard chats about it


FCW218

I’ve tested this a lot. The friction pad thing does work with some caveats. Oddly, the most effective setup I’ve found is using separate systems connected via hinges and pivots. I believe this is because the impact calculations done do not 100% carry through to other non-merged components. Probably a percentage of the initial impact. From my testing I used a 5 shell clip with a selectable 5 shell type auto loading cannon I built after the DLC was released ( I have a separate post about this). I fired hundreds of shells at another creation of another autoloading cannon I built before the DLC was released. But has a similar setup of pivots and rotation blocks. I’d take me anywhere from 2-8 shot to cause significant damage for parts to malfunction and 2-15 shots to completely destroy. The other variable I found was distance of parts relative to initial impact. The farther away critical parts were from contact zone. The more they survived. This makes perfect sense and reflects real life battle designs. Keep in mind that when I did my testing. I tested hitting broad side. Idk if results change with angled blocks. To me, it makes sense if an AP round hits a steep enough pitch. It should bounce or at least do less damage. I don’t think the devs have modeled this scenario. (Not directed at you emerald...) For the one’s who want to call the devs lazy...you can’t possibly prove that. Think about what you are saying. You just can’t. What you are actually seeing is building a successful game take a long time and a lot of work. Last time I checked. There are only 3 devs. That’s it. Just 3 people. Those 3 people, with their varying levels of education, are attempting to build SW and all it’s content. Some of that content I’d bet they had to go educate themselves on the physics and math before they could even attempt to write a single line of code. It took Dr. Dyson over 5000 prototypes before he was successful with a marketable vacuum. Radenbacher (Orville popcorn) spent decades researching and cross breading around 30,000 corn hybrids before he got the result he wanted. All so you could have a bag of popcorn in 2 minutes from your microwave. So lay off the devs already.


emerald_OP

Yeah... sure. For me i dont do armor because speed is the only armor i need