It is true its hard to use armour to completely block shots from things like cannon/beams (My main turrets were doing 3 x 1.8mil damage a shot) but those very powerful shots are once every 30 seconds.... You should however be able to get enough armour to stop cannon/cannon combinations and maybe cannon from doing acid damage and removing blocks to fast.
But assuming the dev write up about armour is correct if someone uses a 1.8mil damage shot against you they should just get a punch through your entire ship, its only one to two blocks wide it won't get acid damage. If I setup my system blocks to be vertical thin slabs and engage so my target is mostly in front or behind me and on an slight angle my oversized chambers of 50k blocks will only lose 5 blocks each 30 seconds from those shots. Assuming I can rotate fast enough to keep the angle.
Between that heavy core armour and if you can angle the ship to use the sloped armour effect you might be able to block smaller cannon/beam shots but yeah its not going to help with the big ones.
With the current setup of armour which is still subject to change I don't see anyone with enough armour to stop large cannon/beams but you should be able to minimize the damage from those slow firing weapons and your ship should last a long time if you can keep the cannons and cannon/cannon combos from stripping of your systems.
I've read a number of posts saying that you can't really shield regen in combat so I'm guessing with a one on one with similar sized capital ships the shields are both going to eventually go down from the cannon/beam weapons since shields absorb all the damage. Then it should come down to how well your ship can avoid critical damage after the shields are down. The danger of the full penetrating shots is if it hits the reactor stream on the way through, computers etc.
Good armour should also vastly reduce the damage you take from swarms of smaller ships.
Well that theory just got blown up the punch right through shots do acid damage as well currently.
But assuming the dev write up about armour is correct if someone uses a 1.8mil damage shot against you they should just get a punch through your entire ship, its only one to two blocks wide it won't get acid damage. If I setup my system blocks to be vertical thin slabs and engage so my target is mostly in front or behind me and on an slight angle my oversized chambers of 50k blocks will only lose 5 blocks each 30 seconds from those shots. Assuming I can rotate fast enough to keep the angle.
Between that heavy core armour and if you can angle the ship to use the sloped armour effect you might be able to block smaller cannon/beam shots but yeah its not going to help with the big ones.
With the current setup of armour which is still subject to change I don't see anyone with enough armour to stop large cannon/beams but you should be able to minimize the damage from those slow firing weapons and your ship should last a long time if you can keep the cannons and cannon/cannon combos from stripping of your systems.
I've read a number of posts saying that you can't really shield regen in combat so I'm guessing with a one on one with similar sized capital ships the shields are both going to eventually go down from the cannon/beam weapons since shields absorb all the damage. Then it should come down to how well your ship can avoid critical damage after the shields are down. The danger of the full penetrating shots is if it hits the reactor stream on the way through, computers etc.
Good armour should also vastly reduce the damage you take from swarms of smaller ships.
Well that theory just got blown up the punch right through shots do acid damage as well currently.
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