What's the best way to layer armor?

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    I have noticed that basic armor has the most HP, yet people recommend layering it with standard and advanced.
    I don't quite understand how I'm supposed to layer though, do I just put the three layers one above the other? If so what's the recommended order, or what does each armor type accomplish?
     
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    Armor was "revised" with QuickFire config...
    yes: layers, one over the other.

    Basic armor is best against missiles(hp)...
    standard / advanced offer least protection against missiles(hp)...
    basic offer least protection against antimatter-cannons/beams(no layer bonus)...
    against antimatter-cannons / beams: layer advanced armor with an outer layer of standard is advised...
    then bubble-gum-wrap it in basic armor for best protection...
    or put the basic layers on the inside...

    not my idea ¯\_(ツ)_/¯

    P.S. has nothing todo with what people actually use: "community content" or "default-pirate/ships/stations"... just recommended for "QF-Config"...
    i.e everything after v.202.86.

    ... and max "layers" cap is 32 afaik*

    ... small edit for easier reading*
     
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    what does each armor type accomplish?
    standard / advanced armor gives a "layer-bonus" (but only against cannon/beam)...
    basic gives no "layer-bonus"... just extra padding(hp) against missiles.

    P.S: current release... not sure what the future holds*
     
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    DrTarDIS

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    Eh, Theorycraft™ says that an outer layer or two of standard, with a couple(2-3) layers of basic inside/below it, an empty space, and then 1-2 layers advanced around/encapsulating systems deeper inside the ship would offer the best balance of protection-to-mass-to-area.

    The discussion of exactly how-to armor something the "best way" is as old as weaponry. I personally put it towards "who's piloting it" to determine which is the best.
    If it's mainly AI or an aggressive player in control, then the best bet is to go with heavy armor on the "front" as that's the direction most likely to be under fire. Both are probably going to "face tank" and "roll the dice" well past shield collapse.
    If it's piloted by a "scaredycat" player, medium-light armor towards the back and sides is better as they'd turn tail and run at low shields until the shields recharge. The lighter armor would allow more "speed tanking" play style as well.

    Other players (too lazy to search though the old armor threads) point out "all or nothing" armoring styles where they'd only armor the important to combat stuff, like the main chunk of reactor and primary weapon systems, and put all the mass of an otherwise much larger ship in those concentrated areas and leave the rest open to being evaporated. That style comes mainly from USA and UK Naval Doctrine, armor the ammunition and leave the rest open to even small arms fire.

    I say it comes down to how you play. If you're not afraid to get battle scars, armor is for you. If you think every block is precious, you're probably not going to stay in combat with anything that can drop your shields anyways making armoring irrelevant.
     
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    I contend that it depends on how you play. Armor is for you if you don't mind getting scars from fight. If you value every block, you probably won't engage in combat with anything that can knock your shields off, rendering armoring useless.
     
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    Crashmaster

    I got N64 problems but a bitch ain't one
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    I have little practical experience but I subscribe to the idea that shield capacitors are fine as 'empty space' in layering since once your shields are downed their maximum capacity is pretty irrelevant.
     

    DrTarDIS

    Eldrich Timelord
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    I have little practical experience but I subscribe to the idea that shield capacitors are fine as 'empty space' in layering since once your shields are downed their maximum capacity is pretty irrelevant.
    the empty space is for blocking "acid" propagation. Any block touching an area lets "acid" damage go that way, so filling the void with caps would be Theorycraft™ bad in comparison.
    Though that again is dependent on if you let them fall to begin with.
     

    TheDerpGamerX

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    Armor is near useless in terms of actual combat. Without armor HP, it will always be more worth it to put more shield cap or weapons. Armor is simply too heavy for the little protection it provides. Even 20+ layers of advanced is pretty weak in current vanilla configs.
     
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    Other players (too lazy to search through the old armour threads) mention "all or nothing" armoring styles where they would only armour the crucial components for combat, such as the main portion of the reactor and the primary weapon systems, and concentrate all the mass of an otherwise much larger ship in those focused areas while leaving the rest vulnerable to being evaporated. This design, which armours the ammunition while leaving the remainder vulnerable to even small-arms fire, is mostly influenced by US and UK naval doctrine.
     
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