Continuing on... same topic: armor...
Copied directly from QF-Notes:
- A thin layer of basic armor on the external hull to help mitigate the explosion of missiles
- A few layers of standard armor to soak up the first damage dealt by cannons and beams
- A LOT of layers of advanced armor behind the outer plating to stack up that armor rating baby.
What does this mean in-game and is it "working as intended"...
Test performed to the aforedescribed META, + control tests.
Weapons used:
30 block cannon
30 block cannon w/ 100% beam support
30 block beam w/ 100% missile support
30 block cannon w/ 100% effect tertiary
Tests reveal:
Cannon is better than damage beam against armor (minimal 2-block thick layer required for "armor.rating" effect).
Advanced armor is best defense, (direkt shots to advanced provide more protection than standard on top of advanced).
Further testing w/ beams not needed for this test.
25 layers advanced armor is better than 10 layers standard armor (outer layer) + 15 layers advanced armor (inner layer) against cannon.
- 1 shot destroys 1 standard armor (with 15 layers advanced behind it).
- 11-13 shots destroys 1 advanced armor
With 10 shots advanced armor is reached, ca. 165 shots are needed to penetrate the remaining advanced.
To penetrate 25 layers of advanced will require ca. 250+ shots .
The only reason to use standard armor (behind basic and before advanced), is to soak up more missile damage, (standard is better than advanced against missile).
This results in basic + advanced being META against beam, cannon and missile... more basic should be used to guard against missile.
edited: standard out, misinterpretation: standard armor is subpar.
Bonus Info: small ships / fighters / drones
5 block-cannon-systems have no affect on 2 layers advanced armor, at the very least a secondary or effect is required.
Against 5 layers of advanced a minimal of +- 10 block cannon-systems with secondary are required, effects are not enough.
Against 32 armor layers; plan for fighters to need approximately 20+ block weapons-systems + 100% secondary for minimal damage.
Disclaimer:
The likelyhood of landing successive shots to the same area on a moving target were not taken into account, this would raise values even higher.
CC were not tested, the resulting damage would be mitigated by the armor rating.
Refer to this:
page-4#post-379405 for the beginning of Infos on tests peformed with v0.202.86 QF.Config Update!