4 times the armor per block. you could use this also with adding individual power and shields to each group.
See my 2x armor post for more details on that.
See my 2x armor post for more details on that.
yesWhat happens if one if these get traumatically undocked?
Collision lag issues?
If you look at the 2x armor post I did before it you can see the armor and shield values used and I fired a 750K damage missile at that with no damage other than a small shield drop. Adding shields to all the docked sections or using more docked sections and adding shields to them should even further disperse damage.This would make a great shock plate for a tank ship. I'd love to see some damage testing on one.
Agree. But currently the rotations of non-full blocks lag any indicator before being placed - I am not gonna try putting that into some complex shapes until this critical bug is fixed.If you look at the 2x armor post I did before it you can see the armor and shield values used and I fired a 750K damage missile at that with no damage other than a small shield drop. Adding shields to all the docked sections or using more docked sections and adding shields to them should even further disperse damage.
You are right though it would be nice to figure out the extent the armor can be used.
You've got a good point here: The bigger ships and cannons get, the smaller blocks get (in relation to them). Blocks decrease in relative size!But you know I just think armors underpowered against larger weapons in general, both the way HP works and the blocks themselves, so I've never had any problem with using or been particularly annoyed at facing fancy docked armor features. Unless they're combined with something else nasty.
Docked armor can also be individual powered. Meaning not only can it have its own shields but that of the main ships. Plus it can power weapons and even provided added power to the ship. If you are going to dock a power module why not get the extra out of it as well.Well it really crushes missiles, until they have the numbers to just chomp right through all of it at once or hit the occasional calculations jackpot.
And obviously beams as they can only destroy one armored block per tick, meaning this wall would need 4 ticks minimum against any size beam.
And not really much use against cannons, I've never been able to make docked armor stand up to high pen cannon weapons even going into the realm of passive supported & shield injected armor. It's an extra couple layers of wet t-shirt in these cases at best.
But you know I just think armors underpowered against larger weapons in general, both the way HP works and the blocks themselves, so I've never had any problem with using or been particularly annoyed at facing fancy docked armor features. Unless they're combined with something else nasty.
Technically yes, but heavy per shot weapons can deal ridiculous amounts of damage relative to the armor blocks they destroy right now, which I think nerfs armor HP unfairly. While Armor HP is up (and especially with defensive pierce), armor blocks are ridiculously durable against mid-largeish weapons, but the armor HP itself takes way too much of a beating per block destroyed depending on the output size that's hitting it.You've got a good point here: The bigger ships and cannons get, the smaller blocks get (in relation to them). Blocks decrease in relative size!
But is this not solved with structural hp? (with armor working a bit like shield capacity)
I Admit the moving armor plates idea sounds interesting, though I wouldn't count on it as the game is right now & during multiplayer combat :pDocked armor can also be individual powered. Meaning not only can it have its own shields but that of the main ships. Plus it can power weapons and even provided added power to the ship. If you are going to dock a power module why not get the extra out of it as well.
I tend to notice a lot of damage tends to end up at the forward end of ships. Probably because most manual fired weapons are counted on firing from the front. Don't see to many ships firing broadsides in this game. Consider what 4 layers of this type of armor at the front of a ship would offer in protection plus the added shield strength.
If you use the distributed pathern system combined with the quadruple armor layer shown in both the posts. It would give you 4 times the armor but you could technically have 4, 8 or more times the shielding per block.Technically yes, but heavy per shot weapons can deal ridiculous amounts of damage relative to the armor blocks they destroy right now, which I think nerfs armor HP unfairly. While Armor HP is up (and especially with defensive pierce), armor blocks are ridiculously durable against mid-largeish weapons, but the armor HP itself takes way too much of a beating per block destroyed depending on the output size that's hitting it.
Beam-Pulse-Punch or Missile-Beam-Punch certainly come to mind here. (Very high difficult to avoid alpha, & 25% bonus Armor HP damage via Punch)
I Admit the moving armor plates idea sounds interesting, though I wouldn't count on it as the game is right now & during multiplayer combat :p
Docked parts being self powerable is the main reason why modular building is so viable right now, even despite ending up with technically lower main ship HP and more key rail parts to protect. But honestly this is useful for offense so much more than it is for defence, not counting shield injection which still only takes so many reactors/capacitors to self power, docked defensive elements are very cheap unless you plan to have them hold jam/cloak via fleet AI.
Better use area triggers - they also trigger when nearby blocks get added or removed the last time I tested it.Hmm, I might try making some ships with this! However, I'd research a self-destruct mechanism for the docked entities first, so that if a rail gets destroyed the plates won't stick around. I guess the docked armour could all be on the outside and get shot off a launch rail if some activators get shot down.
Also, 10/10 best new terrain for cars with spinning wheels!
Ooh, didn't know you could do that! Sounds like I've got some experimentation to do. =)Better use area triggers - they also trigger when nearby blocks get added or removed the last time I tested it.