Loading...
  OR  Zero-K Name:    Password:   

Armor modules for coms

14 posts, 945 views
Post comment
Filter:    Player:  
sort
13 years ago
--- Current Behaviour ---

2* Ablative Armor:
+1200 HP
+250 Metal

High Density Plating + High Power Servos:
+1600 HP
+600 Metal



Commander HP: 7200@BattleComLvl4
8 Modules: 0 Ablative, 8 High Density = 23200 HP - 55% real speed
8 Modules: 4, 4 = 15800 - 23%
7 Modules: 4, 3 = 14200 - 23%
6 Modules: 3, 3 = 13600 - 23%
5 Modules: 3, 2 = 12000 - 17%
4 Modules: 2, 2 = 11400 - 17%
4 Modules: 0, 4 = 13600 - 29%

--- Would it be better if we change this? ---

-> That high density plating provides more Armour but less HP?
-> That Armour breaking weapons would be more useful?

2* Ablative Armor:
+15% HP ( % of com model )
+250 Metal

High Density Plating + High Power Servos:
+0 HP
+15% Armour
+600 Metal



80% Armour|Speed would mean:
1.00 / ( 1.00 + 0.80 ) = 0.556 Damage|Speed
( 80% Armour == 55% Damage received )

Expected Break-Even-Points ( Real HP ):
Commander HP: 7200@BattleComLvl4
8 Modules: 4 Ablative, 4 High Density = 18432 HP - 29% real speed
7 Modules: 4, 3 = 16704 - 23%
6 Modules: 3, 3 = 15138 - 23%
5 Modules: 3, 2 = 13572 - 17%
4 Modules: 2, 2 = 12168 - 17%
3 Modules: 2, 1 = 10764 - 9%
2 Modules: 1, 1 = 9522 - 9%
1 Modules: 1, 0 = 8280 - 0%
+0 / -0


13 years ago
I don't understand this armour statistic, we don't have armour. Damage reduction is the same as a HP increase.
+0 / -0

13 years ago
Either way, though, armour should be a percentage increase, not a flat value. It's unfair to the heavier comms, which are already less popular than the light comms.
+0 / -0
Skasi
13 years ago
frameworld and Pxtl, percentage increase would lead to exponential increase in unit strength, which is not possible to balance with module costs. A flat increase in HP would be too much too, because of the fact that stronger units would benefit more of the upgrade. This is why it needs percentage based reduction of unit speed.

Using armor instead of HP is bad because it's "invisible" and would be the same as increasing HP anyway. (crabe and razor kiss are a good example)
+0 / -0


13 years ago
Crabe and Razor Kiss aren't a good example as their use of armour is justified in that it is only active sometimes. I do think a better UI for this would be good, something like a little symbol in the tooltip showing the damage reduction. But that isn't related to a commander armour bonus which by the sound of things would be active all the time, that is purely unnecessary.
+0 / -0

13 years ago
I still don't get it - why are range and speed buffing modules percentage-based (which benefit the support and recon comms disproportionately) while armor-modules are fixed values?
+0 / -0
Skasi
13 years ago
They are a perfect example, Google. It's invisible. I didn't say it wasn't justified. :O
+0 / -0
13 years ago
ARMOUR

I support the percentage amour especially because of the fixed value of self-repair kits.

Armour is more expensive and should benefit from this modules.

It should be more efficient than only HPs to increase the priority of armour pircing weapons like gauss or emp.
+0 / -0
13 years ago
Meh, its an overcomplication as many has said. Really why deal with making armor to be "Tougher" when more HP does the same trick.
+0 / -0
13 years ago
Do you really want that we should suggest percentage repair rates for self-repair systems with about 1% repair rate per second?

8 Modules: 3 self-repair, 5 High Density = 15200 HP + 450 HP/s - 67% real speed
+0 / -0
13 years ago
ok thats nice...but then you have a pair of ok guns that can't dodge anything, and be preety much comnapped.
+0 / -0

13 years ago
Either way, still... why fixed HP instead of % HP when every other module works on %? It seems to be a de-facto buff of the low-armor comms vs. the Battle Comm.
+0 / -0


13 years ago
> It seems to be a de-facto buff of the low-armor comms vs. the Battle Comm
Yes, it is.
+0 / -0
13 years ago
In the current implementation it supports equal an amount of HP at all com setups.

NEWS:
Someone try to change the source and preserve the lineage of the strike com.
* only 15% instead of 20% range boni.

That would force the strike com to walk next to the front and get hits from more units - A counter with Armor modules would transform it to a battle com !!!
+0 / -0