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Armor types: Difference between revisions

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== (by DCoder) ==
== Armor Classes ==
In TS, there were 5 armor types - none, light, wood, heavy and concrete. RA2 had 11 - none, flak, plate, light, medium, heavy, wood, steel, plate, special_1 and special_2. The armor types are used to differentiate between unit types, and one armor type can deal huge damage to one type and only scratch other type. That's their main use. The classes in RA2 are used like this:
In TS, there were 5 armor types - none, light, wood, heavy and concrete. RA2 had 11 - none, flak, plate, light, medium, heavy, wood, steel, plate, special_1 and special_2. Their main use is to differentiate the damage done by weapons among different types of target. They allow anti tank shells to do high damage to tanks, but virtually nothing to infantry for example. In RA2, certain armor is used exclusively by certain classes of unit to enable weapons to exclusively target certain types of unit (sniper only fire on infantry and not units or buildings for instance), while armor is used in a less structured way in TS. The use of armor in RA2 is detailed below:
 
*None - for standard infantry, easy to destroy by anything.
*None - for standard infantry, easy to destroy by anything.
*Flak - for special infantry, more resistant than 'none'.
*Flak - for special infantry, more resistant than 'none'.
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*Special_1 - for Terror Drone, easily penetrated by both bullets and cannon shells.
*Special_1 - for Terror Drone, easily penetrated by both bullets and cannon shells.
*Special_2 - for V3/Dreadnought/Boomer missiles, so if a lot of them is fired, one exploding in the air won't destroy the others in proximity.
*Special_2 - for V3/Dreadnought/Boomer missiles, so if a lot of them is fired, one exploding in the air won't destroy the others in proximity.
All warheads deal damage depending on Verses, which set % of Damage= to be applied to specific armor types. Specific cases:
 
== Warhead Verses ==
All warheads deal damage depending on Verses, which set percentage of Damage= to be applied to specific armor types. There are also special percentage values that mean special things:
 
*0% verses means no force fire, no retaliate, no passive aquire.
*0% verses means no force fire, no retaliate, no passive aquire.
*1% verses means no retaliate, no passive aquire.
*1% verses means no retaliate, no passive aquire.
*2% verses means no passive aquire.
*2% verses means no passive aquire.


NOTE BY RENEGADE: Keep in mind that, after all, the verses control most of the damage-behaviour of the armor, i.e. if you set all warheads to 3% for light, and 5000% for heavy, a "heavy" tank will take much more damage by the weapon than a "light" one.
The Verses= entry takes the form of a comma seperated list of percentages where the order reflects which armor type the percentage damage is against. The order for both TS and RA2 is already documented above in the armor classes section.

Revision as of 18:00, 16 October 2004

Armor Classes

In TS, there were 5 armor types - none, light, wood, heavy and concrete. RA2 had 11 - none, flak, plate, light, medium, heavy, wood, steel, plate, special_1 and special_2. Their main use is to differentiate the damage done by weapons among different types of target. They allow anti tank shells to do high damage to tanks, but virtually nothing to infantry for example. In RA2, certain armor is used exclusively by certain classes of unit to enable weapons to exclusively target certain types of unit (sniper only fire on infantry and not units or buildings for instance), while armor is used in a less structured way in TS. The use of armor in RA2 is detailed below:

  • None - for standard infantry, easy to destroy by anything.
  • Flak - for special infantry, more resistant than 'none'.
  • Plate - for exclusive infantry, is nearly immune to tank shells, tougher to penetrate by bullets.
  • Light - for light vehicles, easy to break.
  • Medium - exclusive to miners and Kirovs, very resistant to everything.
  • Heavy - for heavy tanks, almost identical to 'light' by resistance.
  • Wood - light building armor, very fragile.
  • Steel - base defense armor, more resistant than others.
  • Concrete - exclusive to Conyards and Shipyards, very resistant to superweapons.
  • Special_1 - for Terror Drone, easily penetrated by both bullets and cannon shells.
  • Special_2 - for V3/Dreadnought/Boomer missiles, so if a lot of them is fired, one exploding in the air won't destroy the others in proximity.

Warhead Verses

All warheads deal damage depending on Verses, which set percentage of Damage= to be applied to specific armor types. There are also special percentage values that mean special things:

  • 0% verses means no force fire, no retaliate, no passive aquire.
  • 1% verses means no retaliate, no passive aquire.
  • 2% verses means no passive aquire.

The Verses= entry takes the form of a comma seperated list of percentages where the order reflects which armor type the percentage damage is against. The order for both TS and RA2 is already documented above in the armor classes section.