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Difference between revisions of "Armor types"

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m (The old text copied Westwood's misspellings in the notes, and is hereby corrected)
 
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== (by DCoder) ==
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== 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:
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In TS, there were 5 armor types - none, light, wood, heavy and concrete. RA2 had 11 - none, flak, plate, light, medium, heavy, wood, steel, concrete, 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.
 
All warheads deal damage depending on Verses, which set % of Damage= to be applied to specific armor types. Specific cases:
 
*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.
 
  
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.
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;None : for standard infantry, easy to destroy by anything.
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;Flak : for special infantry, more resistant than 'none'.
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;Plate : for exclusive infantry, is nearly immune to tank shells, tougher to penetrate by bullets.
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;Light : for light vehicles, easy to break.
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;Medium : exclusive to miners and Kirovs, very resistant to everything.
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;Heavy : for heavy tanks, almost identical to 'light' by resistance, but tends to be more resistant to explosives, bullets and fire.
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;Wood : light building armor, very fragile.
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;Steel : base defense and superweapon armor, more resistant than others.
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;Concrete : exclusive to Conyards and Shipyards, very resistant to superweapons.
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;Special_1 : for Terror Drone, easily penetrated by both bullets and cannon shells. Much weaker against bulllets, especially [20mmRapid], however.
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;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. A lot of weapons such as radiation however can destroy missiles before launch, this can be very unfair and it may be advisable to change the warhead to do 0% or make missiles immune to its effects e.g. {{f|ImmuneToRadiation|yes|link}}.
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== Warhead Verses ==
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All warheads deal damage depending on {{f|Verses|link}}, which set percentage of Damage= to be applied to specific armor types. There are also two special percentage values concerning targetting status along with damage.:
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*0% verses means no force fire, no retaliate, no passive acquire. It is an invalid target, unless the {{f|Secondary|link}} can target that armortype.
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*1% verses means no passive acquire. Even if the unit has {{f|CanPassiveAquire|yes|link}} set.
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These are documented differently in the [[Rules.ini]]'s comments, but those documentations (especially concerning 2%) are not accurate to how the game engine behaves.
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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.
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[[Category:General_Editing_Information]]
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**In fact, due to Westwood's misspelling, Verses should be '''Versus''' and Aquire should be '''Acquire'''. These spelling errors have been corrected in Ares' new tags. Of course, the original tags have not been modified to be compatible with the old code.

Latest revision as of 08:39, 5 November 2022

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, concrete, 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, but tends to be more resistant to explosives, bullets and fire.
Wood 
light building armor, very fragile.
Steel 
base defense and superweapon 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. Much weaker against bulllets, especially [20mmRapid], however.
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. A lot of weapons such as radiation however can destroy missiles before launch, this can be very unfair and it may be advisable to change the warhead to do 0% or make missiles immune to its effects e.g. ImmuneToRadiation=yes.

Warhead Verses

All warheads deal damage depending on Verses, which set percentage of Damage= to be applied to specific armor types. There are also two special percentage values concerning targetting status along with damage.:

  • 0% verses means no force fire, no retaliate, no passive acquire. It is an invalid target, unless the Secondary can target that armortype.
  • 1% verses means no passive acquire. Even if the unit has CanPassiveAquire=yes set.

These are documented differently in the Rules.ini's comments, but those documentations (especially concerning 2%) are not accurate to how the game engine behaves.

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.

    • In fact, due to Westwood's misspelling, Verses should be Versus and Aquire should be Acquire. These spelling errors have been corrected in Ares' new tags. Of course, the original tags have not been modified to be compatible with the old code.