Trouble with armor choices[message #331895]
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Thu, 24 April 2014 16:29
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AndreiCC |
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Messages:11
Registered:September 2012 |
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I'm having some trouble chosing the armor my squad should wear. I can understand the better protection part well enough but I'm having some trouble deciding how significant the penalties of the more protective armors are.
I've tested with Scope with a sniper rifle and the difference in aiming reticle between no armor and full spectra is not evident to me.
Should I just give everyone the best armor or only for the frontline guys? Anyone have some behind the scenes knowledge of how armor penalties work?
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Re: Trouble with armor choices[message #332074]
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Fri, 02 May 2014 03:59
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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The easy one is the AP penalty. The AP penalty is deducted from the APs you'd normally get without wearing any armour.
The aim penalty is a bit more complicated, as is everything cth-related. Think of it this way: it is deducted from your cth. In the following way... if your base cth to hit sth with a gun is 65%, it is now 61% if you wear a spectra vest (with -4 to aim). That gets adjusted by aiming time, range and other shenanigans, but that's basically it.
Where does that leave us? Well,
- for helmets, I always go spectra. It is a bit heavier than other helmets, but I like to max protection on the head.
- for vests, I always go dyneema. It has the best protective abilities along with spectra (EOD isn't a serious option). I deem AP loss more severe than cth loss, as one does not always shoot, but always needs APs - that strikes out zylon and swat for me. And the field uniform has lower penalties, but lacks protection. Plus, dyneema is very light, which is even more of a bonus.
- I don't wear protective pants. For two reasons. First, there is no good one without severe penalties. But second, lemme tell you a little secret about the cth formula... Wether or not one is hit in the head, torso or legs depends on the height that the bullet hits our character. However, we can't obviously do that while prone, can we? The would have to determine our direction etc.. Which it doesn't. Therefor, all hits you take in prone position always hit the torso. This means that while prone, helmets and pants are useless. As my mercs cling to the ground most of the time, I thus deem the chance to be hit in the legs so low enough that I don't require leg armour. Especially as they all have severe penalties.
- Ballistic/titanium plates are a lifesaver. Equip all your troops with them, an be sure to replace broken ones.
- Interesting sidenote: EOD armour and flak vests (yep, the basic flak vest) have increased protection against explosives - their armour is 3 times as effective against explosive damage.
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Re: Trouble with armor choices[message #332092]
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Fri, 02 May 2014 13:26
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AndreiCC |
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Messages:11
Registered:September 2012 |
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Flugente, how do the NCTH bonuses/maluses on armor work? EOD vest with ceramic plates for example has
(while crouched) -96% base CTH, -36% aim cap and -96% counter-force accuracy. It's these numbers that are misterious to me.
For my own use I've rebalanced the armors in the xml editor using some rules to try to make more of the armors viable and reduce the IMO overpowerdness of some armors:
pants are -1 ap compared to vest of same tier
compund-18 adds +2 protection but adds -1 ap penalty to vest and legs
queen's jelly adds +4 protection and removes -1ap out of the vest and legs penalty
vest has +2 protection compared to legs and helmet of same tier
Coolness 4:
KEVLAR 25 protection -1 ap, -2 aimed shot on vest
Coolness 5:
ZYLON 25 protection -1 ap, -2 aimed shot on vest but has those nifty camo bonuses
SWAT 26 protection (down from 28) -1 ap, -2 aimed shot but has much better coverage compared to kevlar
GUARDIAN 28 protection but -3 ap, -3 aimed shot with better coverage than kevlar or twaron
Coolness 6:
TWARON 28 protection -2 ap, -3 aimed shot
Coolness 7:
SPECTRA 30 protection -3 ap, -4 aimed shot with best coverage out of everthing except EOD
Coolness 8:
Dyneema 29 protecton -2 ap -2 aimed shot (having -1ap was too good), light, mobile
Coolness 9:
EOD 45 protection on helm/legs, 50 on vest, -6 ap -10 aimed shot on vest and -10 ap on legs
Didn't fiddle with the NCTH bonuses yet cause I don't understand them.
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Re: Trouble with armor choices[message #332336]
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Fri, 09 May 2014 16:59
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AndreiCC |
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Messages:11
Registered:September 2012 |
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After playing for a bit with the changes I made I've concluded that Queen's Jelly is way too good compared with Compound-18.
So I'm gonna try to see how game plays with changing Queen's Jelly to only give +3 protection and Compound-18 to give +4.
Edit: Compound-18 changed to cost 3500$.
[Updated on: Fri, 09 May 2014 17:15] by Moderator Report message to a moderator
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Re: Trouble with armor choices[message #332366]
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Sat, 10 May 2014 05:06
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Azure_Repeater |
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Messages:144
Registered:March 2014 Location: Philippines |
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The reason why I play sci-fi is only for the items, not for the crepitus. Back in the day, I used to play the crepitus quest. The royal jelly is more comfortable than the Compound-18. Though, I stopped playing the crepitus quest these days.
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Sergeant
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