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Home » news » forums » Space Empires V » Space Empires V General

Best Armor type?

Submitted by pkoko on Thu, 2007-02-22 14:40. Space Empires V General

Can anyone please tell me the diferences between all armor types??? and which ones are the best?? Do diferent ones stack?? Do any stack??

Thanks
PS in BM or Stock

‹ Speaking of armour SE5 Shipsets: Offers of help from the dynaverse community. ›
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thedude's picture

Re: Best Armor type?

Submitted by thedude on Thu, 2007-02-22 20:29.

I like emissive armor. I don't usually play games where it is easy to reach advanced tech levels early, so stealth isn't a factor in most of my games. Emissive armor gives good protection against fighters, and combined with shields can be very effective.

I don't think emissive armor "stacks" in that you get more and more emissitivity, you just get more armor hitpoints from multiple units (so it takes longer to destroy your ship).

Scattering armor just prevents opponents from detecting what units are on your ship (not sure its fully implemented in SEV). I usually don't bother with it as I prefer the brute force approach.

I used to enjoy stealth armor in SEIV. Very effective. Truthfully I have not tried it in SEV against a human so I don't know if it works.

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Captain Kwok's picture
Mod Designer

Re: Best Armor type?

Submitted by Captain Kwok on Thu, 2007-02-22 23:45.

Emissive Armor as of v1.25 does stack together.

-----

Space Empires Depot | SE:V Balance Mod

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ekolis's picture
Mod Designer

Re: Best Armor type?

Submitted by ekolis on Fri, 2007-02-23 10:01.

Scattering armor (at least in SE4 - I'm assuming it wasn't changed in SE5), to be more precise, prevents other empires from using Long Range Scanners against your ship. This does prevent them from seeing what units are on the ship, but it also prevents them seeing what components are on the ship, too. Of course, it only works against *long* range scanners - if you engage the enemy in combat, they will be able to see your ship's details anyway - and if they don't even employ long range scanners (does the AI?) then all you get is the extra hitpoints and defense bonus.

There are also some armors available to certain race types:
Organic Armor - Available only to Organic races. Regenerates during and after combat. In SE4, this was very useful for ramming ships! Eye-wink Dunno how it fares in SE5 though...
Crystalline Armor - Available only to Crystalline races. Produces shield points when the ship gets damaged. In SE4, this was often used to make heavy ships practically invulnerable to anything that didn't have a bonus against shields (polaron beams, nullspace projectors, and shield depleters)!

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Best Armor type?

Submitted by Alpedar on Fri, 2007-02-23 10:26.

In my experience, emisive stacks only when destroyed.

And i wish organic armor regenerated after combat. (would be stupid to repair armor by attacking enemy eg. satelite but not geting close to it, so fight would take longest possible time, so armor can regenerate, and do it until all armor is full).

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Rilo57's picture

Re: Best Armor type?

Submitted by Rilo57 on Fri, 2007-02-23 13:28.

What do you mean stacks, Do you mean that one unit will negates 10 damgage, and two units of emisive armor will negate 20 damage? or do each unit negate 10 damage before having the rest of the damage applied?

SEV, more than a feeling.

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Captain Kwok's picture
Mod Designer

Re: Best Armor type?

Submitted by Captain Kwok on Fri, 2007-02-23 13:48.

Apparently the destroyed Emissive Armor will stack it's ability amount so as you destroy the armor, the more emissive ability the target gains.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Best Armor type?

Submitted by Fallen Haven on Fri, 2007-02-23 18:31.

Captain Kwok wrote:
Apparently the destroyed Emissive Armor will stack it's ability amount so as you destroy the armor, the more emissive ability the target gains.

The bug don't seem to affect my mod. I noticed it did not work properly when the mod was ported to 1.25, but it seem i fixed it properly since... What happened with 1.25? So many bugs...

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