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Interceptors for torps and missiles, CIWS For CRAMS and missiles. LAM's for general purpose. Planner shields for general purpose.
More armour is generally a good thing for your bigger craft than can house these.
But you want to layer your defence, the armour is the last line between the enemy weapons and your crafts squishy delicate bits.
2. Angles make alright Spall liners but the poles actually do better. Poles and Angles both create effective air gaps to counter HESH and HEAT shells without losing space but the poles have much higher health. You can replace any given layer of armor with poles to form a Spall liner without sacrificing too much health.
3. Not every part of your craft needs the same level of armor. You can skimp on the top and bottom (if you're confidant) and also on the parts of the craft that do not hold important components, usually the bow and stern. Historically ships employed Belt Armor around the midsection of their craft, at the same height as their important components, and reduced the armor on most of the rest of the vessel.
4. Sometimes the best defense is speed and maneuverability. a small ship with 3 layers of metal will be underwhelming compared to one with 2 layers of metal, because the 2 layer craft will have enough extra space to house better weapons, engines, countermeasures, etc.
5. Simple trick that isn't technically armor related, but if you make a broadsiding or circling craft one thing you can do to reduce the amounts of hits you take is get the enemy to target the rear of the vessel. This can be done by concentrating high value targets there (not the best idea) or by putting decoys there. As the ship is turning most of the shots aimed at the front or back will now fall long/short. It also increases the chance that the enemy will just plain miss.
6. Seriously reactive defenses are your friend. Thick armor can be chipped down but you can't damage what you can't hit in the first place.
About the most you can get in a belt for 4m that floats is 2 alloy beams, 1 HA beamslope, backed with an alloy beam. This will float and has an airgap layer and some HA mixed in for a decent belt armor setup. Ideally though armor is best when not used with heavy armor in the belt and instead focusing additional heavy armor protection around important sub systems such as turrets and the AI and ammo.
1. This comes with a downside of now having a wider area of weakened armor due to the loss of armor stacking over a considerable area and is usually not recommended.
2. Poles aren't good heat protection because the middle third of the pole doesn't trigger HEAT or HESH at all, only the side portions, also due to the angling of a beamslope and the consistent armor stacking rather than only receiving armor stacking bonuses on the middle part which doesn't trigger HEAT anyway a beamslope is stronger, cheaper, and more consistent.
OOOO_OO________OO_OOOO
Essentially how heat/hesh would work is it penetrates and will detonate inside.
(X is the detonation.)
OOOOXXXXXXXXOOOO
So if you do
OOOO_OO________OO_OOOO
It will detonate
OOOO_OO________OOXOOOO
in the same situation mixed vertical and horizontal would only offer 25% or more likely DECREASE armor (loose a beam and the shell has 1-3m of free penetration)
make a torpedo belt, even wood is ok. it'll detonate HE further from main armor, spread the spall from HESH/HEAT/frag, null a lot of hollow point, and make APHE detonate sooner