Answer me this: A Question About Armour....

Hey peeps,

Just a question that has to be asked...

On an Aso...
Military 5.9 million
Mirrorored or Kinetic 13,million +

So, I don't mind buying the military, but, for the price, would mirrored protect me to the same extent as military but including laser damage. The name and price suggest it. But It's a pipe dream I know :)

So I guess my question is, How far does the protection work...

Thanks for you time :)
 
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I don't believe we have exact numbers, but I'll list the numbers I've seen quoted, and I know the general idea is accurate.

Lightweight: 0% kinetic, 0% thermic.
Reinforced: 25%, 25%
Military: 50%, 50%
Mirrored: 25%, 75%
Reactive: 75%, 25%

Mirrored is generally seen to be the best, since laser weapons are so common, compared to kinetic weapons. There are arguements to be made that reactive is best because if your shields do go down, you want to protect against those hull shredding kinetic weapons, and yet more arguements to be made that military is so much cheaper, yet still so useful that it's the go-to. Ultimately, any of them work just fine, so go with what you think is best.
 
The only thing armor protects is your hull.
it does nothing to protect your reactor or other components.
its the last check mark on the upgrade list, a money sink, and bragging rights. Only really effective if you're in a small ship or vs AI.
 
The only thing armor protects is your hull.
it does nothing to protect your reactor or other components.
its the last check mark on the upgrade list, a money sink, and bragging rights. Only really effective if you're in a small ship or vs AI.

I'm not so sure about this belief, why is there an armour penetration value on weapons then?
 
Good players (and AI) target your subsystem. Armor either help subsystem that's covered by it (power plant is protected, but not drives for example) or does nothing at all against it (if a dev. can clarify it would be great).

If you got the money though, why not? It can be resold at purchase price so it's not like you lose the money (unless you blow up, you then lose the armor rebuy).

Many consider mirrored the best due to player installed C3 & C4 weapons are almost exclusively energy based (yours truly included). So for PvP it makes sense as the majority of your enemies' heavy hitters are guaranteed to be energy based.

I personally put military there because if I am down to armor, that means I am already running (I start running if down to 1 ring if I am close to depleting my SCB stock) and despite the prevalence of energy weapon at the top end, kinetics got longer range and might hit me longer in my attempt to FSD away. Being cheaper helps too.
 
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I fly with military armor. Best of both worlds because some people use both kinetic and energy. I'd prefer to have a chance at withstanding everything thrown than flipping a coin during every encounter
 
Go for military if you aren't sure. You can't really go wrong with it.

Personally, I have mirrored on my viper to make anaconda beam turrets less of an annoyance.
 
I'm not so sure about this belief, why is there an armour penetration value on weapons then?
The same reason weapon values for the torpedo pylon don't exsist or that the rail guns don't consume ammo until you equip them. Just cause?
i make my assertion from experience you can't trust what the game tells you or else you would have to meet someone in summerlamd for a communique.
 
I used Mirrored on my Cobra and I know for a fact it worked really well - However, on the Asp, the Mass gain is just too much for a ship that I have to make long jumps with- I've never even considered Armor for the Asp. If you are looking for Combat Specs- you can find an A6 shield and A5 shield cell near Earth- I forget, it might have been M. Gorbachov, or Mars High...or another one over at Sol. You can't carry much or course, but that A6 Shield puts you in the same ballpark as Pythons for shield strength.
 
Armor applies a kinetic and thermic resistance to projectiles penetrating the hull from tests i've conducted with friends, there's a certain breach factor for subsystems aswell, and it applies a small increase in resistance to subsystems aswell, and for that guy who said armor is the last thing to upgrade, the military armor actually gives you about 4 times the amount of damage potential over lightweight, your shields say have 500 health stock, armor has about the same stock, you put plates on that and you increase that to 2000, now the max you can get out of a shield of the same class would only double your shields.

And btw those armor values are wrong that were stated, it's more like 35% for military and 50% kinetic and extra damage for thermal more than that of lightweight for reactive plates, don't ask me how i know these variables, your obvious answer returned will be i've tested this in combat last week, we tested from lightweight armor to reactive, didn't test mirrored as there wasn't any point really, but regardless, you take a lot more damage from reactive from lasers over lightweight, it's augmented to make more resistance toward kinetic weapons at a substantial loss to thermal resistance, also, the better the armor you have, the better collisions are absorbed, especially more so now that they've fixed collisions, regardless, armor saves your ship and it's a lot cheaper than a lot of the other stuff you'd buy for your ship, don't buy the specifics cause they're over priced for what they do right now though, if you're shooting AI it's a good idea also, gets you more hull resistance, and can soak more damage and stay in fights longer meaning more money to be earnt, it also lessens your repair cost because it doesn't increase your actual HP it only puts a layer of resistance over it well unless you're not good enough and blow up meaning you have to pay like what 16k extra to replace the plating.. lol
 
Go for military if you aren't sure. You can't really go wrong with it.

Personally, I have mirrored on my viper to make anaconda beam turrets less of an annoyance.

I've ran into conda's with turreted multicannons before, should be careful with that, i'd be on the safe side and go with military, multicannons are meant to kill hull, it's a persistant universe for a reason.
 
I used Mirrored on my Cobra and I know for a fact it worked really well - However, on the Asp, the Mass gain is just too much for a ship that I have to make long jumps with- I've never even considered Armor for the Asp. If you are looking for Combat Specs- you can find an A6 shield and A5 shield cell near Earth- I forget, it might have been M. Gorbachov, or Mars High...or another one over at Sol. You can't carry much or course, but that A6 Shield puts you in the same ballpark as Pythons for shield strength.

It only shaves off 1-2 ly when at full capacity, a lot of the jumps between don't usually extend past 19 ly even on the fastest route setting, the only reason you should ever not use plates on such a ship as the asp which has a stronger hull than most of it's class is if your jump falls between 21 and 22.60 LY, i've seen some fall between that but they're never the profitable ones anyway, besides it's not the amount of jumps that kills profit, it's travelling to the station from the star, on a 500ls station distance you could make 5 jumps by that time, putting armor on the asp? negligible for it's worth amount, even if it's just reinforced, you won't lose as much of a jump distance but you'd be far better off with that than nothing, if anything, i'd remove the shield generator, add more cargo, and put the armor plates on, you'd jump slightly less distance (0.50ly) but keep the protection and get 30k extra profit per trip.
 
Armor applies a kinetic and thermic resistance to projectiles penetrating the hull from tests i've conducted with friends, there's a certain breach factor for subsystems aswell, and it applies a small increase in resistance to subsystems aswell, and for that guy who said armor is the last thing to upgrade, the military armor actually gives you about 4 times the amount of damage potential over lightweight, your shields say have 500 health stock, armor has about the same stock, you put plates on that and you increase that to 2000, now the max you can get out of a shield of the same class would only double your shields.

And btw those armor values are wrong that were stated, it's more like 35% for military and 50% kinetic and extra damage for thermal more than that of lightweight for reactive plates, don't ask me how i know these variables, your obvious answer returned will be i've tested this in combat last week, we tested from lightweight armor to reactive, didn't test mirrored as there wasn't any point really, but regardless, you take a lot more damage from reactive from lasers over lightweight, it's augmented to make more resistance toward kinetic weapons at a substantial loss to thermal resistance, also, the better the armor you have, the better collisions are absorbed, especially more so now that they've fixed collisions, regardless, armor saves your ship and it's a lot cheaper than a lot of the other stuff you'd buy for your ship, don't buy the specifics cause they're over priced for what they do right now though, if you're shooting AI it's a good idea also, gets you more hull resistance, and can soak more damage and stay in fights longer meaning more money to be earnt, it also lessens your repair cost because it doesn't increase your actual HP it only puts a layer of resistance over it well unless you're not good enough and blow up meaning you have to pay like what 16k extra to replace the plating.. lol
I'm not saying armor is useless I'm saying that it's irrelevant, the almost non exsistant benefit of protection to subsystems does not on its own justify the cost and weight. If the enemy isn't only shooting your powerplant yeah it's a good idea I agree armor in that instance has great effect. But holding your fire and attacking only the powerplant renders it irrelevant.
 
I'm not saying armor is useless I'm saying that it's irrelevant, the almost non exsistant benefit of protection to subsystems does not on its own justify the cost and weight. If the enemy isn't only shooting your powerplant yeah it's a good idea I agree armor in that instance has great effect. But holding your fire and attacking only the powerplant renders it irrelevant.


Sure, that'd be a valid reason if the person getting shot was sitting still or running in a straight line the whole time, almost all the ships' broadsides are low profile, and the engines do maintain a benefit from armor which are already stronger than a power plant for starters, you'd blow the ship up before you'd ever destroy the engine if they had lightweight armor, countless engagements have lead to that conclusion, from not just me, but i believe all of the players, only engines that would be destroyed before ship is an anacondas which i have no idea why you would waste the effort in destroying those when it 90% of the time has turrets on the side mounts.

Edit: the lower the ships hull, the more damage subsystems take, powerplants take increased damage the more the hull dissipates, armor protects every subsystem, less so to engines, sensors, cargo hatch and canopy.

In order from modules you SHOULD shoot first if you're trying to destroy a ship is as follows:
FSD takes most damage but is in a hard place to hit, only from the top can it be breached and in a smaller hit box, damaging it it ensures the target won't escape though as it will have a very long charge up time at 50% health and will keep powering off during charge up, destroying it just kills the ship like the power plant, it's most favorable for me to destroy as most all ships try keep you in sight and prefer exposing the tops of their ships to keep that sight, also as this is the fastest turn point, it is the most likely place you will be seeing during an engagement, even on AI.

Power Plant is next in line can be damaged from all sides depending on how much damage you have dealt to the hull is where you can hit it from, but has a greater benefit as thrusters, cargo hatch, shield generator life support and sensors are all default set to priority number 2 on most ships, each are different however, but this makes it more favorable to target, the more damage it takes, the more things stop working making it easier, though it can first be shot from beneath the ship, until about 60% hull, it can be shot from top, and 30% from sides.

Power Distributor is second last but not worth going for as it would only slow down the ship if damaged and still destroys the ship if destroyed, or used to anyway, i think it was patched last patch, it's on the opposite side of the FSD, also hard to hit

Shield Generator is the least favorite pick as it doesn't do much in terms of shutting things down, haven't destroyed a ship doing this one as the ship has exploded before i have gotten it past 50% on even anaconda's, it's in a really hard place to hit, behind the power plant under the heat vents.
 
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