CQC CQC armor

What is the purpose or use of an armor upgrade that "increases armor capacity" but "weakens the armor" at the same time? This doesn't make any sense to me at all.
 
you would have to be more specific , different ships get different options .

I thing that some may be stronger against one weapon but weaker against another . when you have a selection of loadouts pre arranged , i guess the theory is that if you see that in the first round players are using a certain load out , you can counter that loadout with yours . not something i get too carried away with to be fair . i like my setup and then play around that .
 
My thought exactly. This particular armor is basically weaker against all damage, since I don't think there are any explosion weapons in CQC. Therefore, it's just a matter of lower or higher eHP depending on the actual capacity of the armor, which we aren't being told about. You have no way of knowing if this is going to be better or worse than the standard one.

Unless by weakness the developer meant hardness, in which case this armor is going to cause more module damage than normally, but I don't think that's the case.
 
The way I understand it is that the high-cap armor on the Imp fighter is stronger against lasers (thermal) but weaker against plasma repeaters (thermic) and kinetic weapons.

It would probably have been easier for them to just say so directly. Better yet, give us actual numbers on the modules so we don't have to play these silly guessing games about what effect they all have.
 
Yeah, weird.

Annnd I don't think thermic and thermal are two different kinds of damage. The way I gathered, thermic is the adjective and thermal is part of a noun - but they both mean the same thing.
 
In Elite parlance, there's Thermal, Kinetic, and "Thermic" which is a bit of both. In the normal game, Thermic means Railguns and Plasma Accelerators. In CQC, Thermic is just the plasma repeater AFAIK.

The name is unfortunately confusing.

Given that Cannons / Rapid Cannons (the kinetics) are terrible against Imps and that Plasma Repeater is now terrible against everything, there seems to me little reason *not* to take this armor. It might buy you an extra quarter second of life.
 
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Wait a minute, I refer to the Brett C's post on 27/07/2015:

Greetings Commanders,

Recently and over time, we've seen a fair amount of discussions regarding game mechanics, such as damage and defenses. Mark Allen joins us today to discuss such!

[...]
There's an important concept to explain first: Damage types and Defence. Elite currently uses 3 types of damage: Thermic, Kinetic and Explosive (plus technically a fourth unmodifiable one used only for collisions). Every object that can be damaged also has Defences - a multiplier for each damage type, [...]

I don't see thermal mentioned in that post. Is it actually in-game (I confess I do not pay close attention to the exact words on each weapon description)?
 
I'm pretty skeptical about the idea that "thermic" in that description refers to damage done by TK weapons (railguns, plasma accelerators). I think what it's saying is that the armor has more capacity (i.e. hit points) but less damage reduction against both types of weapon damage (thermic, kinetic) that exist in CQC. Hard to tell whether the tradeoff is worth it without seeing exact numbers. If collisions are a separate damage type as suggested above, it would at least provide more protection from those. That by itself probably wouldn't justify it...
 
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