Commander
Join Date: Sep 2012
Posts: 309
# 1 PVP best/sensible armour mix
11-23-2012, 12:08 AM
There are all sorts of energy weapons there, more phasers and disruptors, but still enough variation to make any specialist setup vulnerable. So do people go for neutronium times number of slots or mix n match and hope no one had guessed right?
Lieutenant
Join Date: Nov 2012
Posts: 64
# 2
11-23-2012, 12:17 AM
You can go in with neutronium and once you've engaged, see who is doing the majority of damage and switch out armors at your first possible break in fire that allows you to get out of red alert.
Empire Veteran
Join Date: Jul 2012
Posts: 5,615
# 3
11-23-2012, 12:34 AM
Well, Neutronium essentially is the 'best bang for your buck'. You're guaranteed to have resistance to any damage type (short of like hazards or something), without needing to worry about any weaknesses.

That said, other types can be good still, like Monotanium for pure kinetic resistance.

Even so, damage resistance has a diminishing return, so the more you have, the less effect you get. In turn, people just put on Neutroniums because of that, and still get a lot of good effect from them.

Rihannsu
Join Date: Jun 2012
Posts: 1,541
# 4
11-23-2012, 12:38 AM
Quote:
Originally Posted by ovinspace View Post
There are all sorts of energy weapons there, more phasers and disruptors, but still enough variation to make any specialist setup vulnerable. So do people go for neutronium times number of slots or mix n match and hope no one had guessed right?
Quote:
Originally Posted by grindsmygears1 View Post
You can go in with neutronium and once you've engaged, see who is doing the majority of damage and switch out armors at your first possible break in fire that allows you to get out of red alert.
I think I also like Grinds suggestion. Keeping other armors just for those heavy Spike Alphas from guys using the same Energy type. Sure there is the Dimishing returns to worry about, but it can't hurt to have a little extra resistance.
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Lt. Commander
Join Date: Nov 2012
Posts: 197
# 5
11-23-2012, 01:56 AM
as someone pointed out to me and explained in opvp (Im wanting to say it was shimmerless that pointed this out to me, but I may be incorrect), there actually isnt diminishing returns, despite what it looks like. Like shield resist percentages, it also applies to hull resist percentages in that its multiplicative.

Example:

If one neutronium armor cut 50% of damage incoming, it would take 2x the damage to kill you.

If you increased to 2x neutronium, it would not raise to 100% resist, but instead to 75% (1- 50%x50%) resist since it would take 4x the damage to kill you now.

Last edited by upyournacelles2; 11-23-2012 at 02:35 AM.
Career Officer
Join Date: Jun 2012
Posts: 1,729
# 6
11-23-2012, 09:44 AM
Just to confuse things further without disagreeing with anyone so far....

Remember there is a kinetic component in Neutronium. So you need to account for that. Easily done you just need to remember to do it or you need to remember that you DONT have any kinetic armor and act accordingly.

Cheers and happy flying!

Actually I can't think of a time when someone messaged me to say "LOL my KINETIC ARMOR saved me from your HTY3 LOL!!" but I would feel remiss if I didn't at least mention the possibility.

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Captain
Join Date: Oct 2012
Posts: 663
# 7
11-23-2012, 09:47 AM
Cant go wrong with Neutronium armouring.
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