- Location
- Utrecht
It's the vote counter apparently. Your post is correct.
It's the vote counter apparently. Your post is correct.
There's a reason I tagged all my subvotes, the vote counter likes eating them if they're the same as the subvote on a different line.
I wouldn't say most cases - back line vehicles like SPGs that can't have the fire of entire enemy lines focused on them might be able to get away with less - but APCs are definitely one of the cases where I expect the second grav-shield to matter.
SPGs will have to deal with (a lot) counter artillery fire and if the enemy can get stuff through missile and airstrikes.
So that would be a case of 1 grav shield, 1 holo-field, 1 conversion field that likely will need more slots than 1 holo-field, 2 grav shields.
It doesn't help that we will likely be outnumbered pretty much all the time, which means our units need to be somewhat tankier than if we expected numbers to be more even.
Yeah. It'll probably matter versus Ork Zzap Guns, but I get the impression those aren't exactly in use by most Orks.
it's an attached vehicle for serving as a basic model for us to design a troop transport and possibly mobile firing platform from. the from scratch medium is for a medium tank. it'll likely make use of more of the slots available to make weapons.Particularly, what would it be for if we're also designing another medium vehicle from scratch?
it's an attached vehicle for serving as a basic model for us to design a troop transport and possibly mobile firing platform from. the from scratch medium is for a medium tank. it'll likely make use of more of the slots available to make weapons.
I'm certainly in favor of trying.The main question that I have is if we can cheat with our logistics bit more by using the ammo generation from the Needler/Spike weapons to create more than pure kinetic projectiles. "Specialty" rounds for our tanks would sound really nice.
Alectai had concerns about piling on to many speed reducing options. there are more than enough slots for quality defenses. our whole thing is a defensive tech combo that avoids damage not reliance on being able to soak an excessive amount of it up. let's not lose sight of the fact that design is a balancing act rather than focusing on one thing to the exclusion of all else.If the plan for the light grav vehicle chassis from Fighting Vehicles is intended as an attached transport the lack of medium armor doesn't do it favors.
I'm certainly in favor of trying.
It will probably take dedicated systems on the vehicles, but something to regenerate missile ammunition or to custom-forge projectiles based on the expected target seem plausible, and (especially with the precedent of our Basic Refractor Fields) I'd like to make sure we have some high-quality kinetic weapons around.
(Though I will absolutely go for cryo-missiles if the machinery on Ectosa unlocks those.)
On the subject of Refractor Fields: where do we think the line for "exotic" energy weapons is? I feel safe in assuming Grav Weapons and Meson Blasters are over it, and Starblasters too, but is Plasma? Haywire guns?
Alectai had concerns about piling on to many speed reducing options. there are more than enough slots for quality defenses. our whole thing is a defensive tech combo that avoids damage not reliance on being able to soak an excessive amount of it up. let's not lose sight of the fact that design is a balancing act rather than focusing on one thing to the exclusion of all else.
- [ ] Medium Armor
Improves vehicle's armor with additional plating layers and thickness, enhancing its resistance to damage. The additional mass, however, does impact the vehicle's ability to maneuver and accelerate, though practical top speed is unchanged.
Further improves the vehicle's armor from Light to Medium. Reduces the vehicle's turning and acceleration abilities, but not top speed. +21 EP to cost of manufacture. (Note: Cost replaces, rather than compounds with, the cost for Light Armor.)
you'll want to consider develop missiles and then miniaturized missiles tech research and develop Melta variations. then build an armor with auto targeting.Pretty sure that the current spike cannon ammo counts as the high quality kinetic ammo.
I am mostly looking at potential smart rounds (no exotics use) and a heat equivalent that has a small plasma/melta charge inside the ammo.
it's an attached vehicle for serving as a basic model for us to design a troop transport and possibly mobile firing platform from. the from scratch medium is for a medium tank. it'll likely make use of more of the slots available to make weapons.
Alectai had concerns about piling on to many speed reducing options. there are more than enough slots for quality defenses. our whole thing is a defensive tech combo that avoids damage not reliance on being able to soak an excessive amount of it up. let's not lose sight of the fact that design is a balancing act rather than focusing on one thing to the exclusion of all else.
The main question that I have is if we can cheat with our logistics bit more by using the ammo generation from the Needler/Spike weapons to create more than pure kinetic projectiles. "Specialty" rounds for our tanks would sound really nice.
Same goes for our artillery.
We're a faction that has what's probably the easiest logistics of all of them. We should make use of that instead of cheating imo. Just put a webway gate straight into firing chamber lol.The main question that I have is if we can cheat with our logistics bit more by using the ammo generation from the Needler/Spike weapons to create more than pure kinetic projectiles. "Specialty" rounds for our tanks would sound really nice.
Same goes for our artillery.
we haven't decided on a sealed transport. some of us are against it. a grav transport filled with VGW is going to have multiple grav shields deflecting stray blasts that find them inside there Holo field anyway, which is more effective than a chassis of medium armor against most of the fire that doesn't just miss us in the first place.The thing with armor is that it's the main reason to go for a sealed transport over an open-top one.
And light armor just doesn't add much when the troops will (most) likely be in full VGA already.
My headcanon for armor levels:That's because we're paying nearly two thirds the cost of a grav field for it and I expect we're getting something for our 'money'.
we haven't decided on a sealed transport. some of us are against it. a grav transport filled with VGW is going to have multiple grav shields deflecting stray blasts that find them inside there Holo field anyway, which is more effective than a chassis of medium armor against most of the fire that doesn't just miss us in the first place.
I think whole point behind upgrading armor at all was to put some armor over the engine.
overall the people obsessing over this are applying a disproportionate amount of value to this marginal addition to our defensibility which would only have an impact a handful of times a century at great detriment to overall combat effectiveness during that century. these individuals need to drop the headcanon of perfect defense and the ability to field an army which takes as close to absolutely zero risks as we can manage and still command an effective fighting force.