Corvette Armor Type

Straight and to the point, what's the armor type on the corvette?

I know the ships do composite damage, but the armor has to be (Ok, I logically think it can be)

Light or VeryLight.

So which is it?

10,970 views 6 replies
Reply #1 Top

VeryLight, same as fighters. Flak counters Corvettes

BTW, good to see you again  Raging Amish!

But I would expect some change to it's dmg type.

Reply #2 Top

Actually, only 2 of the weapons are composite....one of them is anti light and is capable of targetting SC...

Reply #3 Top

omg RA!

 

HAI!!!!!!!!

 

welcome back!

enjoy your stay!

never leave again! ;_;

Reply #4 Top

Very light armor but composite weapons making it effective against all armor types.

Reply #5 Top

TXT
...
armorType "VeryLight"
hudIcon "HUDICON_CORVETTE_PHASE"
smallHudIcon "MAINVIEWICON_CORVETTE_PHASE"
infoCardIcon "INFOCARDICON_CORVETTE_PHASE"
minZoomDistanceMult 6.000000
NumWeapons 3
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "PULSEGUN"
DamagePerBank:FRONT 35.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 3000.000000
PreBuffCooldownTime 12.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.200000
TravelSpeed 3600.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 2
burstDelay 0.350000
fireDelay 0.000000
muzzleEffectName "Weapon_NaniteCombatPulseGun_Muzzle"
muzzleSoundMinRespawnTime 1.000000
muzzleSounds
soundCount 2
sound "WEAPON_PHASECAPITALPULSEGUNLIGHT_MUZZLE"
sound "WEAPON_PHASECAPITALPULSEGUNLIGHT_MUZZLE_ALT1"
hitEffectName "Weapon_PhaseCapitalPulseGunLight_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
projectileTravelEffectName "Weapon_NaniteCombatPulseGun_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "PHASEMISSILE"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 30.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 3500.000000
PreBuffCooldownTime 13.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.000000
TravelSpeed 1200.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 2
burstDelay 0.600000
fireDelay 0.000000
muzzleEffectName "Weapon_PhaseCapitalMissileBomber_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_PHASESUPPORTMISSILEMEDIUM_MUZZLE"
sound "WEAPON_PHASESUPPORTMISSILEMEDIUM_MUZZLE_ALT1"
hitEffectName "Weapon_PhaseCapitalMissileBomber_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHASEMISSILEMEDIUM_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHASEMISSILEMEDIUM_HITGENERIC"
missileTravelEffectName "Weapon_PhaseCapitalMissileBomber_Travel"
missileStartTurningDistance 10.000000
missileSlowTurnRate 3.141593
missileMaxSlowTurnTime 1.000000
Weapon
WeaponType "Beam"
damageEnums
AttackType "ANTILIGHT"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "FLASHBEAM"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 23.000000
DamagePerBank:RIGHT 23.000000
Range 3000.000000
PreBuffCooldownTime 9.500000
CanFireAtFighter TRUE
...

 

Reply #6 Top

Good to be back. Thanks Volt. I had you saying it was very light and someone else saying light. Can't argue with the coding.

 

Will I leave? Not for a while, but I probably won't play as much as I did once upon a time. I'm more of a Call of Duty nut nowadays.