History Main / AntiArmor

10th Feb '17 6:04:00 AM Chabal2
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** The iconic boltgun is designed to penetrate armor then explode inside. Tha latter part makes it just as effective against lightly-armored infantry, just messier.



* ''VideoGame/{{Warcraft}} III'': the Fortified armor type is weakest against Siege attacks and resistant to all others. Heavy armor type (mostly having more innate armour value than other unit types) has no weakness except for Magic attacks.

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* ''VideoGame/{{Warcraft}} III'': the Fortified armor type is weakest against Siege attacks and resistant to all others. Heavy armor type (mostly having more innate armour value than other unit types) has no weakness except for Magic attacks.attacks (which are either laughably weak, coming from the SquishyWizard casters, or horribly high, coming from the heavy flyers).
26th Dec '16 12:19:39 PM thatother1dude
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* ''VideoGame/{{Titanfall}}'': Most small arms do little to no damage against [[MiniMecha Titans]], so Pilots carry specialized Anti-Titan weapons. Against other Pilots, such weapons tend to be ineffective because they're slow to fire, inaccurate, and/or do unspectacular damage--the Archer rocket launcher won't even ''fire'' without a Titan to lock onto. By contrast, ''VideoGame/{{Titanfall 2}}'' introduced "Grenadier" weapons that are meant for use against Pilots ''or'' Titans, but take up a Primary weapon slot.
19th Dec '16 8:26:06 AM CaptainCrawdad
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** Powerful tank rounds do less damage to infantry than they do vehicles, requiring multiple shots to take down a single rifleman. It's often better to simply run over infantrymen.

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** Powerful tank rounds do less damage to infantry than they do vehicles, to harder targets, requiring multiple shots to take down a single rifleman. It's often better to simply run over infantrymen.
19th Dec '16 8:24:58 AM CaptainCrawdad
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* ''VideoGame/CommandAndConquerRedAlert2'': the German Tank Destroyer is useful against tanks, but too speicalized for anything else.

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* ''Franchise/CommandAndConquer'':
** Powerful tank rounds do less damage to infantry than they do vehicles, requiring multiple shots to take down a single rifleman. It's often better to simply run over infantrymen.
**
''VideoGame/CommandAndConquerRedAlert2'': the German Tank Destroyer is useful against tanks, but too speicalized for anything else.



* ''VideoGame/LeagueOfLegends'' has a mechanic that fit this trope: the game's defences include armour and magic resistance for physical and magical damage respectively. The counters to it include flat and percentage reduction and penetration stats for both of the defences. As flat directly subtracts of the target's defences and commonly the most players will manage to get of flat armour and magic penetration is around 50 (possibly reducing armour by another 45 by an item and magic resistance by another 20 from an item) while armour and magic resistance on a player can easily rise above 200+ and 150+ if they build for it, flat penetration is better against targets with little to no defences, while the percentage armour and magic penetration items (which ignores 40% of your target's defence respective to the item) are AntiArmor that is more effective against targets which have more defences and less against those which have less. True damage also ignores your target's armour and magic resistance entirely, but is countered by (aside from a few examples) being a flat value that can be overcome by having more health instead. ''Annnnd'' high health can be countered by effects which cause attacks to do damage based off a percentage of the target's health, found in an item... the percentage being inefficient against targets which have a smaller health pool anyway.

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* ''VideoGame/LeagueOfLegends'' has a mechanic that fit this trope: the game's defences include armour and magic resistance for physical and magical damage respectively. The counters to it include flat and percentage reduction and penetration stats for both of the defences. As flat directly subtracts of the target's defences and commonly the most players will manage to get of flat armour and magic penetration is around 50 (possibly reducing armour by another 45 by an item and magic resistance by another 20 from an item) while armour and magic resistance on a player can easily rise above 200+ and 150+ if they build for it, flat penetration is better against targets with little to no defences, while the percentage armour and magic penetration items (which ignores 40% of your target's defence respective to the item) are AntiArmor that is more effective against targets which have more defences and less against those which have less. True damage also ignores your target's armour and magic resistance entirely, but is countered by (aside from a few examples) being a flat value that can be overcome by having more health instead. ''Annnnd'' Also, high health can be countered by effects which cause attacks to do damage based off a percentage of the target's health, found in an item... the percentage being inefficient against targets which have a smaller health pool anyway.
16th Oct '16 3:47:15 PM thatother1dude
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* In ''VideoGame/{{Wasteland 2}}'', most attacks have their damaged decreased if their armor penetration is lower than the enemy's armor level, but energy weapons work the other way: they do ''more'' damage the higher the enemy's armor value is. The reasoning given behind this is that more armor means more metal, so more of the weapon's energy is absorbed by the target. This ended up being problematic and counter-intuitive in a number of ways[[labelnote:Why?]]Higher tier energy weapons required the enemy's armor to be higher for decent damage, which meant [[PowerupLetdown upgrading your energy weapon could result in you doing less damage]]. On the flipside, getting better armor (or any) would make you much more vulnerable to energy attacks [[ArmorIsUseless while providing only marginal defense against other forms of damage]].[[/labelnote]], so ''[[UpdatedRerelease Director's Cut]]'' simplified this to enemies and armors either being conductive (generally higher armor value, but taking more damage from energy weapons) or non-conductive.

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* In ''VideoGame/{{Wasteland 2}}'', most attacks have their damaged decreased if their armor penetration is lower than the enemy's armor level, but energy weapons work the other way: they do ''more'' damage the higher when the enemy's armor value is.is above a certain threshold. The reasoning given behind this is that more armor means more metal, so more of the weapon's energy is absorbed by the target. This ended up being problematic and counter-intuitive in a number of ways[[labelnote:Why?]]Higher tier energy weapons required the enemy's armor to be higher for decent damage, which meant [[PowerupLetdown upgrading your energy weapon could result in you doing less damage]]. On the flipside, getting better armor (or any) would make you much more vulnerable to energy attacks [[ArmorIsUseless while providing only marginal defense against other forms of damage]].[[/labelnote]], so ''[[UpdatedRerelease Director's Cut]]'' simplified this to enemies and armors either being conductive (generally higher armor value, but taking more damage from energy weapons) or non-conductive.
2nd Oct '16 9:25:17 PM thatother1dude
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* In ''VideoGame/{{Wasteland 2}}'', most attacks have their damaged decreased if their armor penetration is lower than the enemy's armor level, but energy weapons work the other way: they do ''more'' damage the higher the enemy's armor value is. The reasoning given behind this is that more armor means more metal, so more of the weapon's energy is absorbed by the target.

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* In ''VideoGame/{{Wasteland 2}}'', most attacks have their damaged decreased if their armor penetration is lower than the enemy's armor level, but energy weapons work the other way: they do ''more'' damage the higher the enemy's armor value is. The reasoning given behind this is that more armor means more metal, so more of the weapon's energy is absorbed by the target. This ended up being problematic and counter-intuitive in a number of ways[[labelnote:Why?]]Higher tier energy weapons required the enemy's armor to be higher for decent damage, which meant [[PowerupLetdown upgrading your energy weapon could result in you doing less damage]]. On the flipside, getting better armor (or any) would make you much more vulnerable to energy attacks [[ArmorIsUseless while providing only marginal defense against other forms of damage]].[[/labelnote]], so ''[[UpdatedRerelease Director's Cut]]'' simplified this to enemies and armors either being conductive (generally higher armor value, but taking more damage from energy weapons) or non-conductive.
17th Sep '16 2:12:06 PM KZN02
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* ''VideoGame/GearsOfWar'': Berserkers are very heavily armored, so COG soldiers typically use the [[KillSat Hammer of Dawn]] to kill them. In cases where the Hammer of Dawn can't be used, the Scorcher flamerthrower and Incendiary Grenades can be used to soften their armor and thus make them more vulnerable.
17th Sep '16 2:07:19 PM KZN02
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One solution against a HeavilyArmoredMook is to use an AntiArmor attack or ability to easily defeat them. Unlike ArmorPiercingAttack, this does not just bypass defenses, but it does more damage to units than if they ''weren't'' armored and [[CripplingOverspecialization are most likely impractical against anything else]]. In other words, where armor is normally an advantage, AntiArmor makes it into a disadvantage. There is some TruthInTelevision to this: RealLife armour-piercing rounds have a tendency to overpenetrate and thus deal less damage to unarmoured targets.

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One solution against a HeavilyArmoredMook is to use an AntiArmor attack or ability to easily defeat them. Unlike ArmorPiercingAttack, this does not just bypass defenses, but it does more damage to units than if they ''weren't'' armored and [[CripplingOverspecialization are most likely impractical against anything else]]. In other words, where armor is normally an advantage, AntiArmor makes it into a disadvantage. Alternatively, it may involve removing armor off an enemy. There is some TruthInTelevision to this: RealLife armour-piercing rounds have a tendency to overpenetrate and thus deal less damage to unarmoured targets.


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[[folder:Anime and Manga]]
* ''Manga/OnePiece'': Sanji is typically a ExtremityExtremist and being the TeamChef makes him firmly believe that kitchen knives should not be bloodied in battle, as they are sacred instruments meant solely for the preparation of food. In one fight, he battles an enemy who uses [[ImprovisedArmor food as armor]] [[EdibleBludgeon and weapons]], so he decides to use [[KnifeNut knives]] in this case to remove said armor since it would be no different from using knives to prepare a meal.
[[/folder]]
1st Aug '16 1:27:43 PM UmbrellasWereAwesome
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* In the ''Franchise/{{Halo}}'' series, the plasma pistol is considered one of the most useless weapons in multiplayer and the campaign unless you hold down the trigger to make a charged shot. If this charged shot hits the target, whether it's an alien or a Spartan, it will completely drain their protective [[DeflectorShields energy shields]], leaving them open to headshots from ballistic weapons. It will also disable the engine, though not the weapons, of any vehicle it hits.

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* In the ''Franchise/{{Halo}}'' series, plasma weapons do a lot more damage against [[DeflectorShields energy shields]] than they do against unshielded targets. In particular, while the regular plasma pistol shot is considered one of the most largely useless weapons in both multiplayer and the campaign unless campaign, if you hold down the trigger to make a charged shot. If this charged shot hits the target, whether it's an alien or a Spartan, shot, any shielded target hit by it will have their shielding completely drain their protective [[DeflectorShields energy shields]], drained, leaving them open to headshots from ballistic weapons. It will also disable the engine, though not the weapons, of any vehicle it hits.weapons.
2nd Jul '16 12:46:13 PM nombretomado
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* ''Franchise/{{BIONICLE}}'': the ElementalPowers [[SelectiveMagnetism Magnetism]] and [[ExtraOreDinary Iron]] are effective against armor. For this reason, the Brotherhood of Makuta closely monitor Matoran of those elements, as all Makuta, except Miserix, are AnimatedArmor.

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* ''Franchise/{{BIONICLE}}'': ''Toys/{{BIONICLE}}'': the ElementalPowers [[SelectiveMagnetism Magnetism]] and [[ExtraOreDinary Iron]] are effective against armor. For this reason, the Brotherhood of Makuta closely monitor Matoran of those elements, as all Makuta, except Miserix, are AnimatedArmor.
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