History Main / AntiArmor

10th Dec '17 4:17:57 AM Rmpdc
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** In ''Road to Hill 30'' and ''Earned in Blood'', there's the Panzerfaust and Bazooka, which are usually provided to players whenever there's an enemy tank later in the level they're found in.
9th Dec '17 3:22:03 PM Kadorhal
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One solution against a HeavilyArmoredMook is to use an AntiArmor attack or ability to easily defeat them.

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One solution against a HeavilyArmoredMook is to use an AntiArmor Anti-Armor attack or ability to easily defeat them.



* ''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. 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.

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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 anti-armor 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. 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.
8th Dec '17 8:05:15 PM Rmpdc
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* ''VideoGame/BrothersInArms'' the page image. Specifically, in ''Hell's Highway'', you can have access to a Bazooka team in certain levels. As their name implies, they can be used against tanks. In practice, however, they tend to be used more in the AntiForti and AntiInfantry role, with only one level allowing them access against tanks.

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* ''VideoGame/BrothersInArms'' the page image. Specifically, in ''Hell's Highway'', you can have access to a Bazooka team in certain levels. As their name implies, they can be used against tanks. In practice, however, they tend to be used more in the AntiForti AntiStructure and AntiInfantry role, with only one level allowing them access against tanks.
8th Dec '17 8:04:13 PM Rmpdc
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/584545_930277_20080815_screen004.jpg]]

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[[quoteright:350:http://static.[[quoteright:350:[[VideoGame/BrothersInArms http://static.tvtropes.org/pmwiki/pub/images/584545_930277_20080815_screen004.jpg]] ]]


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* ''VideoGame/BrothersInArms'' the page image. Specifically, in ''Hell's Highway'', you can have access to a Bazooka team in certain levels. As their name implies, they can be used against tanks. In practice, however, they tend to be used more in the AntiForti and AntiInfantry role, with only one level allowing them access against tanks.
8th Dec '17 7:56:52 PM Rmpdc
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/584545_930277_20080815_screen004.jpg]]
[[caption-width-right:350: [[UnsoundEffect *BWOOOOOSSSSHHHHHH...*]] [[WheresTheKaboom *BOOM!!!*]] ]]
3rd Oct '17 11:36:01 PM Arca
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** Several weapons also deal bonus damage to shields, barriers, armor, or any combination of the above. The most notable is perhaps the N7 Typhoon, a graduate of the University of MoreDakka; the Typhoon is a machinegun that deals 50% more damage to all of the above and takes time to spool up to its maximum rate of fire - but once it does, it gains a 50% increase in damage output. It can methodically chew through ''anything'', making it invaluable in multiplayer.
19th Sep '17 2:22:08 AM ironcommando
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SubTrope of WeaponOfXSlaying. See also ArmorIsUseless. Compare AntiAir, AntiInfantry, AntiVehicle, and AntiCavalry.

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SubTrope of WeaponOfXSlaying. See also ArmorIsUseless. Compare AntiAir, AntiInfantry, AntiVehicle, AntiStructure, and AntiCavalry.
25th Aug '17 7:20:45 AM AFP
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** Air-dropped bombs could be similarly equipped, either for use against armored warships or against land fortifications. Oftentimes the fuse would be on a slight delay, giving the bomb time to dig in before going off. More than a few such armor-piercing bombs were simply naval artillery shells modified to be dropped from a plane (such a weapon destroyed the battleship ''Arizona'' by setting off her forward magazine at Pearl Harbor). Another use for such delayed-fuse penetrating bombs is to damage foundations under buildings, or to cause runways to cave in. [[ShootTheMedicFirst Or just to act as a booby-trap against repair crews]] when the [[SchmuckBait bomb goes off a while after the bombers have cleared out]]. Another practical application of this type of bomb is that they could be dropped with relative safety from low altitude, with the delayed fuse minimizing the risk of the [[HoistByTheirOwnPetard bomber being caught in their own blast.]]
11th Aug '17 3:24:13 PM Wooboo
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** ''VideoGame/FalloutNewVegas'' introduced different ammo types to the various ammunition-using weapons, among them anti-armor rounds. The rounds ignore the target's Armor Points when hitting, damaging foes directly, with a tradeoff for less damage overall.
23rd Jul '17 9:56:54 PM KZN02
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* '''Armor Cracker:''' This weapon/attack reduces the defense of the target. It may work by removing the armor off the Mook, ClothingDamage, using TheNudifier, or disabling the DeflectorShields. In games with a dedicated "armor/shield points/gauge", this weapon/attack may do significant damage to that gauge rather than the HP gauge; if they have RegeneratingShieldStaticHealth, it may either slow, or stop the shield from the regenerating.

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* '''Armor Cracker:''' This weapon/attack reduces the defense of the target. It may work by removing the armor off the Mook, ClothingDamage, using TheNudifier, or disabling the DeflectorShields.DeflectorShields (usually by {{EMP}}). In games with a dedicated "armor/shield points/gauge", this weapon/attack may do significant damage to that gauge rather than the HP gauge; if they have RegeneratingShieldStaticHealth, it may either slow, or stop the shield from the regenerating.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.AntiArmor