History Main / ArmorPiercingAttack

8th Jan '16 9:32:37 PM Vios
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* In ''VideoGame/GemsOfWar'', some units have special attacks which ignore enemy armour (dealing "true damage", in game terminology). The armour will still be there to protect against other normal attacks, but that doesn't matter if health reaches zero — that causes death, even if the unit still has a ton of armour on it.
6th Dec '15 2:40:53 PM thatother1dude
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** ''VideoGame/{{Fallout 1}}'' and ''VideoGame/{{Fallout 2}}'' were ''meant'' to have armor-piercing ammunition, but neither one works: in ''1'' a bug causes all ammo modifier to be ignored, making every permutation of the same ammo functionally identical. The modifiers work in ''2'', but they're so poorly balanced that for most guns armor-piercing rounds are the worst in any situations[[labelnote:Why?]]AP ammo lowered Damage Resistance by 25-50%, but cut damage in half ''before'' Damage Threshold was subtracted. This can cause the weapon to do no damage at all regardless of their Damage Resistance.[[/labelnote]]. The AP Needler ammo and the AP rocket (!) ammo are the only exceptions. The [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended.
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** ''VideoGame/{{Fallout 1}}'' and ''VideoGame/{{Fallout 2}}'' were ''meant'' to have armor-piercing ammunition, but neither one works: in ''1'' a bug causes all ammo modifier to be ignored, making every permutation of the same ammo cartridge functionally identical. The modifiers work in ''2'', but they're so poorly balanced that for most guns armor-piercing rounds are the worst in any situations[[labelnote:Why?]]AP ammo lowered Damage Resistance by 25-50%, but cut damage in half ''before'' Damage Threshold was subtracted. This can cause the weapon to do no damage at all regardless of their Damage Resistance.[[/labelnote]]. The AP Needler ammo and the AP rocket (!) ammo are the only exceptions. The [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended.
1st Dec '15 1:26:24 PM Nohbody
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* Pistol and machine guns in the ''Franchise/BioShock'' series both have variant armor piercing rounds, as well as standard slugs and anti-personnel rounds. Everything was more vulnerable to one and less vulnerable to the other, with the armor piercing being useful against machinery and Big Daddies, while anti-personnel pistol rounds would one-shot most splicers.
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* Pistol and machine guns in the ''Franchise/BioShock'' ''VideoGame/BioShock'' series both have variant armor piercing rounds, as well as standard slugs and anti-personnel rounds. Everything was more vulnerable to one and less vulnerable to the other, with the armor piercing being useful against machinery and Big Daddies, while anti-personnel pistol rounds would one-shot most splicers.
29th Nov '15 7:56:26 PM thatother1dude
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** ''VideoGame/{{Fallout 1}}'' and ''VideoGame/{{Fallout 2}}'' were ''meant'' to have armor-piercing ammunition, but neither one works: in ''1'' a bug causes all ammo modifier to be ignored, making every permutation of the same ammo functionally identical. The modifiers work in ''2'', but they're so poorly balanced that for most guns armor-piercing rounds are the worst in any situations[[labelnote:Why?]]AP ammo lowered Damage Resistance by 25-50%, but cut damage in half ''before'' Damage Threshold was subtracted, which can cause the weapon to do no damage at all.[[/labelnote]]. The AP Needler ammo and the AP rocket (!) ammo are the only exceptions. The [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended.
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** ''VideoGame/{{Fallout 1}}'' and ''VideoGame/{{Fallout 2}}'' were ''meant'' to have armor-piercing ammunition, but neither one works: in ''1'' a bug causes all ammo modifier to be ignored, making every permutation of the same ammo functionally identical. The modifiers work in ''2'', but they're so poorly balanced that for most guns armor-piercing rounds are the worst in any situations[[labelnote:Why?]]AP ammo lowered Damage Resistance by 25-50%, but cut damage in half ''before'' Damage Threshold was subtracted, which subtracted. This can cause the weapon to do no damage at all.all regardless of their Damage Resistance.[[/labelnote]]. The AP Needler ammo and the AP rocket (!) ammo are the only exceptions. The [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended.
29th Nov '15 7:55:15 PM thatother1dude
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* In ''VideoGame/{{Fallout 3}}'' the Deathclaw Gauntlet ignores armor entirely, as do the Deathclaws' own attacks. The Tri-Beam Laser Rifle in ''Broken Steel'' also has this effect when wielded by Super Mutant Overlords, one of a quartet of DemonicSpiders introduced in this DLC. [[TheComputerIsACheatingBastard No such luck for the player]]. The Tribals and Swampfolk in ''Point Lookout'' have a similar hax effect with their weapons, the double barreled shotguns being the most deadly, since the armor-piercing damage is applied to each individual pellet, possibly resulting in a OneHitKill if all of them connect with the player. Likewise for the Feral Ghoul Reavers' DeadlyLunge, and their gore grenades, which also instantly cripple body parts on a direct hit. ** Largely averted in ''VideoGame/{{Fallout 2}}'' but only due to bad design. Hollow-point and other "regular" ammo is generally superior to armor-piercing ammo in any given situation with the AP Needler ammo and the AP rocket (!) ammo being exceptions. *** The latest release of the [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended. ** Played straight in ''VideoGame/FalloutNewVegas''. Due to the way armour is implemented in the game, players may need to use special weapons, ammunition and methods of attack to penetrate an enemy's armour and cause meaningful damage. AP rounds for guns, overcharged energy cells for energy weapons, melee and unarmed weapons with the "Ignore DT/DR" feature are the most obvious, but using a weapon that deals a large amount of damage per shot/swing (such as the [[{{BFG}} Anti-Material Rifle]] or the [[DropTheHammer Super Sledge]]) will also do the job. And of course, if you're [[CombatPragmatist the sneaky type]], you can also go for a sneak attack critical, which has its damage added to the original attack and thus isn't nearly as affected by DT. ** The Piercing Palm perk causes all melee and unarmed attacks to ignore 15 points of DT, which effectively means anything not wearing heavy armor might as well not be wearing armor at all.
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* ''VideoGame/{{Fallout}}'' ** ''VideoGame/{{Fallout 1}}'' and ''VideoGame/{{Fallout 2}}'' were ''meant'' to have armor-piercing ammunition, but neither one works: in ''1'' a bug causes all ammo modifier to be ignored, making every permutation of the same ammo functionally identical. The modifiers work in ''2'', but they're so poorly balanced that for most guns armor-piercing rounds are the worst in any situations[[labelnote:Why?]]AP ammo lowered Damage Resistance by 25-50%, but cut damage in half ''before'' Damage Threshold was subtracted, which can cause the weapon to do no damage at all.[[/labelnote]]. The AP Needler ammo and the AP rocket (!) ammo are the only exceptions. The [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended. ** In ''VideoGame/{{Fallout 3}}'' the Deathclaw Gauntlet ignores armor entirely, as do the Deathclaws' own attacks. The Tri-Beam Laser Rifle in ''Broken Steel'' also has this effect when wielded by Super Mutant Overlords, one of a quartet of DemonicSpiders introduced in this DLC. [[TheComputerIsACheatingBastard No such luck for the player]]. The Tribals and Swampfolk in ''Point Lookout'' have a similar hax effect with their weapons, the double barreled shotguns being the most deadly, since the armor-piercing damage is applied to each individual pellet, possibly resulting in a OneHitKill if all of them connect with the player. Likewise for the Feral Ghoul Reavers' DeadlyLunge, and their gore grenades, which also instantly cripple body parts on a direct hit. ** Largely averted in ''VideoGame/{{Fallout 2}}'' but only due to bad design. Hollow-point and other "regular" ammo is generally superior to armor-piercing ammo in any given situation with the AP Needler ammo and the AP rocket (!) ammo being exceptions. ''VideoGame/FalloutNewVegas'': *** The latest release of the [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended. ** Played straight in ''VideoGame/FalloutNewVegas''. Due to the way armour is implemented in the game, implemented, players may need to use special weapons, ammunition and methods of attack to penetrate an enemy's armour and cause meaningful damage. AP rounds for guns, overcharged energy cells for energy weapons, melee and unarmed weapons with the "Ignore DT/DR" feature are the most obvious, but using a weapon that deals a large amount of damage per shot/swing (such as the [[{{BFG}} Anti-Material Rifle]] or the [[DropTheHammer Super Sledge]]) will also do the job. And of course, if you're [[CombatPragmatist the sneaky type]], you can also go for a sneak attack critical, which has its damage added to the original attack and thus isn't nearly as affected by DT. ** *** The Piercing Palm perk causes all melee and unarmed attacks to ignore 15 points of DT, which effectively means anything not wearing heavy armor might as well not be wearing armor at all.
24th Nov '15 7:12:54 PM zarpaulus
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* ''TabletopGame/HcSvntDracones'' armor has HP that normally has to be depleted before the wearer is hurt, Armor piercing ammo does ammo damage to both armor and wearer.
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* ''TabletopGame/HcSvntDracones'' armor has HP that normally has to be depleted before the wearer is hurt, Armor piercing ammo does ammo some damage directly to both the wearer. Weapons that deal Cut damage will completely bypass armor and wearer.with less than 10 HP, but won't damage armor with 35 HP or more at all unless equipped with a [[VibroWeapon Vibrox]] enhancement.
18th Nov '15 7:09:31 PM Vilui
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* Most modern day RPG's have some kind of armor piercing bullets.
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* Most modern day RPG's modern-day [=RPGs=] have some kind of armor piercing bullets.
11th Nov '15 11:43:25 AM REV6Pilot
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* ''[[VideoGame/FirstEncounterAssaultRecon FEAR 2]]'' has several weapons which disregard or degrade the functionality of armor, both for enemies and the player. ** To be more specific: all weapons, especially in the first game, deal part of the damage directly to the health. However, in most weapons the damage that isn't absorbed by the armor is a very small fraction of the total. There's a weapon in each game (the Penetrator in the first game, the Hammerhead in the second) that ignores armor almost completely, making them true examples of this trope.
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* ''[[VideoGame/FirstEncounterAssaultRecon FEAR 2]]'' has The ''VideoGame/FirstEncounterAssaultRecon'' games have several weapons which disregard or degrade the functionality of armor, both for enemies and the player. ** player. To be more specific: all weapons, especially in the first game, deal part of the damage directly to the health. However, in most weapons the damage that isn't absorbed by the armor is a very small fraction of the total. There's a weapon in each game (the Penetrator in the first game, the Hammerhead in the second) that ignores armor almost completely, making them true examples of this trope.
23rd Oct '15 9:24:58 AM HighCrate
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See also DepletedPhlebotinumShells and ClothingDamage (if the armor is destroyed). Might cross over with ElementalRockPaperScissors if the armor is made from one element and the skill or weapon uses the opposed element. Not related to ArmorPiercingSlap or BarrierBustingBlow. May be used in combination with ArmorIsUseless and[=/=]or OneHitPolykill. Compare AntiArmor, when a technique does more damage instead of bypassing defenses.
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See also DepletedPhlebotinumShells and ClothingDamage (if the armor is destroyed). Tends to work well against enemies that employ DamageReduction. Might cross over with ElementalRockPaperScissors if the armor is made from one element and the skill or weapon uses the opposed element. Not related to ArmorPiercingSlap or BarrierBustingBlow. May be used in combination with ArmorIsUseless and[=/=]or OneHitPolykill. Compare AntiArmor, when a technique does more damage instead of bypassing defenses.
21st Oct '15 9:24:57 PM arrowstorm
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Crosswick
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* In ''FanFic/FourDeadlySecrets'' Ruby’s scythe style includes several strikes designed to pierce an opponent’s armour[[spoiler: and their protective aura]].
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