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* [[VideoGame/HeartsOfIron Hearts of Iron IV]] has two stats that simulate armor in units: Armor and Hardness. The latter plays this trope more straight than the former as units with lots of hardness take increased damage from hard attacks and reduced damage from soft attacks, making hard attacks effectively the anti-armor option. The actual Armor stat instead significantly reduces all incoming damage unless the attacker has sufficient [[ArmorPiercingAttack armor piercing]] to penetrate it, in which case the armor bonus is completely nullified.

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* [[VideoGame/HeartsOfIron ''[[VideoGame/HeartsOfIron Hearts of Iron IV]] IV]]'' has two stats that simulate armor in units: Armor and Hardness. The latter plays this trope more straight than the former as units with lots of hardness take increased damage from hard attacks and reduced damage from soft attacks, making hard attacks effectively the anti-armor option. The actual Armor stat instead significantly reduces all incoming damage unless the attacker has sufficient [[ArmorPiercingAttack armor piercing]] to penetrate it, in which case the armor bonus is completely nullified.

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* [[VideoGame/HeartsOfIron Hearts of Iron IV]] has two stats that simulate armor in units: Armor and Hardness. The latter plays this trope more straight than the former as units with lots of hardness take increased damage from hard attacks and reduced damage from soft attacks, making hard attacks effectively the anti-armor option. The actual Armor stat instead significantly reduces all incoming damage unless the attacker has sufficient [[ArmorPiercingAttack armor piercing]] to penetrate it, in which case the armor bonus is completely nullified.


[[caption-width-right:350: [[UnsoundEffect *BWOOOOOSSSSHHHHHH...*]] [[WheresTheKaboom *BOOM!!!*]] ]]

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[[caption-width-right:350: [[UnsoundEffect *BWOOOOOSSSSHHHHHH...*]] [[WheresTheKaboom *BOOM!!!*]] ]]
*BWOOOOOSSSSHHHHHH... BOOM!!!*]]



** Graviton weapons are ideal for taking down infantry in PoweredArmor, as they increase the target area's gravitational field so that affected foes are crushed by their own equipment - the heavier the armor they're wearing, the more liable they are to suffer fatal damage.

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** Graviton weapons are ideal for taking down infantry in PoweredArmor, as they increase the target area's gravitational field so that affected foes are crushed by their own equipment - -- the heavier the armor they're wearing, the more liable they are to suffer fatal damage.



* ''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 AntiStructure and AntiInfantry role, with only one level allowing them access against tanks.

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* ''VideoGame/BrothersInArms'' the page image. Specifically, in ''VideoGame/BrothersInArms'':
** 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 AntiStructure and AntiInfantry role, with only one level allowing them access against tanks.



* In ''Franchise/MassEffect'', Garrus has [[ExactlyWhatItSaysOnTheTin Armor Piercing Ammo]]. Also, there are some attacks (Incinerate, Carnage) that qualify for this.
** 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.

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* In ''Franchise/MassEffect'', ''Franchise/MassEffect'':
**
Garrus has [[ExactlyWhatItSaysOnTheTin Armor Piercing Ammo]]. Also, there are some attacks (Incinerate, Carnage) that qualify for this.
** 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.



* ''VideoGame/RagnarokOnline'' has the Ice Pick, a dagger-type weapon which not only completely bypasses an opponent's armor, but also does more damage the more heavily armored the opponent is.

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* ''VideoGame/RagnarokOnline'' has the ''VideoGame/RagnarokOnline'':
** The
Ice Pick, a dagger-type weapon which not only completely bypasses an opponent's armor, but also does more damage the more heavily armored the opponent is.



* In the ''VideoGame/{{Fallout}}'' games, most weapons with "pulse" in their name (pulse grenade, pulse gun) do little or no damage to most organic target but tremendous damage to robots and/or people wearing PowerArmor.

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* In the ''VideoGame/{{Fallout}}'' games, most ''VideoGame/{{Fallout}}'':
** Most
weapons with "pulse" in their name (pulse grenade, pulse gun) do little or no damage to most organic target but tremendous damage to robots and/or people wearing PowerArmor.



* 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 when the enemy's armor 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.

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* In ''VideoGame/{{Wasteland 2}}'', ''VideoGame/Wasteland2'', 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 when the enemy's armor 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.



* ''[[VideoGame/KingdomRush Kingdom Rush: Vengeance]]'': The HeroUnit Asra has a passive ability called Quiver of Sorrow, which causes her crossbow bolts to permanently reduce the enemy's physical armor per hit.

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* ''[[VideoGame/KingdomRush ''VideoGame/KingdomRush'': In Kingdom Rush: Vengeance]]'': The Vengeance'', the HeroUnit Asra has a passive ability called Quiver of Sorrow, which causes her crossbow bolts to permanently reduce the enemy's physical armor per hit.hit.
* ''VideoGame/Pikmin3'': Rock Pikmin specialize in shattering and destroying hard, crystalline objects that other Pikmin can't so much as scratch. Thus, when facing enemies such as the Armored Mawmad or the Calcified Crushblat that are completely encased in crystalline armor, Rock Pikmin play a vital role in destroying their targets' armor plating to leave them exposed to other Pikmin's attacks.


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

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One solution against a HeavilyArmoredMook (or, occasionally, ShieldBearingMook, or people/vessels with DeflectorShields) is to use an Anti-Armor attack or ability to easily defeat them.



* '''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 (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 [[AntiRegeneration 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 (usually by {{EMP}}). In games with a dedicated "armor/shield points/gauge", "ArmorMeterPoints", this weapon/attack may do significant damage to that gauge meter rather than the HP gauge; meter; if they have RegeneratingShieldStaticHealth, it may either slow, or [[AntiRegeneration stop the shield from the regenerating]].

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* ''VideoGame/IronMarines'': The HeroUnit [[TankGoodness Mark X's]] machine guns will permanently reduce the armor value of enemies it hits.
* ''[[VideoGame/KingdomRush Kingdom Rush: Vengeance]]'': The HeroUnit Asra has a passive ability called Quiver of Sorrow, which causes her crossbow bolts to permanently reduce the enemy's physical armor per hit.


* ''VideoGame/{{Overwatch}}'': Sombra's Ultimate, EMP, can nullify enemy shields and even Lucio's Sound Barrier.

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* ''VideoGame/{{Overwatch}}'': ''VideoGame/{{Overwatch}}'':
**
Sombra's Ultimate, EMP, can nullify enemy shields and even Lucio's Sound Barrier.Barrier.
** Torbjorn's 2018 rework has his Molten Core Ultimate being able to damage armored enemies more significantly than unarmored ones.



* ''VideoGame/{{Overwatch}}'': Torbjorn's 2018 rework has his Molten Core Ultimate being able to damage armored enemies more significantly than unarmored ones.


* ''TabletopGame/{{Warhammer 40000}}'' has heavy weapons like lascannons and missile launchers that hit hard enough to damage the heaviest of targets, as well as weapon types with special properties that make them particularly powerful against armored foes:

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* ''TabletopGame/{{Warhammer 40000}}'' has heavy ''TabletopGame/Warhammer40000'':
** Heavy
weapons like lascannons and missile launchers that hit hard enough to damage the heaviest of targets, as well as weapon types with special properties that make them particularly powerful against armored foes:



** [[SpaceElves Eldar]] "lance" weapons, such as the [[GoodWeaponEvilWeapon Bright lance or Dark lance]], aren't quite as powerful as a conventional lascannon, but are so efficient that they make enemy armor above a certain thickness redundant. This means that lances have an easier time piercing the heaviest of enemy tanks, but aren't quite as lethal against light vehicles.

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** [[SpaceElves Eldar]] Aeldari]] "lance" weapons, such as the [[GoodWeaponEvilWeapon Bright bright lance or Dark dark lance]], aren't quite as powerful as a conventional lascannon, but are so efficient that they make enemy armor above a certain thickness redundant. This means In some editions of the game, this ment that lances have had an easier time piercing the heaviest of enemy tanks, but aren't quite as lethal against light vehicles.


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** [[MechanicalLifeform Necrons]]:
*** The highly advanced weapons used by the Necrons are renowned for their ability to make a mockery of the armour worn by lesser races. How this works depends on the weapon in question but can range from disassembling matter at an atomic level to weapons that shift between dimensions to pass straight through physical defences to strike the vital organs of the target. This effect is represented on the tabletop in different ways with the 8th Edition rules giving every weapon except particle weapons, tesla weapons and simple blades some a decent Armour Penetration characteristic.
*** In previous episodes of the game some Necron weaponry and units had special rules to represent their effects on enemy armour. The Entropic Strike special rule, for instance, could destroy a targetís armour outright, leaving the target model highly vulnerable should it survive the attack.


* '''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 (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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* '''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 (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 [[AntiRegeneration stop the shield from the regenerating.
regenerating]].


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* ''VideoGame/{{Overwatch}}'': Torbjorn's 2018 rework has his Molten Core Ultimate being able to damage armored enemies more significantly than unarmored ones.

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* ''VideoGame/XCOM2'': Armor points deduct damage from an attack before it hits the health points. There are multiple ways to shred it, most commonly high explosives and a Corporal Grenadier.

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* ''VideoGame/XCOMLongWar'': Chem Grenades can nullify half of a target's DamageReduction. Gauss weapons also have a chance to ignore one point of DR.


* ''Franchise/CommandAndConquer'':

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* ''Franchise/CommandAndConquer'': ''VideoGame/CommandAndConquer'':

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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.


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.


* ''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.

to:

* ''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.


[[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.

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