Armor-Piercing Attack: Difference between revisions

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Obviously, this isn't how things work in real life; firstly, even a non-piercing hit to armor can deal damage. This is especially true of soft body armor, but can even affect tanks (a phenomenon called ''spalling'', which some types of anti-tank round attempt to cause). Second, there's no magic on / off state to armor; the only things you can do are to hit it harder, which has limits depending on who's supposed to be using the weapon in question, or hit a smaller area. The latter is how most modern anti-tank weapons work, using either focused jets of molten material (HEAT rounds) or dart-shaped heavy penetrators with sharp tips.
 
See also [[Depleted Phlebotinum Shells]] and [[Clothing Damage]] (if the armor is destroyed). Might cross over with [[Elemental Rock-Paper-Scissors]] if the armor is made from one element and the skill or weapon uses the opposed element. Not related to [[Armor-Piercing Slap]]. May be used in combination with [[Armor Is Useless]] and/or [[One -Hit Polykill]].
 
{{examples|Examples:}}
 
 
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** Played straight in ''[[Fallout New Vegas (Video Game)|Fallout New Vegas]]'' - normal ammo is jack-of-all, master-of-none, hollowpoints work great against soft targets, AP does better against enemies with good armor. With a special perk, you can unlock a wide variety of specialized hand-load munitions: .308 and 5mm gets the Jacketed Soft Point (basically an uprate of the basic Ball ammo), the revolver/lever rifle calibers get Semi-Wadcutter or Jacketed Flat Point rounds (moderate damage boost + modest armor-piercing power), 5.56mm and .50cal get Match grade (modest damage boost, big accuracy bonus), and pistol/SMG calibers get Jacketed Hollow Point (basically more balanced hollow points). Explosive weapons can load a variety of different munitions as well. Energy weapons are a bit different; they have varying power cell charge grades you can load them with, each grade doing more damage at the cost of greater wear on the already frail energy weapons. After complaints about inherent [[Competitive Balance|weakness]] of energy weapons, one of the many resultant buffs to that weapon category included inherent armor piercing power in all cell power grades, even the basic.
*** A couple of rarer ''[[Fallout New Vegas (Video Game)|Fallout New Vegas]]'' melee weapons have 'ignores DT/DR' listed in their description. This amounts to dealing all their damage straight to an enemy's HP. One notable example of such a weapon is the aptly named Ripper, a [[Chainsaw Good|chainsaw short sword.]] There is also a perk that allows any of the player's melee attacks to ignore up to 15 points of damage threshold.
* Featured in ''[[Paper Mario (Video Game)|Paper Mario]]'' with Watt, whose basic attack ignores the enemy's defense (making her one of the most useful partners in the game, especially against high-defense enemies), as well as badges which would apply this property to your Jump or Hammer attacks. (Items and the Star Storm power also ignore defense.) ''[[Paper Mario the Thousand Year Door (Video Game)|The Thousand-Year Door]]'' also features said badges (and items/damage-dealing Star Powers), and included Yoshi, whose spit attack had this property (and was needed to beat a mid-level boss who pretty much had infinite defense), as well as the secret character {{spoiler|Ms. Mowz}}, whose attack is ''literally'' an [[Armor -Piercing Slap]].
* In ''[[Master of Magic]]'' for units with Armor Piercing attack a target has effectively 1/2 (rounded down) of its normal defense value.
* In ''[[Master of Orion (Video Game)|Master of Orion]] 2'' some weapons can be made in armor-piercing variants (and some in shield-piercing, for that matter) so that damage that passes through armor/shields is applied to the target ship's internals immediately.
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* ''[[Iji (Video Game)|Iji]]'' features this due to the fact that ''everything'' is made of Nanotechnology. To wit, small arms fire such as the machine gun or pulse rounds will chip away at your armour (which is really more of a forcefield) until it is depleted at which point a Hit Point is sacrificed to replenish it. However anything which ''hits'' you (as in, a rocket, BFG round or a ''punch'') will deal actual damage to your body directly (and send you flying across the room to boot).
* Starting in ''[[Space Empires|Space Empires IV]]'', weapons can now skip armor, in addition to shields.
* The armor piercing tech in ''[[Sword of the Stars]]''. [[Kinetic Weapons Are Just Better|It makes kinetic weapons]] [[A -Team Firing|more accurate and less likely to bounce off the hull]], [[Necessary Drawback|though you get less actual damage in return]]. The Polarized Plasmatics sub-family will deal extra damage depending on [[Body Armor As Hit Points|the extra health granted by armour upgrades]]. Gluonic Torpedoes go through Deflectors and Disruptors, while Mesonic Torpedoes go through all shields other than [[Like Cannot Cut Like|Meson Shields]]. [[Exactly What It Says On the Tin|Shield Breaker Rounds]] can bring down all shields, [[Crippling Overspecialization|though they don't do any actual damage to the ship]].
* The Terran EMP Shockwave in ''[[Starcraft]]'' destroys the shields of anything it hits. Not very useful against the Terran or Zerg who don't have shields at all, but a Protoss Archon has 350 shields and 10 health...
* ''[[Borderlands (Video Game)|Borderlands]]'': one of [[Friendly Sniper|Mordecai's]] skills enables him to bypass enemy shields. Against the Guardians, their health bars being tiny, it is absolutely devastating.
* ''UFO Aftermath'' has no less that '''seven''' damage types: soft, universal, hard, [[Frickin' Laser Beams|laser, plasma]], burn ([[Kill It With Fire|fire]] and [[Hollywood Acid|acid]]), paralyze and warp (the more armor you have, the more it hurts). Transgenants and armors have separate resistances for each. There is an eighth type referred to as "exception" for a few weapons like the psionic crusher.
* ''[[Company of Heroes]]'' gives AP bullets and shells as special abilities for American and British machine guns and AT guns. The former ability turns the dedicated anti-infantry HMG into a feared light-vehicle counter, while the latter boosts the penetration of the AT guns. As the British 17pdr is already one of the best antiarmor weapons in the game, the AP-Discarding Sabot ability makes it one of the few weapons that can counter [[Infinity Plus One+1 Sword|King Tigers]].
* While traditionally in ''[[Armored Core (Video Game)|Armored Core]]'' series, Attack Power is the only attribute to watch out for weapons (meaning, how much you need to pump it to any given target to make them go kablooey), 4/for Answer introduced the [[Force Field]]-like Primal Armor and consequently, "PA Penetration". Energy weapons, sniper rifles and railguns do this job really well, and since about a good 4/5ths of the game's armor isn't exactly energy-weapon proof, this can only go wrong, were it not for the balancer mechanics.
* ''[[Ragnarok Online]]'' not only has weapons that ignore defense, but a dagger called the Ice Pick, which isn't reduced by the target's defense and then proceeds to do more damage depending on how much defense it had. Wearing armor actually makes you take more damage. Thankfully, they are quite rare.