When the armor takes a hit, the cell at the point of impact and 20 surrounding cells pool their armor values. The width of each cell is 15 pixels for ships shorter than 150 pixels, 30 pixels for ships longer than 300 pixels, and 1/10th the ship length for ships in between. Each cell has an armor rating equal to 1/15th the ship's armor rating. A detailed guide is available on the forum.Īrmor is divided into cells, distributed around the ship. Green cells represent intact armor, and turn brown as armor is damaged or destroyed. The display in the bottom left of the HUD indicates the armor status of the ship. For example, adding the Heavy Armor hullmod (which boosts armor by +300) to an Eagle-class cruiser (which has a base armor of 1000) actually increases overall armor effectiveness by about 70%, rather than than only by 30%. A weapon's damage-per-shot is just as important in judging its anti-armor effectiveness as the damage-per-second.ģ) Armor doesn't scale linearly, but in a way that ensures a flat armor bonus is useful regardless of the base armor stat. Likewise, it is preferable to maneuver in a way that distributes armor damage you take across your ship, to keep the enemy from stripping off armor in one place entirely, exposing your hull.Ģ) A small number of strong hits are a lot better at damaging armor than a large number of weak hits, even assuming all hits land in the same spot. That means it is preferable to focus your attacks on a single point in an enemy's armor, rather than only partially damaging large parts of it. 3.1 Impact of skills on armour damage reductionĭespite the detailed armor mechanics in Starsector being quite complex, the points that are actually important to understand as a player are quite simple, and can be summarized like this:ġ) Armor is a protective layer evenly distributed across the whole ship: Armor damage on one side of the ship might leave the armor in another part of the ship intact.
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