Thread: Armor Primer 1.0
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WNxArgg
04-21-2004, 02:21 PM
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Armor Primer 1.0
I am pleased to announce I have finished the initial HTML version of the Warrior Nation Armor Primer.

For now it lives on my desktop computer at work. The cover page link:

http://hoodyhoo.stanford.edu/~allen/ps/wnx_armor.html

It's done in extremely basic HTML and can use the addition of more graphics and better page design, but I'm really happy to get it out there.



 
 
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WNxGailin
04-21-2004, 03:00 PM
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Hmm, couldn't seem to get any of the links on the main page to work. :-(

Gailin



 
 
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WNxArgg
04-21-2004, 03:45 PM
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Ok, thanks, I'll recheck them. May be local file instead of proper links.



Last edited by WNxArgg; 04-21-2004 at 05:16 PM..
 
 
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WNxArgg
04-21-2004, 03:55 PM
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Bah, Netscape's editor is a bitch about literalizing to file:// links. I think it converted some that had been relative when I reopened files to edit other things.



 
 
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WNxArgg
04-21-2004, 04:02 PM
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OK, I think I have all the links as relative links.

Try it now.



Last edited by WNxArgg; 04-21-2004 at 04:05 PM..
 
 
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WNxTheWeapon
04-21-2004, 05:38 PM
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Works for me. One of the image files is broken though after clicking on the main link to the primer.



 
 
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WNxArgg
04-21-2004, 05:48 PM
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Thanks, fixed that image. Another of Netscape's stupid default to file links.



 
 
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WNxArgg
04-21-2004, 06:46 PM
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Weaselboy pointed out some other link breakage that I know I fixed before, so I got out BBedit and did some global searching and replacing. I'm going to stay away from the Netscape Navigator editor from now on. It's too annoying in its default behavior. Crossing my fingers that links are all fixed now. Let me know if any still break for you.



 
 
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WNxTenBit
04-21-2004, 07:31 PM
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Very sweet. I wouldn't mind going Lodestar once I get my air transport cert. Can double as a scout =D



 
 
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WNxAgent007
04-22-2004, 01:26 AM
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#10 
Very impressive....won't cert in armoured assault myself but always happy to gun and follow this primer. Great job!



 
 
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WNxArgg
04-22-2004, 02:14 PM
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#11 
I just realized I hadn't actually signed it anywhere, so now I've added a little signature and contact info block, at the bottom on most pages, top of the intro page.



 
 
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WNxFalconStorm
01-18-2005, 04:28 AM
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#12 
Well Argg, Ill be ready for when you need Mag drivers or Litnnings. Ill recert my character for armor soon.

FS:



 
 
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WNxHannoverPhist
01-18-2005, 09:45 AM
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Cool page, Argg.
I like it. A lot. Just curious though. You mentioned firing up bbedit for revisions. As best as I can recall bbedit is a mac-only text editor, a kick-ass mac-only text editor, but mac-only just the same. =D Does this indicate personal prefferance or just what's available at work at the time?



WNxHannoverPhist



 
 
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WNxArgg
01-18-2005, 12:34 PM
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#14 
I wrote that piece partially on a Mac laptop at home and partially at work.

For general office work, I prefer a Mac and have used one for many years now, and I have one on my desk at work. Mac OS X has matured to be a really pleasant OS to work in. But Windows has come a long way since the beginning and the Mac advantage is much reduced now because of Windows catching up or getting close on many things and passing it on a few.

Besides a more pleasant (if you are familiar with both) UI and OS X crashing less often than XP, the biggest advantage right now is that Macs are still much less affected by security threats. In old OS 9 this was intrinsic, it has far fewer hooks to remotely exploit. In OS X, with UNIX underneath, the security advantage is mainly in being very much the minority platform so far less effort is expended on exploiting its vulnerabilities which are probably within an order of magnitude of the number in Windows. The number of viruses, trojans, directly targetting the Mac platform is probably three orders of magnitude smaller than on Windows. Single digits per year, and until last year, only 1 known vs OS X . More are cross platform vulnerabilities like Office macro viruses and some browser exploits, that target Windows users and happen to catch Macs too than are novel exploits targeting Macs specifically. Somebody did release an OS X rootkit a few months ago, so all is not rosy on the Mac security front, but still, I feel a lot safer doing my online banking on one.

My biggest problem with going back and forth is a trivial annoyance: some analogous keyboard shortcuts use different keys. Windows copied Command-C,X,V for cut copy and paste, but instead of using the ALT key in the same position, they used Control, so my muscle memory goofs sometimes. It isn't quite worth the secondary confusions that remapping a swap between CMD and CTL would make, so I leave it as is.



 
 
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WNxCerebus
03-14-2005, 01:50 AM
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#15 
I'd like toss out an idea for a new section on this boss, a breifing on enemy weapons and units from the perspective of the Magrider crew.

For referance (or inclusion into the Magrider breif), a Magrider Hovertank has 3,500 points of armour protection. AMP Station sheilds add 20% additional defense to the vehicle when fully charged, so a Mag with full sheilds is sporting 4,200 effective armour points.

-Edit- Getting lazy, nearly midnight. Sleep sucks-

Slammer threat synposis: Enemy weapons and systems that pose signifigant individual threat to a Magrider

New Conglomerate:
Also known as "Smurfs", the NC focus on hard-hitting initial impact weapons, often with low refire rates. As such, the initial second of combat against the NC decides how the conflict will turn out. If they get more than one unanswered hit off in the opening seconds of combat, the fight is generally lost.

-Infantry Weaponry:
Jackhammer (Heavy Assault) Encountered only near towers and within base courtyards, the Jackhammer's primary threat is its ability to disintegrate a repairing crewmember with a single pull of the trigger. However, the distructive potential of armour-peircing shells is not to be overlooked. Capable of destroying a base generator with only 3 boxes of AP ammo (3x9 inventory space), the anti-armour capabilities of the Jackhammer are seldom mentioned due to the massivly limiting range factor.
=Strengths= High damage per shot, multipurpose
=Weaknesses= Short range
=Tactics= Avoid easy infantry drop zones during repair opperations, engage at range

Phoenix (Anti-Vehicle)
The strongest of the empire-specific AV weapons at 250 Vehicle damage per shot, the camera-guided phoenix missile can engage from beyond line of sight, capitalizing on the inability of the Magrider to act as a light artillery peice. The single-shot Phoenix missile has a flight time of 6 seconds, giving it a straight-line range of 250m.
=Strengths= High damage per shot, accurate, indirect fire
=Weaknesses= Low payload, low rate of fire, user vunerable to attack during guidance
=Tactics= Close and engage. If critically damaged, disengage in straight line away from launcher (Extends time untill impact, possibly outrunning missile)

Maxes: NC Mobile Assault Exosuits all have very similar behaviors in the eyes of the Magrider crew. All are long-range direct fire platforms. Counter as you would any slow-moving target.

-Vehicles
Enforcer: The seldom-seen NC Assault buggy, this armoured platform is capable of outrunning a Magrider across level terrain, outperforms it in rough hilly ground, and has a direct-fire weapon that, though lacking in projectile velocity, packs a decent punch and a large clip.
=Strengths= Large Clip, high speed, superior torque
=Weaknesses= Low armour, few experianced crews
=Tactics= Manuver rapidly, avoiding straight-line runs. If met in hilly terrain, engage with a constant eye on armour status and disengagement route

Thunderer: The Empire-specific Deliverer of the New Conglomerate is the biggest threat to the Magrider currently in existance. Faster, nearly as heavily armoured, amphibious and actually outgunning the Mag, this APC is not to be trifled with
=Strengths= Fast, heavily armed, accurate amphibious, doesn't require tech plant, carries additional troops, lower cert cost (need I go on?)
=Weaknesses= Cannot strafe, requires 3-person crew
=Tactics= Surprise and cross your fingers.

Vanguard: Main Battle tank armed with a massive 150mm smooth-bore cannon and dual 20mm chainguns, the Vanguard presents perhaps the biggest threat of any MBT to the Magrider. Its low profile and relativly flat projectile arc make it a threat at range, and the 20mm chainguns make water a questionable retreat at best.
=Strengths= 4,500 armour (5400 sheilded)!!, heavy-hitting cannon, AV-optimized secondary guns, low profile, quick stops and turns
=Weaknesses= Low torque, low rate of fire, slow projectiles

Perigrine/Eagle Battleframes: Everything you loved in the Vanguard, plus more. Pilot AV weapons hit hard at 300m ranges, Gunner AV leaves Damage over Time bubbles. Pilot AI vastly underestimated, can seriously chew up Mags @ 100m or less. 4,500 armour + Sheilds (~4-5,00 points, 90/sec regen standing, 170 crouched)
=Strengths= Hard-hitting, manuverable, nigh-invunerable
=Weaknesses= Essentially none
=Tactics= Bring a friend, engage at range. Have friend bring another friend, just to be safe.

~~~~~End Summary: New Conglomerate~~~~~

Terran Republic:
Also known as "Elmos", the Terran Republic weapons design concentrates on rate of fire, on the assumption that, while one bullet doesn't accomplish much, a thousand will hurt pretty much everything. Met engagements against Terran Republic MBTs rely highly on driver skill.

-Infantry Weapons:
Striker (Anti-Vehicle) The only infantry-portable TR weapon that poses a threat to the Magrider, this laser-guided missile launcher sports a 5-shot clip, high rate of fire, and average punch. At 125 Vehicular damage per missile, a Striker system can quickly dish out damage equal to 1/5th of a Magrider's total armour protection. However, the user must maintain line-of-sight to his target at all times, opening him up for return fire.
=Strengths= High rate of fire, accurate if unobstructed
=Weaknesses= Direct fire, gives "Missile Lock" warning
=Tactics= Manuver behind any peice of avaliable cover to break lock. Terrain, structures, even enemy or less-damaged friendly vehicles. Gunner uses missile trace on radar screen to backtrack flight and eleminate weilder

MAXes: Terran Republic Mobile Assault Exosuits pose the largest risk of any enemy MAX unit. Able to dish out incredibly high rates of fire accurately, the Dual Cycler MAX, while not a dedicated AV weapon, can swiss-cheese a Magrider's armour in short order. The Burster Anti-Aircraft flak cannon has long been used as a 500m anti-vehicle sniper rifle, and the Pounder AV Mortar Max can dish out a rain of death from beyond line of sight. Gunners should prioritize TR Maxes at roughly the same level as light armour (Lightnings)

-Vehicles
Marauder: Known as the Redneck-mobile, this modified pickup truck sports a turret mounted 12mm chaingun and independant GroundPounder mortar system. Never used in its intended role as a mobile artillery emplacement due to poor weapon design (Pounder projectile life insufficent to act as a true mortar), it's occasionally seen as a light skirmisher. Though faster and sporting higher torque, the Marauder poses no real threat in a one-on-one battle. Crews should be aware that the Marauder's biggest threat comes from its ability to rapidly deploy 3 Anti-vehicle equipped troops.
=Strengths= Higher speed, better torque
=Weaknesses= Poor weapons, low armour
=Tactics= Destroy as quickly as possible to prevent crew bailing.

Raider: The TR's Deliverer varient sports a quad array of 15mm chainguns. While midly more effective if fully crewed, the high crew requirement (5 person) and high ammo drain make this a limited-effectiveness skirmisher
=Strengths= Guns, lots of guns.
=Weaknesses= High crew requirements, requires coordination to be a threat
=Tactics= Engage cautiously, keep an eye on your exit stragtegy

Prowler: The Republican MBT, the Prowler is middle of the road on armour (4000, 4800 sheilded), the slowest and largest of the Empire tanks. However, the dual 100mm cannons and independant dual 15mm chainguns put out a hail of fire. With just the main guns, the Prowler has a 33% damage-over-time advantage on both the Magrider and the Vanguard. With the chaingunner focused on the same target, this advantage rises to 45%. Magriders should NEVER attempt to 'slug it out' with a Prowler unless it's already heavily damaged.
=Strengths= Incredible damage output, multitasking gunners
=Weaknesses= Big, slow, big, clumsy, big, seldom fully crewed, and very, very big.
=Tactics= Engage at long range, preferably from water. Use terrain avoidance (dodge through trees, ect).

Colossus/Invader Battleframes: Essentially a Prowler with legs, the Colossus mounts no suprises in the way of weaponry. Dual Anti-Infantry Chaingun loadouts seem to be most prevalent (and certainly the most satisfying to use) 4,500 armour + Sheilds (~4-5,00 points, 90/sec regen standing, 170 crouched)
=Strengths= Useful long range AI chaingun w/ decent AV potential, essentially same as NC BFRs
=Weaknesses= See NC BFRs
=Tactics= Combined fire.



Last edited by WNxCerebus; 03-14-2005 at 11:36 PM.. Reason: Additional Info (TR and Deli Varients)
 
 
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WNxArgg
03-14-2005, 02:14 AM
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#16 
Thanks Cerebus. You are right, I definitely need to update it with something like that to take into account the new vehicles and BFRs and flesh out some of the older ones.



 
 
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WNxCerebus
03-14-2005, 02:32 AM
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#17 
sleep... must sleep...

ok, you get TR stuff tomorrow night, and I gotta run some numbers on the Rocklet & such for Common Pool Tuesday



 
 
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WNxRhylla
03-14-2005, 11:14 PM
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#18 
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WNx uses armor?!
Heh... just being a dork. But seriously, most of the action I seem to run into with WNx is mainly base invasions and quick movement via Deliverers/Auroras. I've taken the Armored Assault tree just to drop in in favor for more indoor certs. I could take it again if folks will use it, just let me know.

If folks end up driving, I can gun just about anything. People say you can "snipe" with a MagRider, and this is completely true, especially for someone like me who has the Range Magnification implant. While our other vehicles, like the Thresher or Aurora, completely suck at range, this is not true with the MagRider. Take Range Magnification and you'll be amazed at what you can do. Taking out turrets beyond their range and killing troops 500 meters away can be quite a pleasure. So, if you plan on gunning the MagRider, try it out like the primer says. You'll be pleasantly surprised.

By the way... if you need a MagRider gunner, send me a tell, or just spam you need one in the various channels. More than likely I'll be chomping at the bit for a gunner's chair. In my heyday with Mistress Victoria, I would commonly end up with a score of 60/5 in two hours.



 
 
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WNxCerebus
03-14-2005, 11:37 PM
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#19 
Ok, added the Gunner varient armour and sheild numbers for v3.5. It's a bit premature, but who cares?



 
 
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WNxTokus
03-15-2005, 05:45 AM
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#20 
great read, thx cerebus



 
 
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