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PostPosted: Wed Mar 19, 2014 11:04 pm 
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Stratego
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Joined: Sat Nov 10, 2001 8:00 pm
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Location: Ft. Hood Texas
Can someone please tell me which CORE rule book has the information on how reactive armor reduces or stops or in any effects artillery hits on units, be it mechs, vehicles or even a building equipped with reactive armor?

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PostPosted: Thu Mar 20, 2014 12:41 am 
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Loki
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Sorry, but I have no clue. I'm honestly lost in the new core books. :(

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PostPosted: Thu Mar 20, 2014 3:15 am 
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Major General
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Joined: Sat Aug 03, 2002 8:00 pm
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Quote:
Reactive Armor reduces all damage from explosive-type weapons such as missiles, mortars and artillery weapons by half


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PostPosted: Thu Mar 20, 2014 3:41 am 
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Lieutenant General
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Joined: Sun Apr 30, 2006 7:13 pm
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Location: Sheffield UK
I can see the potential if it ever comes to MWO and the moans on the MWO forum.

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hmmm hooom


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PostPosted: Thu Mar 20, 2014 8:56 pm 
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Stratego
Stratego

Joined: Sat Nov 10, 2001 8:00 pm
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Location: Ft. Hood Texas
I am just not seeing Artillery strikes being affected by the reactive armor, it doesn't makes since. And given that reactive armor is nothing more then blocks of armor reacts in some way to the impact of a weapon to reduce the damage done to the vehicle being protected. It is most effective in protecting against shaped charges and specially hardened long rod penetrators. Not seeing how artillery even falls into this kind of hit unless used in a direct fire mode similar to normal ACs, Gauss rifles etc...

Now my question also is how is Battletech portraying Reactive Armor? It explosive reactive armor (ERA) or self-limiting explosive reactive armor (SLERA), non-energetic reactive armor (NERA), non-explosive reactive armor (NxRA), and electric reactive armor? Or something totally different?

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Karagin-

Darkness is a friend of mine. Sometimes I have to beat it back, or it would overwhelm me. Shirley Meier

[url]http://karagin12.livejournal.com/[/url]

The Wookiee, he's not wearing any pants!

[img]http://www.heavymetalpro.com/countries/mil-army.gif[/img]


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PostPosted: Thu Mar 20, 2014 10:57 pm 
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Loki
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Joined: Sun Sep 16, 2001 8:00 pm
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Location: Minnesnowta
I don't know.

What amazes me is that reactive armor doesn't work against both missiles AND autocannons...it has never made sense to me that it only works against one...

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Medron Pryde - The Great and Terrible :blah:
[img]http://faileas.greywolf.googlepages.com/WOTD.png[/img]
[url=http://www.pryderockindustries.com]P.R.I.[/url] - The home of BattleTech programs and files
"I'm gonna Tea Party like its 1776." - Medron Pryde
Who is John Galt?


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PostPosted: Thu Mar 20, 2014 11:21 pm 
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Stratego
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Joined: Sat Nov 10, 2001 8:00 pm
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Location: Ft. Hood Texas
The idea that it can work against artillery is baffling to me also. In all reality, even for Battletech, it should work against missiles as well as autocannons.

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Karagin-

Darkness is a friend of mine. Sometimes I have to beat it back, or it would overwhelm me. Shirley Meier

[url]http://karagin12.livejournal.com/[/url]

The Wookiee, he's not wearing any pants!

[img]http://www.heavymetalpro.com/countries/mil-army.gif[/img]


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PostPosted: Sun Mar 23, 2014 7:44 pm 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
I simply think the new armours were built to counter an opposite attach rock-paper-scissors style, and have a corresponding weakness that makes the specialty armour only useful against specific enemies. I don't think logic comes into it sadly. The new tech is predominately not an improvement just more optional trade offs.


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PostPosted: Mon Mar 31, 2014 1:35 pm 
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Antisocial General
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Joined: Mon Mar 17, 2003 8:35 am
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Location: MLC, Lyran Alliance.
In real life, a direct arty hit on most vehicles will kill the vehicle, period, and "almost counts" arty bursts against vehicles often result at least in mobility kills. This includes MBT's; there are very few vehicles that can survive a near miss from 152 or 155mm HE, let alone direct hits, and reactive armor is zero help against such damage. In fact, an arty blast will likely set off ALL the reactive armor on the exposed facing, not just one brick, in which case the reactive armor could actually become a self-inflicted threat. Never forget that reactive armor basically is a controlled explosion set off right against your REAL armor. And THAT, in short, is why reactive armor shouldn't work against arty in game.

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PostPosted: Fri Feb 26, 2016 4:43 pm 
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Master Sergeant
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Joined: Fri Feb 26, 2016 11:28 am
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Leon Shirow, does reactive armor reduce by half explosive autocannon shells or explosive machine gun shells, or MechForce Quarterly explosive Gauss Rifle shells?

could a flamer attack in theory destroy way more reactive armor points per ton mounted on a unit/structure than same tonnage standard armor mounted on a unit/structure? seems like a flamer attack would spread the flame shot all on the armor to explode many of the reactive armor's shaped charges (i suppose bigger units wouldn't lose more armor points proportionally since a flamer shot has a maximum amount of surface area it can touch and therefore damage)


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