I was doing some 1v1s with a friend, testing various missiles, and noticed that a perpendicular shot with most missiles on a reflective BE heavy was doing way less damage than it's supposed to, so we stopped the fight and set up a few simple tests firing at various faces. The predicted result is that at a perpendicular shot, the missiles should be doing virtually 100% damage and the tank should be losing more than a plate per missile. However, it took 6 upgraded homing missiles to remove 1 plate of reflective armor firing perpendicular to the surface of the plate. Considering reflective has 75 HP and upgraded homing missiles do 85 a shot, that means that the reflect mod (which is the only modifier on reflective armor) is mitigating approximately 85% of the missile damage on a direct, perpendicular shot. I have my own speculations as to why this is happening, but this is not the place for it. More importantly, reflective armor is brokenly overpowered in some circumstances and fixing it should be top priority for the next version's balance changes.
So why isn't reflective ridiculously OP ingame? Key word ridiculously, it's undoubtably the best armor.
ah, i wondered why reflective was such a win-button myself ive been researching it for months now thinking it was my lucky charm
no but 50% dmg reduction at a max angle (the way its intended originally) and 35% missile resistance would give 85% total resistance if the coding add them togheter instead of multiplying.
I have no idea where you pulled this from, but no, there's nothing in the scripts indicating an "anti-resist" against missiles. a perpendicular shot is not "max angle," it's "zero angle." It should be the angle at which the armor receives full damage, yet it is clearly not.
in the current version of empires, your best hope is anti-tank mgs, bio damage, and weapons with large splash radii. All of these ignore the reflect mod.
It's pretty damn nasty in groups. If you can keep your pubbers in a group of APCs they'll rape everything. And it's great as a secondary weapon on a heavy tank.
Not if you do it right. Its very good against numerous enemies. Just shoot each once and dodge their bullets. Once they have to retreat to repair the bio damage, chase them and finish them off.
I disagree, the bio damage is very small on both weapons. BioML is useful against infantry, since it's a mini-nuke and it makes them run for heals, but otherwise it has little utility.
bioml is good against grenadiers even fully upgraded grenadiers become easy because as soon as they are bio'd most of them run off to the armory instead of finishing you off
Actually you're wrong. Not sure about armors, but resists are how walls/buildings/other crap works nowadays