So me and my friend Con7con thought of Weapons that could damage armor effectively but attacking the hull not so much, (could be done other way around) I think this would be a excellent team weapon for empires.
^doesnt that negate 1/3 of what makes armors unique? just have them do normal to buildings, 1/2 to hull, and 1.5 to armor.
Percentile damage is more beneficial then HP damage for the RPG. This allows it to be effective both early, and late game, without any major balance issues.
^no because then then each plate of high-HP-per-plate, which you pay extra for, falls at the time as the cheap, light low-HP-plate. in other words, the better the armor the worse it becomes vs the RPG (a free weapon). so the simple way is to add %dmg to armor and subtract %dmg to the hull.
Make advanced RPG as a %damage instead of just an increase in damage. That way beginning RPG's would still suck against better armor, but the upgraded RPG's would be devastating.
On 1 plate of armor, it does 0.2 plates worth of damage. On 6 plates of armor, it does 1.2 plates worth. That's not a lot. [Yes I fucked up my math before]
The problem with anti armor weapons is that every cheap crap weapon in empires can rape the hull of any vehicle. Means get that weapon on a tank + standart cannon and its probaply totaly overpowered
so it takes 8 (7.2 technically) hits to take out 6 plates of, probably cheap because you have 6, armor and 5 to take out 1 plate of expensive armor? am i missing something or does this not seem balanced for a free starting weapon or even a free weapon available after an upgrade?