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The counters to melee armour? 
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Joined: Thu Feb 05, 2015 6:07 am
Posts: 365
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Give a block the following tags:

Code:
features=MELEE,


Code:
meleeDamage=-0.0,


and it will be very effective "antimelee" armor. A good balance for this is a non-zero P and a negative generator capacity per sec. Example below:

Code:
   {
      84,
      group=1701,
      features=GENERATOR|MELEE,
      name="Energised Hull",
      blurb="Armored building block protected by a small forcefield that consume a bit of the ship energy",
      shape=ADAPTER,
      fillColor=0xade9ff,
      fillColor1=0xade9ff,
      lineColor=0xade9ff,
      points=3,
      durability=20,
      density=0.13,
      growRate=10,
      meleeDamage=-0.0,
      capacity=5,
      generatorCapacityPerSec=-22.5,
      powerCapacity=1,
   },

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Fri Jan 13, 2017 8:28 pm
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Joined: Mon Aug 17, 2015 4:44 pm
Posts: 669
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Basically, yeah. The 'modifying the blocks' thing will work for your game and anyone using the same mod. But in the vanilla content, the counters to melee armor are speed, range, firepower, and other melee armor. In does an unparalleled amount of damage if you allow them to connect, so the only solution is to not let them connect. You could also try "go big" and make a huge block of armor with some guns and thrusters, but that'll only stop small melee ships. Large ones will still punch through.

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Sat Jan 14, 2017 8:59 pm
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Joined: Sat Oct 03, 2015 3:53 pm
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Correction, it is broken XDDDDDDDD


Mon Sep 11, 2017 9:57 am
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