战斗指南

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Brick Rigs
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Things on combat in Brick Rigs, as well as stuff on battle mode, conquest, and sandbox. Made for 1.9 This guide gives info and tips about gamemodes, combat, battle servers, armor and weapons, and workshop stuff. There are lists of examples for certain creations and different types of armor. And there are suggestions and views (opinions) on how to make combat fun and balance things. I recommend navigating the guide by the Guide Index instead of scrolling to jump across sections. Brick Rigs isn't one of those games where all the building pieces are balanced with each other, or where there's prices or limits to stuff. Armor and weapons can have varying amounts of power, all the way up to the point where it can make a server go below 1 fps. It's up to creators to decide the experiences and various standards between creations. (where in the game's community it's desired of course) Terms for Guide- Core/Cored: Often means a fat brick of armor encompassing the whole interior of a vehicle. (like a block of cheese) - OP: Overpowered - AP: Standard ammo type. - HE: Explosive ammo type. - HMG: Big automatic gun brick. - LMG/SMG/MG: Small automatic gun brick. - TK: Teamkill - Server: Player lobby - FPS: Frames per second - Stack: Bricks clipped inside of each other - Plate: A thin piece of armor used in hollow armor - Launcher Brick: A special weapon brick that shoots missile projectiles, can be homing - Brick Missile: A missile or rocket made from bricks such as fins and fuel tanks - BRAF: Brick Rigs Armed Forces, the green team in battle and conquest - DW: Desert Worms, the yellow team in battle and conquest - Legacy: An older version of the game, from before 2021. - Autocannon (relating to logic): A circuit that makes a series of guns stagger fire for higher RPM. - Linkspam/Connection spam: Stacking bricks for more connection strength. Other Terms- Hull: The body of a vehicle. (Sometimes the fuselage of a plane is referred to as hull.) - Turret ring: The lower/inner part of a turret. - Turret cap: The upper/outer part of a turret. - RPM: Rounds per minute - MBT: Main Battle Tank - PC: Personnel Carrier, can also mean IFV or APC. - SPG: Self-Propelled Gun, i.e. artillery, tank destroyer, etc. - SPAAG: Self-Propelled Anti-Air Gun, a light tank with a very high RPM gun - MRAP: Mine-Resistant Ambush Protected Vehicle - FPV: First-Person View - UAV: Unmanned Aerial Vehicle (ex. drones) Quickie on Gamemodes Battle mode is an elimination mode. If you joined mid-round you have to wait. Conquest mode is capture the flag. You can respawn after dying, either on your base, captured points, or teammates in vehicles. (Don't spawn on aircraft without passenger seats) Deathmatch is about killing enough of the enemy until you win. The spawns are like Conquest. (Playing with military vehicles is not recommended because of camping the single editor.) Combat Servers Avoiding BansDon't immediately spawn the thing that's on first page. Stuff like 'jet op variant', a nuke truck, or a flying death ball can get you banned. Being on first page doesn't mean it's balanced according to every server. Keep in mind kids play this game. (And there's a good amount of chaotic sandbox servers every day to mess around in instead.) See this guide for a list of creations that may be considered overpowered. Don't immediately rush or bomb enemy spawn with aircraft. Stay low to the ground for a couple dozen seconds to wait for the enemy to spawn and position themselves. Many people find spawn-rushing aircraft annoying, as the round ends before either team gets to do anything, starting over and repeating forever. (If you go up high right away, don't expect mercy from AA. Aircraft are also much better on Canyon or with whitelist.) Always read a server's description. At least read it if you're waiting for round to end (not doing anything). Some servers are chaotic, especially those that have a lack of rules, but sometimes those with rules can also be chaotic. Don't shoot your teammates at all if you can help it. Shooting an on-foot teammate with handheld weapons like a pistol doesn't damage them, but vehicles can receive damage from any source. Look for a red icon over the vehicle before you shoot, or check the map to see where your teammates are. Big bombs are usually banned. It's just not fair on any map (but maybe canyon), and is only fine if everyone is okay with it. High stack bombs can teamkill and lag the server, even crashing it if it's high stack enough. Don't teleport right behind people. In sandbox combat servers that allow teleporting, you're usually expected to spawn in a certain area or a reasonable distance away from others. By extension, don't just spam the respawn-on-location button. Don't take items from bodies. This is way less obvious and usually not in descriptions, but there is a very good chance of being banned for it. (it's very annoying respawning with all your stuff gone) Performance (crash course on not crashing)Recommended match settings to avoid crashing and settings that help with moderationAuto-removal on shortest time is best for performance. There is never ever a reason to get out of your vehicle unless you're deleting it, so this won't affect gameplay aside from cleaning up unused vehicles/wreckages. If you can't seem to turn it on, click on Infinite.

你可以编辑game.ini将其缩短至30秒以内。创意工坊过滤器有时能阻止恶意载具的使用,但创意工坊的管理并不完善,恶意用户可能在重新加入前上传恶意内容。该过滤器有时也会带来不便,因为在特定服务器中生成的作品,需要服务器重启后才能在该服务器内更新。

如果你在游戏中崩溃并重新主持游戏,请查看聊天记录中的生成消息或导致你崩溃的玩家发送的消息。你可以点击他们来封禁该玩家。如果你不知道是谁或找不到相关消息,可以启用创意工坊过滤器来尝试防止再次崩溃。 强烈建议设置一个适中的积木数量限制,因为通常超过1000个积木就可能开始严重影响性能。

此外,你应该将载具数量限制设置为大约两个,以防止玩家在不清理废弃载具的情况下生成更多载具。只有在启用自动移除功能时才使用载具限制。(启用自动移除功能后,离开载具通常会导致其快速消失。) 关于性能:延迟会影响悬挂、空气动力学、火箭/导弹、执行器等。即使你不关心性能,这通常也会让游戏变得无趣。帧率会影响物理效果。 除非你能接受低帧率,否则永远不要生成超过2000个砖块的物体。 核弹(通常指能清理50米或更大半径范围的炸弹)如果炸弹堆叠在同一个位置可能会导致延迟。如果你想制作一个延迟较低的核弹,可以将堆叠的炸弹拆分成多个物理上相互分离的堆叠。

高砖块载具很少能比低砖块载具对服务器更友好(除非碎片允许存在的时间过长),因此无论如何,设置较低的砖块限制总是个好主意。 (测试延迟的一种方法是用经过十六进制编辑的推进器之类的东西将载具抛向空中,或者撞向墙壁来测试破坏时的延迟) 即使砖块数量少,堆叠砖块(任何类型)较多的载具也可能导致卡顿。 例如,高护甲堆叠即使未被摧毁也可能导致持续卡顿。超过50的枪支堆叠在被摧毁时很容易使服务器的帧率降至10以下。 服务器提示:如果您计划托管白名单服务器,请注意当前版本存在一个bug,即退出游戏时您的白名单将无法保存。不要创建过大或过于复杂的白名单。如果你知道如何编辑game.ini文件,可以备份该文件。在1.8版本中,此漏洞已修复。 玩家数量较多的服务器(例如超过16人)通常会卡顿且混乱,即使有管理员管理也是如此。不过这可能很有趣,但可能并不适合所有人。 除非是白名单服务器(但仍可能卡顿)。 不要认为主机无所不能。如果你看到不好的事情,一定要指出来。 如果你要举报某人,尽可能说明玩家名称。至少描述一下载具的名称或外观。 你可以点击载具生成消息,查看其创意工坊页面(如果有的话),以便自己使用该载具或检查它是否过于强力。

如你所见,如果你是管理员,这也能让你快速封禁玩家。 如果你处于自由视角模式,请务必偶尔检查地图下方,看看是否有人在那里。 典型战斗规则 这并不适用于所有现有服务器,仅作为示例,帮助你避免被封禁,如果你不想阅读服务器描述的话。 禁止使用过于强力的载具(查看本指南获取可能被视为过于强力的载具示例列表) 禁止使用无人载具(例如:禁止使用无人机/第一人称视角无人机/自杀式无人机) 禁止使用不现实的飞行载具(例如:禁止使用奥西马,禁止使用飞行汽车)无人机也可能指此含义 禁止使用核武器(大型炸弹) 禁止出生点击杀 禁止团队伤害通常是基本常识,但有时可允许对违规者使用,或作为对其他团队伤害者的自卫手段 禁止核心载具(指整个内部船体被巨大钨块/钢块覆盖的载具) 不常见规则 玻璃核心载具,例如某些防雷装甲车,有时会被视为违反禁止核心载具的规则。是的,玻璃核心装甲是真实存在的。 部分服务器禁止使用制导导弹发射器模块 有时禁止使用模块制造的导弹 有时服务器不鼓励或禁止通过查看地图寻找敌人 创意工坊 创意工坊中有不同的平衡设定例如,一辆仿制坦克可能配备140毫米口径火炮和20门炮,而另一辆可能配备相同口径但有30门炮。本指南是关于创意工坊作品的,其中包含了某些可能导致卡顿且可能被认为过于强大的创意工坊物品的信息。它还讨论了作品强度的不同流行标准以及与之相关的典型设计,同时展示了某些载具的装甲布局和弱点。像自行火炮、自行高射炮或装甲运兵车这类轻型载具通常没有坚固的前装甲,整体装甲也不强,但有些这类载具的仿制作品却拥有坚固的装甲,本指南中提供了一些例子。这类载具并非在所有情况下都过于强力,只需记住部分服务器可能禁止使用它们。 有些坦克或主战坦克存在明显弱点,例如驾驶员舱门或前部下装甲。复刻坦克通常会保留这些弱点,但并非所有作者都会这样设计。 大多数坦克即使弹药被引爆也会继续射击,复刻坦克亦是如此,所以不要对此抱有期望。 战斗技巧 如果汽车或卡车所在位置发生巨大爆炸,其爆炸源有可能就是该汽车或卡车。 尽量瞄准坦克侧面驾驶员所在位置、弹药舱或弱点部位射击。部分坦克的前装甲存在弱点。 尽可能射击 fences 以穿过它们。当你撞上栅栏时,栅栏会撞碎砖块,这些砖块可能会卡在车辆内部,导致你驾车经过时车辆损坏。 (你仍然可以驾车穿过栅栏,它们不会从物理上阻挡你。) 当你的车辆有大量部件脱落时,并不意味着车辆已被摧毁。只要火炮仍能正常运作且车辆可以移动,你就没问题。 (尽量不要驶过大型松动的砖块,比如坦克的轮子。它们更容易卡进你的驾驶舱。) 镜头移动 通常情况下,你的镜头会围绕车辆旋转,按住右键可以锁定镜头相对于自身的位置,并从该位置环顾四周。 (这被称为【镜头移动】,你可以重新绑定该功能。) 这便于你在拐角处探头观察、在砖块镇上方用潜望镜侦察威胁,或与车库等特殊节点进行互动。这样一来,你可以从比正常情况远得多的距离进入车库。

始终使用瞄准镜或载具视角并非明智之举,这会严重限制你对周围环境的感知,很可能让你陷入埋伏。除非服务器不允许(这种情况非常罕见),否则在需要瞄准前请保持第三人称视角。

当你看向其他载具时,会看到它们头顶有绿色或红色的汽车图标,用于指示其队伍状态。但在远距离时,该图标不会显示。为防止友军误伤,请通过地图(M键)查看队友位置,并与你的目标进行交叉比对。

载具无法使用了?先别急着跳出去!看看能否用本节中的【视角移动】技巧先切换到另一辆载具,无论是亲自驾驶它、和队友一起撤离,还是单纯迷惑敌人,为自己争取宝贵的逃跑或躲藏时间。

即使在战场上,回收利用也是个好习惯。利用视角技巧,你可以在经过无人看管的载具时将其清除。这不仅能提升服务器性能,还能防止松动的障碍物卡进你的载具并对你造成伤害。 之前已经提到过,友方单位会在地图上以绿色标记,而敌人则完全不会被标记。但一个不太为人知的细节是,地图其实是实时的空中影像。如果你仔细观察,或许能根据敌方载具的移动和轮廓发现它们。 (有些服务器不允许或不鼓励这种做法,但这种情况很少见。)

发射器砖块被子弹击中时不会爆炸,但有些创意作品中使用的砖块导弹被子弹击中时会爆炸。如果发生这种情况,你会察觉到的。 步行战斗 战斗模式下的步兵战斗体验不佳,除非有专门为此设计的白名单,否则战斗体验可能会很好。 在战斗模式中,你通常应该使用狙击枪,至少要有瞄准镜。如果你的瞄准技术还不够好,步枪也能胜任。当然,这两种武器都是用来对付其他步兵的,而不是车辆。对付车辆时,你最好尽快找到车库。 (有时你可以用狙击枪,或者用手枪对付装甲车之类的目标。) 在战斗模式中,不要认为使用火箭筒或手榴弹对付车辆是有效的选择,除非服务器是为此设计的。载具在设计上必须具备轻型装甲,才会受到火箭筒或手榴弹的伤害。 手枪可以炸毁引擎、直升机引擎和爆炸物。它们在对抗导弹运载车时能发挥不错的关键时刻作用,偶尔还能攻击坦克脆弱的后部使其瘫痪,或者击落有时会刷出的老式直升机。 步兵征服模式 获取弹药时,尽量从编辑器生成武器模块,而不是实际购买弹药,因为这样便宜得多。 你可以在队友处重生。如果你看到队友即将生成某个东西,可以等待在他们那里重生。不建议在没有至少一名乘客的情况下在飞行器上重生,原因显而易见。这并不意味着如果别人没在聊天中说话,你就可以拆解他们的载具。如果有人在载具中死亡,他们通常希望自己回来拆解载具。所以,一定要先询问再删除他人的载具。 步行技巧 如果附近有汽车,你可以在车内使用第三人称视角来窥视建筑物。 通过快速切换座位可以更快地移动或逃脱。 先扔出座位,然后立即坐进去。

狙击枪与火箭筒的测距与弹道下坠补偿(忽略奔跑行走状态)

武器 通常可以通过查看HUD左下角的弹药滑块并进行射击来检查武器的堆叠情况。

(如果某种武器发射两种弹药类型,或者少数自动炮的每个发射组拥有不同的炮组堆叠,这种检查方法可能并不准确。) 武器在同一帧和同一位置发射时会产生炮组堆叠。这些武器将发射一枚具有更高伤害的炮弹,若使用标准(穿甲)弹药类型,其穿透力也会相应提升。 在导弹、炸弹等武器上使用遥控模块,可确保它们在多人游戏中的位置同步。 射速超过帧率的自动炮具有更高的炮组堆叠效果。 高爆自动炮的威力不如穿甲自动炮,但它们会遮挡玩家视野并造成镜头抖动,因此可能会带来困扰。如果它点燃了其他玩家的载具,火焰和烟雾可能会进一步阻挡他们的视线。 高爆炮(HE cannons)的爆炸半径并不显著,除非进行高度堆叠。 火焰喷射器会生成缓慢移动、持续时间短的粒子,这些粒子呈大范围扩散,可穿透砖块并对半径一米内的所有物体造成伤害。它们能在极近的距离有效摧毁普通大小的载具。 燃烧弹(Incendiary ammo)本质上是一种较弱的爆炸子弹,因为出于某种原因,两者引发火灾的概率相同。 激光制导导弹模块(Laser guided missile bricks)的追踪仅基于发射器的方向,实际上并没有瞄准激光。 制导导弹(Homing missiles)的追踪角度为90度,且有射程限制。枪械砖块数据 子弹无弹道下坠 高爆弹(HE)为圆形炮弹,穿甲弹(AP)为方形炮弹 此数据来自KoT,通过游戏引擎获取 【炮管0】【炮管1】【炮管2】 高爆弹(圆形):175米/秒、337.5米/秒、500米/秒 穿甲弹(方形):227.5米/秒、438.75米/秒、650米/秒 冲锋枪(SMG):259米/秒、740米/秒、740米/秒 重机枪(HMG):308米/秒、689.325米/秒、880米/秒 方形炮弹比圆形炮弹威力更大、速度更快 发射器砖块的导弹速度为100米/秒 射速(RPM,每分钟发射弹数) 机枪(MG):600 RPM(0.1秒装填) 重机枪(HMG):400 RPM(0.15秒装填)加农炮 30发/分钟(2秒装填)2×1秒×1秒发射器 30发/分钟(2秒装填)4×2秒×2秒发射器 20发/分钟(3秒装填)6×1×1发射器 15发/分钟(4秒装填)火焰喷射器 BRRRRT(每次攻击)来自Randomly Gamer 炮弹尺寸 - 加农炮 ~300毫米 - 重机枪 ~150毫米 - 轻机枪 ~40毫米 用于尺寸测试的带孔炮和方块设置 不同枪械摧毁一座建筑所需的射击次数。 制作者:ChockkyDragoness

穿透值 穿透值按枪支堆叠数量进行乘法计算 钨 枪0 枪管1 枪管2 轻机枪~0.0078米~0.0156米重机枪~0.052米~0.0866米~0.104米方形~0.195米~0.293米~0.39米圆形~0.13米~0.195米~0.26米 如何计算不同材料的穿透值: 钨对钢 1挺重机枪穿透示例 19.25/8(钨/钢密度)=约2.41 0.104米*2.41=约0.25米钢厚度(由于这些数值仅为近似值,建议用枪支实际测试) 对测试穿透和伤害有用 爆炸半径 基于升数估算爆炸半径的公式 (升数超过20000时可能不准确) -汽油:1.18x^0.338 -火箭:2.48x^0.332 -硝基:2.61x^0.337 -C4:2.85x^0.337 测试导弹、炸弹、火箭 装甲 不要将座位直接安装在炮塔上。这很容易导致载具的旋转和位置在其他玩家端出现不同步。 装甲没有基于生命值的系统,而是基于连接强度和密度。 (你可以在材料菜单中查看装甲材料的强度和密度。) 密度 密度较高的材料更擅长阻止穿透。装甲倾斜角度对阻止穿透也有很大帮助,即使是39毫米厚的装甲,如果堆叠足够,也能阻挡30毫米机炮的连续射击。 较小的弹丸更容易穿透倾斜装甲,因为需要穿过的材料更少。 游戏中还有简单的跳弹机制。钨通常因其高密度和高连接强度而被使用。不建议用黄金制作装甲(除非你想制作复合装甲?)。 连接: 砖块与其他砖块的连接越多,吸收的伤害就越多。 钨的连接强度最高,钢次之,性能也相当不错。 伤害扩散: 伤害在穿透目标时会显著衰减。例如,第一块和第二块砖块受到的伤害会比第三块多得多。 座椅保护对于防止驾驶员因砖块接触而死亡非常有效。你可以用玻璃或木头形状覆盖座椅。 形状较薄的部分更容易被穿透。

子弹穿透大块材料时比穿透板材时的偏离程度更大,这取决于子弹穿透的难易程度。 性价比高的材料(征服模式) - 钨在小尺寸下,兼顾密度和强度的性价比最高。 - 钢在大尺寸下,强度方面性价比更高。 - 铬在大尺寸下,密度方面性价比更高。 - 旧木材比塑料更轻、更便宜且强度更高。 - 泡沫是最便宜且最轻的材料,但强度非常低。 - 黄金的连接强度较低,价格昂贵得多,密度仅比钨略高一点。 制作装甲的技巧 良好的装甲有两个主要组成部分:装甲本体和密集连接。装甲本体用于防止穿透,其效果取决于材料的密度和角度。连接 spam 也会影响倾斜角度的防御效果,但它们只是用于在受损时保持造物结构完整的薄装甲板。(你可以将装甲用作连接 spam,尤其是在核心建造中,但这样会非常卡顿、沉重且没有必要。)制作装甲的最佳方法是逐步添加,并使用你希望平衡对抗的堆叠武器射击它,例如 10 炮堆叠。仅凭目测可能会出现问题,但有经验的话这样做也可以。装甲测试工具【此处已删除外部链接】。装甲设计应始终追求简洁。尽可能避免在一个位置堆叠数十块装甲砖,也无需对每块砖都进行连接 spam。如果无法简化,你可能需要为其加装装甲以抵御低堆叠武器,或者想办法增大装甲(或采用不同的装甲设计)以保持较低的模块数。 尝试使用各种形状,比如半圆柱体作为装甲,如果你需要一个有效的复杂装甲设计。 装甲设计示例:这里的核心仅指一块厚实的装甲模块。 守卫者 带前块核心的中空结构 有利于平衡且非常简单,难以体现下盘装甲的弱点

Venka 正面连接密集的中空结构 有利于平衡,且能让外部前装甲板保持在位 不是最高效的装甲设计,但在大倾角前装甲方面平衡性良好

勒克莱尔 带有倾斜前块核心和多层结构的中空设计 倾斜角度提升了吸收性能,多层结构则意味着前下部装甲板强度较低

鼠式坦克操作变体 核心船体和炮塔(通常称为【OP装甲】) 难以平衡,非常重,非常简单。在爆炸物防护方面比空心结构更差(即使大块不是钨,穿透的子弹也会发生偏移)

空心炮塔吊篮 有利于平衡炮塔吊篮内的弹药/乘员,结构简单

低砖坦克 铝/钢制炮塔吊篮 无装甲但非中空,结构简单 钢制炮塔吊篮可能难以平衡弹药或乘员,但对于常规尺寸的坦克炮塔,铝制炮塔吊篮在约3炮穿深以上时表现良好

沙克拉斯克 空心炮塔 有利于平衡炮塔的弹药容量或乘员数量

Eskarol & M1A2 倾斜装甲板与前部核心结构复杂 有利于平衡与真实感,基本保留所有外部装甲板,结构复杂 (顶部装甲设计更偏向装甲板而非核心结构)

Here is a video guide for a certain turret armor type made by Litchytsu Law of Adjacent Actuators https://steamcommunity.com/sharedfiles/filedetails/?id=2144878965 Law of Adjacent Actuators Actuators will collide with other actuators, and objects they're not attached to. Actuators will not collide with what they're attached to. (ex. yaw part of turret will phase through hull, but pitch will not phase through hull, and the whole turret will not phase through another turret) Look at this guide's Actuator section for more information on actuators. https://steamcommunity.com/sharedfiles/filedetails/?id=3171517313 Balance Tips and Suggestions This section is opinions and stuff about balance. I suggest building with fun in mind and not just winning. Forming groups/agreements with others and maybe even making custom battle servers. Just being like friendly neighbors is good too I'd say. Isolation and competition will usually form toxicity, and it's not necessary in a video game made for fun. There's no scores, no ranks, no rewards or stakes. You don't have to strictly balance everything, it can just help a lot when used right. It's okay to use crazy stuff once in a while. Sandbox battle servers with spawn points players must adhere to are usually better. Sandbox infantry combat maps using pinned brick maps can be pretty fun too. I think using the map should be just for checking teammates and seeing if the enemy is on hilltown or other distant camping spots. Third person is already pretty powerful, but not powerful enough to always see the enemy, so ambush tactics are valid. Speed of a turret's rotation matters. Stuff on weaponsVehicles with high fire-rate, brick missiles, or any one-shotting weapons with strong armor are usually not enjoyable to play against. Fast moving or very small vehicles with strong armor can also be annoying. Explosive FPV drones and missiles with cameras in them are usuallly considered extremely unfair. Sitting at spawn completely safe while spawnkilling with bombs that at most two-tap vehicles requires little skill and can produce a lot of annoyance. Even if you aren't spawnkilling, there is still one-shotting or disabling vehicles with little effort and high safety. The only threat to you is aircraft, and with AA you can just delete aircraft and go back to the usual since you're standing next to the garage. Sky cameras (cameras on hex-edited piston poles which travel hundreds of meters into the air to give the user a bird's-eye-view) can be considered unfair or cheaty, but typically the actual fairness can depend on the use case, such as if the camera is decorated like a drone to be visible, or if the vehicle that uses it can't do a whole lot with the information. For example, using mouse-guided missiles with a sky camera is largely considered unfair and the same as using camera missiles. However, artillery with sky camera is considered more fair. Missile/rocket usage may not be enjoyable for some because of the destructive power with lack of aim, making it hard to respond to. Homing launcher brick autocannon is generally annoying. It won't hit aircraft with flares, but it's like getting hit by an HE autocannon, across the map over buildings. Ground vehicles having flares doesn't matter much against homing missile spam. Try to aim for a low stack armor and weapon balance with others. It's better for more creative designs, as it's easier and lower brick to armor things. It removes the need for giant blocks of armor or a lot of surface area for connection spam. Just staying lower than 30 cannon stack helps a lot, but stuff like 20 or lower would be really nice. Big bomb suicide cars (ex. blast radius of over 40m) are usually said to be annoying. They can be difficult to play against because of how the car doesn't actually need to be that close to get the kill, and big bomb suicide cars can easily teamkill by accident. Stuff on armorFast moving or small vehicles shouldn't have strong front armor. (Over 90kph) And if you have a fast firing gun or missiles, consider making the armor weak on the turret at least, if not the front armor. Hollow armor for hulls is really good for balancing. It allows for actuator-based logic that isn't adjacent to the hull to work as well. Cored hulls are the best for low brick armor against high penetration, but they are difficult to balance and are often considered unfair. (If you're aiming for strong armor against explosives, hollow armor is lower brick.) Consider making hollow armor for turrets that have ammo racks in them. Or other important things. Putting ammo racks in your ground vehicles makes them a lot funner (and less difficult) to fight. Disabling mechanics such as not letting guns fire when ammo is blown out, or helicopters spinning out from a tail rotor being destroyed is also nice. A good amount of tanks have driven road wheels because the tracks are a bit too weak for some. Some workshop PC or SPAAG calibers can destroy tracks in one shot for example. But with lower weapon stack standards, tracks could be seen as stronger. Experimental Version N/A Thanks for Reading Made for 1.9 I will consider crediting anyone I know who asks (possibly learned from). Credited people can request for anyone specific to be credited. You can ask for credit to be placed next to tips. You can use information from this guide for your own guides. Please suggest or correct information for this guide in the comments, and you can also be credited if you want. Also please ask questions, and suggest stuff that may help with curse of knowledge bias stuff. Creditskirb Litchytsu Varisha Randomly Gamer KoT hebus1360 grapyl DEADLINERdeslain Ookron STRemontator ChockkyDragoness