If you look at the armour crafting video, each armour piece has its own health value (power armour parts are the only items that I've seen with this). I'm pretty sure this means that your power suit can indeed be whittled away piece by piece. I figure the armour icon on the left side of the hud is where damage to individual pieces will be shown. I don't think this sort of damage could be represented by a single "Battle Damage" stat. Also, if that was what it meant, I would expect to see it on all the power armour suits, rather than just the T-45.
Likely, we'll get a taste of power armour early on in the Minutemen mission (in the xbox presentation, the character was Level 1 on this mission) with this suit that quickly runs out of power, but we won't have the resources to keep using it right away. Maybe we can drag it to our base and slowly work on building it up or look for a better power core to eventually get it going again later in the game.
That seems much more like overall health or HP. Not damage resistance, Which is why it doesn't say DT any more. I prefer this much better if so.
So in the Lore which version of Power Armor had flying jet packs attached?
But the rad resistance is not a percentage (since it's way over 100), which makes me worry that it (and by extension armor) has the convoluted system. It also says "DMG Resist".
None, at least not in pre-Fallout 4 lore. There's never been reference to any jetpacks in Fallout until now.
Also I doubt there will be jet packs. More like jump jets or just rocket boosters (think star wars battlefront...before EA ruined it). Mainly just enhanced jumping or gap closing, at the cost AP and suit energy.
Yeah. It's most likely a replacement since noone can jump in such a suit...
would it be battle damage not battery damage
just thinking and hoping that we dont have to keep recharging a power armour i did read somewhere we have to find a reactor to recharge something what if they removed all the reactors from power armour to run androids what if you can only have power armour on scripted parts
You'll probably only have to recharge power armor early on - before you start collecting parts from models later than the T-45 series. I imagine that's Bethesda's way of not letting the player run around in power armor all the time during the early parts of the game. It's supposed to be a late game armor, and by the end of the game you may be able to obtain a power core from one of the later models that won't need to be recharged.
The presentation showed the player jumping off a building (actually physically jumping, not just walking off) before activating the jetpack, so it looks like you can still jump in power armor.
i saw somewhere theres a power core in the basemant where the minutemen are
A thought occurs: it might have something to do with the weight. I think it's odd that power armor has a weight to begin with since I'm not sure we'll be carrying it around, but adding weight in the form of add-ons and upgrades might influence the Bat Dam stat.
I hope that you need power cells for all power armour. The new power armour looks a lot nastier than before, so it should have a down side.
You could carry extra power cells if you wish, but it would take up carrying capacity.
I would also want the batteries to be re-chargeable. All you would need would be a working generator.
I didn't see the "core" going down while just moving around(even though it is hard to judge because we don't have much footage) and take a big dive when the jetpack is activated. I believe that the "core"is for extra addons so you can not spam them and works independently from the rest of the armor.Maybe it even recharges.
It is. The T-45 has different, smaller, pauldrons and a different helmet.
could be a multiplier to resist damage, rate of 0 means it doesn't reduce any damage beyond it being power armor, better armor could have a .75 or something along those lines, or perhaps we can add items to increase said rate or even higher tech experimental items might make it easier to damage systems, sort of a trade off.