Gaiaterra: Elysea's Conflict/Damage and Armor types

Basic counter system
The basic counter surface-based counter cycle of Gaiaterra: Elysea's Conflict is a three-stage gradated counter system with three weapon types and three corresponding armour types; Gun, Autocannon and Cannon opposing Infantry, Light Armour and Heavy Armour. Each armour type is hard-countered by one weapon type, and each weapon type also soft-counters the next armour type up and down on the list. Relying on soft-counters will lead to defeat by better composed armies, but allows armies a degree of flexibility.

Firing randomness
An attribute of Weapons that is one factor in determining how accurate the weapon is against a fixed point. Firing Randomness is a specifically defined value by the weapon, but is slightly difficult to predict the outcome of because its effect is amplified by Range. Essentially, the result of firing randomness is Maximum Deviation = k × Distance to target × Firing Randomness.

Every shot will land at the Maximum Deviation from the target or closer, where k is a constant. As such, a lower firing randomness makes for a higher accuracy. Units without a Firing Randomness value use 0 in that equation, and will thus always fire on course to hit its target.

Some units have a different value for Firing Randomness while moving than they do when still. The Titan of the Aion Defense Initiative is one such example.

Gun
Gun damage comes from basic anti-infantry weapons; rifles, machine guns, shotguns, pistols, and other various small arms. Though it is primarily intended for anti-infantry use, they retain some damage against light vehicles.


 * Examples: Ranger (Aquila)

Melee
Melee are greatly effective against infantry and fairly good against structures in close quarters combat as well, but are completely useless against vehicles. And, obviously, can't target aircrafts, unless the melee unit flies.


 * Examples: Coalition Dwarf Warrior

Autocannon
Autocannon damage comes from grenade launchers, flak guns, autocannons, anti-tank rifles, and so forth. They are primarily used for hunting down light vehicles, and though they retain a degree of usefulness against both infantry and heavy armour, hard counters are usually still a better choice. Autocannons notably suffer against structures.


 * Examples: M2A4 Bradley (Aquila)

Cannon
Cannon damage comes from tank cannons, missile launchers, AT guns, anti-tank mines and railguns. Used primarily for cracking open tanks, these weapons retain a degree of effectiveness against light vehicles as well.


 * Examples: Kodiak Tank (Voshkod)

Flame
Flame weapons such as flamethrowers and molotov cocktails are hellishly effective against infantry and structures and fairly good against light vehicles as well, but are completely useless against properly armoured vehicles.


 * Examples: Pyradon Flame Tank

Energy
Bolts of lightning, lasers, spectrum weapons, plasma cutters and other nonspecialized energy weapons do Energy damage. Energy damage can cut through all vehicles with ease, but is of reduced effectiveness against structures.


 * Examples: Laser Crusader

Disruptor
Heavy machine guns and light energy weapons do disruptor. Disruptor kills infantry and shatters light vehicles and shields, but has little effect against heavier units or structures.


 * Examples: Quad Cannon

Toxin
For chemicals, poisons and radiation, toxic damage is fantastic against infantry but is quickly blunted by armour. It is of no use against against structures and is blocked entirely by shields.


 * Examples: Toxin Tractor

Fear
Fear weapons comes certain beasts that has ability to roar. They dealt morale damage, but deals no any physical damage.


 * Examples: Any Herald Greater Daemon

Burst
Burst weapons come from many explosive weapons, strategic artillery batteries, and light artillery systems such as mortars. They lack enough concussive force to crack structures, but they are fairly damaging against all unit armour types.


 * Examples: NLOS-C

Blast
Blast is the damage inflicted by tactical artillery and bombs, combining overwhelming concussive force with a huge wave of heat and shrapnel. Blast weapons deal full damage to any target they strike.


 * Examples: V-3 Launcher

Mine
Mine is essentially blast, but useless against structures and units specialised to clear mines. They are obviously used by mines.


 * Examples: Minelayer's mines

Siege
Siege weapons are heavy explosives designed to shatter emplacements and defensive positions with overwhelming concussive force. They are fantastic against defences, walls and garrisoned structures, but only of moderate effectiveness against anything else.


 * Examples: Coalition Vindicator

Bullet
Dealt by machine guns and the like, Bullet damage is most effective against flying infantry and moderately effective against most aircraft, but is somewhat less effective against heavy aircraft like bombers.


 * Examples: Twin Fang

Flak
Autocannons and flak cannons deal flak damage, which performs equally well against flying infantry and most aircraft, but is slightly less effective against heavy aircraft.


 * Examples: Flak Cannon

Missile
Missile damage is supremely effective against heavy aircraft, but is poor against flying infantry and only moderately effective against thin-skinned aircraft like fighters, ground attack aircraft, and helicopters.


 * Examples: Stinger SAM Site (Brotherhood)

Blast (Air)
Inflicted by specially made AA weapons, this damage type inflicts full damage against all aircraft armour types. It is most prominently used by the Alliance Achilles fighter.


 * Examples: Achilles Superiority Fighter