Extreme Cold Era: Shelter Don't Keep Waste-Chapter 527 - 496: The Will of the Godslayer
The Godslaying Armor is so massive that even the already tall and burly Steam Knight looks like a toy in front of it.
The central banquet hall features an enormous, high space, achieved by directly connecting three levels of the hall to create this vast height, reaching up to fifteen meters, with the decorations on the top of the Godslaying Armor almost touching the ceiling.
The hotel even dismantled the huge crystal chandelier in the center of the banquet hall to bring this giant metal creation inside and make it stand upright.
Without a doubt, this is much more overwhelming than a Steam Knight.
Installed on this colossal steel giant is armor so heavy that even for ordinary Steam Knights it would be extremely burdensome. Its form has completely diverged from the design of Steam Knights, which somewhat resembles traditional knight armor, opting instead for large-angled slant armor that gives it a distinctly different style from Steam Knights.
Nevertheless, this large-slant armor design also makes this metal creation appear even larger and more imposing, offering a tremendous sense of dominance.
Originally, Perfikot did not wish to continue using humanoid designs, after all, Steam Knights akin to Power Armor were already considered a match, but humanoid designs certainly cater more to the user’s wearing habits.
However, the size of the Godslaying Armor rivals that of a Gundam or Titan, making the humanoid design seem unnecessary.
Not to mention, the stability, balance, and flexibility of humanoid machines are inferior to other design forms.
Take the simplest comparison, are two-legged stability better, or four-legged stability?
Thus, Perfikot initially wanted to develop it into a four-legged walking heavy firepower platform equipped with cannons and heavy machine guns, among other more modern weapons.
For this, she specially designed a 120mm smoothbore cannon, attempting to use it as the main weapon of the Godslaying Armor.
However, Weir negated her design, instead asking her, "Can your cannon hit a knight or a titled knight wearing Steam Knight armor?"
This question indeed left Perfikot somewhat speechless.
Can a cannon hit a knight or a titled knight wearing Steam Knight armor? The answer is certainly yes, but only theoretically.
Because for a knight, as long as they aren’t blasted point-blank in the face, their reaction speed coupled with the performance of Steam Knight armor allows them to dodge the impact point upon seeing the cannon fire, avoiding being struck or directly hit.
If not directly hit by a shell, given the performance of Steam Knight armor, it is difficult to incapacitate a Steam Knight.
Sure, the impact and shock wave generated by shell explosions are sufficient to kill any ordinary person exposed within its effective lethal range, but Steam Knights themselves are Extraordinary, fully immune and resistant to such damage levels.
Therefore, if you want to destroy or kill a Steam Knight, you either need to employ overwhelming firepower coverage or engage it in close combat with another Steam Knight.
Of course, long-range attacks are not completely ineffective, but because the design itself is far ahead of its time—when weapon technology hasn’t caught up—current firearms and cannons severely lack killing power against Steam Knights, making long-range attacks difficult to hit or simply a scratch.
After all, you can’t expect lead bullets fired from Flintlock Guns to penetrate armor, at least a centimeter thick. That seems like something even a steel-core armor-piercing projectile made with modern craftsmanship would struggle to accomplish in the original world.
Not to mention the knights’ speed and reaction capability, which completely allow them to dodge bullet trajectories before being shot.
And cannon shells? In this era lacking fire-control computers and radar, hoping to hit a humanoid target moving at 80 km/h with a shell either means the gunner’s luck has been blessed by Lady Luck, or he is a transcendent being whose artillery skills have reached Legendary levels.
The former naturally needs no elaboration, and the latter... Although this world has Extraordinary skilled in long-range attacks, neither Legendary-level nor artillery as a profession exists.
Under such circumstances, it is natural for Weir to consider long-range weapons to hold little significance in battles between the Extraordinary.
Much like how knights weren’t eliminated by flintlock guns alone, but by mass-produced, cheaply trained armies and shifts in social-economic structures, close combat remains an extremely effective combat method in this era.
Especially when Perfikot’s anticipated enemy is an entity at the Divine level, it’s hard to say whether artillery weapons without special lethality can harm a god.
This is a core reason for frequent disagreements between Perfikot and Weir during the development of the Godslaying Armor.
Weir, being more knowledgeable about Divine entities, leans primarily towards traditional magic combat and close quarters methods, whereas Perfikot’s thinking is more inclined towards a technological route from the original world, favoring machine guns and cannons.
In Perfikot’s view, if one shot won’t hit or kill, then use concentrated firepower, large payloads. If that doesn’t work, there’s always good ol’ Einstein’s slippers; there’s certainly one way to teach those gods about the power of human civilization.
But there’s a big problem with this approach: the cost-effectiveness ratio.
While firepower coverage can certainly kill a titled knight wearing Steam Knight armor, and even a Legendary Knight might not be exempt from heavy artillery strikes, the cost-effectiveness ratio of doing so is too low.







