#The Armor System
1 messages · Page 2 of 1
youre beneath me
you shouldnt being here
@high olive DONT EVER TALK ABT RECOIL CONTROL AGAIN
you did yourself so dirty by posting that
not worth your time
"shouldnt being here"
but you said someones recoil was bad as an excuse for armor earlier?
too precious
being a hipocrit is crazy huh @high olive
Sure
i bet if we side by side the clip from earlier
someone will look alot better
i wonder who
i mean, that was at 2am after working all day and also being stoned so I at least have an excuse, and I only said the first clip out of the two he posted was recoil related and that the other one it was understandable why he was annoyed but yeah totally a hypocrite. 
Doesnt matter you have no excuse because you talked down on another players skill when your terrible
next time someone posts a clip and you watch it drop the ego you love being a pro player in your head
easy to say "bad recoil control" from a viewer standpoint
now you just look dumb as fuck
I mean, I have better clips but I also am not wasting my whole lunch break breaking them down so i'll get more for u later
I also wasn't using my usual attachie setup, either, because I actually experiment 
id love to see whay you consider a "good clip" also attachments barely meant shit besides accuracy and sight pictures
recoil barely changes and if u think it does you prob just cant control it well in the first place
uhuh, sure!
my default M4 and fully decked out 450 kill m4 feel the basically the same
only difference is kobra sight and less bullet spread at range cause of accuracy attachments
recoil attachemnts do nothing
@rugged ginkgo Please stop derailing the thread, this is about armor and now attachments. Also refrain from the personal insults, otherwise we'll have to dish out some warnings.
@ only me is crazy ngl but alright
didnt ask flarson
Same goes for you too.
okay discord mod
Actually, you know what
poindexter
threats?
He's on a lenghty time out now
Anyhow, please remain civil as you go forward from here on out.
glad you felt the need to come back and brag about you muting him
good job moderator!
refrain from talking about topics other than armor
You're welcome, have a good night!
pointdexter really got to him 💀
The support class is #1 at getting shot and not much else. Glad they at least have armor.
My experience with armor and dmrs.
(I haven’t touched dmrs after this event occurred)
yeah that's kinda like, wtf?
I think that's more DMR's being poorly balanced than it is the armor
people have been saying they suck forever now
it's one of the few ones i believe because DMR's usually get shafted in most games
I believe I missed couple shots, but make dmrs pierce low lvl armor.
My brother in christ, you brought a DMR and proceeded to use it like an smg. The issue wasn't the gun in this particular case, I promise you that.
Dont try to kill multiply enemies by splitting shots between tham. DMRs bad not because armor but because there is no recoil compensation other than pulling mouse off the table.
Yeah that too.
I still believe that armor should not absorb a whole shot but take a percentage of the dmg. To make a hs still more valuable.
Might not be realistic but from a balance standpoint would make landing the last shot on the head be rewarding and not punish you.
If this would happen wed need a buff for armor at the same time.
In bf4 DMRs was 2 HS weapon. Here it even easier to land shots because of bulletspeed that is much faster than in battlefield(even in bf1/5/2042 bullets are slower)
Then again if ammo types were to come armor could have a rework at the same time.
i still feel like a better way might just be to have it be like PR where it's just damage reduction zones rather than breakable armor but idk i might be biased
probably wouldn't work maybe due to faster paced nature of game, though, not sure, but it's not like it was anything super extravagant, iirc there was like a model post somewhere in the forums with how the armor zones were laid out and it'd, at most, take like maybe 2-5 shots to drop someone depending on circumstances, heads were generally 1-2 tap depending, and I think the face actually had it's own 'hitbox' so you could also just bypass the helmet that way
i can probably go dig it up to better explain or correct where my stoner ass may have forgotten things
armor should be a health increase/ flat damage reduction instead of bullet sponges attached to your head
imo
Yeah because it's a one and done right now. Why use one time armor when u can heal with medic?
Also game should be flat field without covers because "its battlebit not modern warfare". Every mechanic that not allows YOU to kill enemies by headlessly running forward/camping should be deleted because YOU only one who play game. YOU are unique and your opinion matter.
Like, I don't mind it either way
These kind of "peoples" turned overwatch into boring crap.
I have no idea what you just said but ok.
Im about christian. Read his previous messages about "why i cant rush fortified position? Armor and covers is unbalanced"
Well, the only real problem is that the majority of players don't know how the armor works so the devs could tell us how it works rn. I don’t fully know how the armor works.
It just eat 1-2 shots(in case of support exclusive armor - exo this amount is higher). Helmet protect only head, but not face(except for exo that have facemask).
Exo armor is literally only thing that makes support playable in game without supression system that makes existance of LMGs(ARs with bigger mag but worse TTK, ADS, control) questionable. Without it support is a target for anyone on map. If you run with normal armor and l86 as support it feels like assault with some disease.
I think support as a whole might need a rework if they decide to change armor.
That's fine, the support weapons should probably be buffed anyways.
We need a simple armor system but because a class is tied to armor it is a whole lot harder to change anything.
Well I’ll leave the armor discussion for now.
all I did was share my opinion i never said it had to be implemented the whole reason this channel exists is for feedback and discussion of said feedback and you act like I'm single handedly ruining the game by having a quick playstyle and giving opinions based on that sorry i dont enjoy sitting in a building for 10 minutes or flanking for 30 second just to get 1-3 kills and die to the endless horde of teamates behind them.
nobody asked about overwatch either
Support being bad is easy enough to fix aside from armor. LMGs don't need to be both lower TTK and lower control and slower ADS. LMGs could have better damage drop off so they can 'suppress' larger rangers, and overall just be less bad.
This is good exapmle that what happen if listen to someone like you
Tarkov is a good example of what happens when dev listen to people like YOU
im not gonna argue anymore with you in a feedback tab so type away
You are posted video where you were camping with ssg and saying "i dont enjoy camping". Okay.
Perhaps I'm biased but when I saw someone using armor against me I switched to the armor baring class (support) and have been playing it religiously ever since (unless I want to switch things up).
The armor has trade offs for the protection, such as mobility but the class also has limited primary guns and abilities.
I don't think the armor is broken. It's just one of the things that makes a class desirable, take that away and you essentially destroy a third of the classes purpose.
This isn't a balance issue, this is a playstyle issue IMO.
How exactly is it a playstyle issue?
Well just to stress this is an opinion what I'm about to say.
But like I said when I saw someone using armor against me (and I was struggling against it) I adapted my playstyle to also use armor.
Now someone might read that and think "It sounds like you were forced to use it to counter something unbalanced." But that wouldn't be true.
Because I no longer struggle against armored players when playing without it.
My issue was I didn't understand all of the tools available to me as well as angles, tracers, sound queues, etc.
The fact of the matter is support players are much slower, have bigger clips but slower reload times, and only have the armor so long as the durability remains (i.e. they don't get shot) but still carry the speed debuffs to my knowledge.
It's like saying Engineer has too much destructive potential, Assault can scale vertically but other classes can't, Medic can self heal and bandage faster, etc.
Just let support have its desirable things because if you begin to aim at stripping it away and nerfing it then all you'll do is make them less unique.
btw
sometimes it add too much uncertainty to the gunplay which i think its kinda dumb to deal with
Ask any ethereal member dropping 100kill games if they're playing support
I can't find a way to search in threads and I'm not gonna scroll through 1000 messages to see if this was suggested already, but I do think at the very least an explanation on how armor works and how much it helps would be great, 50 hours in the game and I only have a vague idea on how helpful it is and how it works.
I think this is more of a readability issue than armor actually causing problems on its own. Armor choices all look very similar especially at the distances people are fighting
But there's nothing to learn from playing support that'll help you kill them. It's not like they've got skill cooldowns or spawn short-sighted lmao.
Their con is slower movement, and slower weapons. That means nothing when it takes you up to 3/4 rounds to the head to kill them (in a perfect world) and it only takes them 1/2 (same matter). Therein lies the issue, they're not outright OP, but they're allowed leverage in a game with unforgivable TTK.
I've said it before, if they REALLY want to keep helmet armour in the game, then they should have it be even across all classes, and provide a small buff to the Support class body armour. Just don't punish people for aiming at the head.
Want to keep the survivability of support players while prone and laying down fire with an LMG? Give them a piece of buildable cover that they can place from the build menu to allow for that. Or add a suppression mechanic to LMGs. There'll be a solution, probably not those, but something better than overtuned helmet armour.
Another thing helmets could do in lieu of punishing headshots by stopping bullets is reduce aimpunch.
Good point, IMO aimpunch needs a slight reduction across the board.
Another way to solve the headshot punishment problem would be to unify the helmet and body armor pools. Make armor a single choice between light, medium, and heavy, and have that add 12, 25, and 50 HP to total health pools. Keeps the headshot incentive consistent.
I admire the level of complexity this game has but two seperate HP pools for helmet and body promoted perverse incentives to avoid the head and also creates some very inconsistent fights.
simple solution to having high armor. add different ammo types. for example fmj
So the difference between ars and smgs already?
this is an extreme approach, but i wonder if the game would play any differently without armor whatsoever. Give everyone a 10-15% increase in health, and remove any kind of armor statistic. It'll make fights more consistent and less frustrating (i think). This doesn't have to be game wide, just a different playlist than the others. this is just wondering what you guys think, not an outright suggestion to the devs. please dont come for me if you disagree lol
Snipers become bleed machines on body shot, and gunfights become faster at long range and longer at close range bc limbs now have the extra 20hp from armor
It'd be interesting but I think with how open maps are we don't need to buff ranged weapons more than a recoil decrease on dmrs
Again it was just my opinion, so no harm in agreeing to disagree. I don't really see the issue in the armor personally.
Both having used it extensively and dealing with it.
Of course, understood, didn't mean to come across hostile so apologies if I did.
I've used support a fair bit myself because I love building fortifications, and the instant-build support gets is massively underutilised. That being said, given their current state if they were able to run other weapon platforms they'd be very much on the verge of OP.
No problem, no offense was taken. I am one of the few who do utilize that instant build feature. Kind of like placing walls in Rust or building pseudo bases quickly.
honestly kinda feeling like PR's way of doing it is better
because if you're gonna have it to where people can just ditch armor entirely and just spam Q/E lean to avoid being hit because it fucks with the hitreg in some way
Kinda cringe
There should ideally be some inertia or "dampening" on Q/E spam, where you get slower the more you do it. I would like to see air strafing removed as well but that's just personal preference, I know people like the movement.
hi
you have brain damage
sorry you had to find out this way
exo armor is the only armor high enough while untouched that can tank a headshot, and even then an m200 heavy barrel is enough to pierce it
because snipers have a 1.90 headshot damage multiplier
exo helmet has 37 hp, heavy has 25, normal has 12
Keep in mind only support can use heavy helmets
the lowest damage headshot, a 60 damage base ssg hits for 114 to the head, killing all normal helmets and below, IE literally every other class than support
the next upgrade up, sv98 with ranger barrel does 131, enough to pop a heavy helmet at full health
No helmet can survive a sniper
and finally heavy barrel m200 does 139, enough to pop exo helmet
there is, alot
I literally just did the math explaining how helmets can survive certain snipers
If we're talking about the helmet itself?
look at ssg69
Or are we talking about the player
also pretty sure i hit an engi
I did, baseline SSG kills non supports on a headshot
so you missed
Bro
and that bozo survived it
thats a headshot hitmarker
times it by 1.9
it is physically impossible for an engi to survive a headshot
Helmet is 25health
they can only equip normal helmet
so they can survive
Do you guys even read what I send
ssg headshot does 114 damage
theres alot of diff helmets
and the 12one is the least
12 is legit the minimum
Get another helmet
Ok
there's none here
sure
What class u on
and if you pull out a heavy helmet, the support exclusive then you lose this conversation bc I already said the exception is support players
the guy i shot is either engi or assult
exo armor is the only armor high enough while untouched that can tank a headshot, and even then an m200 heavy barrel is enough to pierce it
because snipers have a 1.90 headshot damage multiplier
exo helmet has 37 hp, heavy has 25, normal has 12
Keep in mind only support can use heavy helmets
THEN THE ONLY HELMET THEY CAN USE IS THE 12 HP ONE
i said assult or engi
medic got weak defense
Oh shit yeah
ONLY THE SUPPORT CLASS
Lmao
CAN USE THE HEAVY HELMET
i mean helmets higher than 12hp
OH MY GOD JUST FUCKING LOOK
...
...
@native cosmos he right
then how did that engi survive?
encountered 4 times in a match already
THATS A HEADSHOT HITMARKER
there's exo helmet can tank 1 shot
Oh my god we've already been over this this whole thread sucks
also heavy
but m200+long barrel can 1 shot all helmet
lmao
Join the community server
or don't
Join 186-LC-06
I'm right here
I'm in -05
ruskis
Im US
meet me top left island
186-LC-05
diff map
yea that's the one
I'll be recon
I'll be here top left of b
I'll be here top left of b
ah
yup
that was with 12hp helmet, I didn't take any damage making my way over
if you want to try heavy armor on support go for it
front of head will kill, back of head won't
sure
gonna grab a sniper that does just enough to kill heavy helmet
don't have one for m2k
same spot
so again
base sniper can go through normal
upgraded ones can go through heavy/exo but need kinda high damage
I don't have the sniper you need to kill exo tho
bc it's rank 100 and a couple of kills
@native cosmos there's your proof
also damage goes up at range
so it's not like you have damage drop off to say that's why it didn't kill
you just hit armor
i dont have an issue with armor but personally i believe a 308 shouldn't be completely ignored lmfao
ground infantry combat the armor isn't too annoying but the ssg and other snipers not 1 tap headshotting a exo helmet is crazy and a turn off to the recon class instantly in my opinion, you start with a sniper that literally can't 1 tap supports and everyone just says "m200 can kill exo" why should i have to level up to level 100 which takes soo much time just to get a sniper that's reliable against support players? and dont say the armor is what makes support support because if i need ammo mid life and a support player doesn't drop me ammo im fucked waiting for a supply drop that serves as a free nade kill for any enemy.
"Oh no i cant camp and oneshot players that have turtle moving speed and using weapon, that supposed user to stay while using it. Bad balance, delete this."
You just bad, stop complaining.
It's not a solo game and every landed hit counts. Armor has durability and can only be replenished when you respawn. Supports are easy targets already and armor adds that layer of protection against the snipers.
I actually want more variety for instance I love running exo armor on support and would actually want heavier armor. I understand there will have to be a tradeoff but still.
Wait... Armour isn't just for cosmetics? Well that's stupid, doesn't that just mean longer term players will always outmatch new players regardless of skill?

Honestly unlocking additional attachments should be more than enough to give higher ranked players an edge, but armour that literally increases your stats? That doesn't seem fair when there's no matchmaking.
the only armor worth unlocking is ranger medic
Armour should just be cosmetic, then you can wear anything you want
Makes balancing much easier too, adding more variables to balance around just seems like a poorly thought out idea
On paper it sounds great as it adds depth, but without matchmaking and proper balance, then you're giving some players an unfair advantage over others
So every single piece of armour, regardless of combination, you can only get 2 extra mags?
Guess my point is moot then /s
Can scroll up like 8 or so messages to find someone talking about armour that adds damage resistance, which is exactly what I'm talking about
All the armors except medic ranger are unlocked by default
And medic ranger is 12 armor +6 mags
Iirc default medic is normal at 25 armor +4 mags
No they're not?
I've got like ~10 pieces of armour unlocked across all classes
maybe 2-3 max per class is unlocked
Armor types
The armour pieces that I have locked, add additional stats
am I not being clear or are you trolling?
-.-
Just to make sure I'm being completely clear, the stat I'm referring to is 'Durability'
Remove that stat and the issue goes away
So no one good cares about min/maxing... okay
I still feel like armor is a non issue. I still think it's playstyle based. For example you're not going to have an extremely high kill count but you'll have a pretty good k/d. You survive more but you are slower, you have limited main guns, etc.
there are 3 tiers of armor, light, medium, heavy, each class generally has 1 of each unlocked at the start with some specialized pieces unlocked a bit later, the heavy armors give you more consumables, ammo and armor, the lighter ones just make you run faster, and only like 5% faster at most, every class defaults to the heaviest armor that class can use and the only stat spreads that are locked are side-grades to existing armor pieces, but the majority are just cosmetic changes to existing stat lines.
im 10 hours in and had no idea this was a thing
No screenshot, so you'll just have to take my word for it, but I ran a 40-2 game that I entered late yesterday running EXO and M249. Bear in mind there were maybe 2/3 revives involved max so my armour was gone about 10 kills in. Point being, support is still incredibly good when used well and mobility is not an issue whatsoever. The armour is just the cherry on top, you don't NEED it, but it's frustrating for the people who you kill because of it. It's just a bit cheese, a get out of jail free card if you will.
But every class has their cheese, and I don't think that is a problem. Also I should clarify that I've done similar scores but when I refer to high kill count I usually mean anything 70+.
I think support is fine, you stay back (at least I do) and give covering fire and mow down people who are in extremely exposed spots. You can't really out trade other guns at long range or short range, unless they know where you are.
And as bad as people want a sniper to one shot kill everyone in the game with a headshot, it can also be extremely unfun being one tapped across the map (and I'm sure everyone has experienced it). Props to the sniper player doing it, but having some extra protection is nice.
Also, even though the speed difference is being shown as small in percentage -- the actual speed difference in play whilst in-game is monumental. I am VASTLY slower than everyone else and usually play catch up with my team or friends when playing with a group. It does make positioning harder.
If the argument is snipers should one shot kill everyone to the head, then I say that will make for an oppressive class overtime. Should skill, distance, and a well placed shot reward a kill? 100% Should there be no counter to it? No.
If the argument is you're losing duels or trades to support players, then maybe you shouldn't be running-and-gunning 24/7 expecting to shred every player who you come across. Most of the time, from my own experience and what I've seen, support play like sniper players. They find a good position and usually 'set up' and just cover their team as best they can.
People easily counter me by pin pointing where I'm at and just rushing me safely. But I can counter them by repositioning.
Especially when running an LMG, my reload is significantly longer and has got me killed, my ADS is much slower meaning it's better to hipfire which isn't always the best, etc.
There are obvious drawbacks to the class. If the idea is to dismiss them or ignore them for the sake of "Well, I can compensate for the weaknesses." then I can't really agree with it. A good player can be successful in any role, and I think it's been proven by many, many players armor does not make a player artificially better.
"Also I should clarify that I've done similar scores but when I refer to high kill count I usually mean anything 70+"
It was an example, not a flex.
Uh, alright? 🤣 I understood that part.
We minmax speed and mag count
Armor is useless after the first gunfight per life
Especially so when youre doing 30kd or whatever
Medic heavy is level 140 or something absurd lol
i mean in reality you dont get your helmet popped in every gunfight so this just isnt true respecfully, i tried support last night and drop 75 kills with a stock m249 and exo armor its the most handfed way to play the game you can sit still and farm kills until you get blown up or flanked and you just respawn and do it again and each time you spawn you get a bullet sponge on your head lmfao. thought i should give the class a try instead of constantly hating on it and yeah feels just like how i thought it would, and quickness is nice but if you as a support with a m249 cant mow down a medic cause they are jump running you just cant aim well.
Also this
LMGs dont feel nearly as bad as people make them out to be in my opinion they actually really good
It only needs to get looked at in 1 fight and its gone
It's one free fight per life
right that easy to say cause we can headshot easy but most people cant
wdym?
like just cause u killed a bad support player doesnt mean supp is balanced
support will naturally attract bad players
they have to be if your shooting armor head and then kill them and they didnt kill you first
Backstabs 
"If the argument is snipers should one shot kill everyone to the head, then I say that will make for an oppressive class overtime. Should skill, distance, and a well placed shot reward a kill? 100% Should there be no counter to it? No."
well yeah you can do that to anyone thats kinda lame if the main way of killing a support is a 1 min flank to his building that has 4 medics in it and a rally point
if a good player is playing support you can also just wipe people and drop dum kills
Get more on medic
the issue with this argument is that snipers are balanced out with their bolt action, as soon as they miss a shot, everyone knows there is a sniper, and will scurry like rats to gtfo.
if I land a hit on a supports head, they have a get out jail free card, and can tell everyone to leave as well
i do lmfao i just dont like armor and losing gunfights to it so i talked abt it in discord, i think losing a gunfight to armor is a bad first impression
feels like your getting scammed outta a free kill
this ^
ig you just dont shoot supports until level 100 and heavy barrel m200
why not?i use L96 all the time and i have no doubt to shoot their head
vertical recoil makes them practically unusable beyond 75 meters, its even worse when you attach a medium scope to them to use them in the role they're supposed to be good at, medium-long range suppression
So just a quick question. I played recon today just to see how UNGODLY this DREADFUL SUPPORT armor is to face off against... Uh? I was shooting supports in the head that had the exo helms on in the face and instagibbing them no problem.
Am I missing something or is the argument purely about the helmet?
that guy maybe in low health
Multiple supports in multiple instances were all low HP?
There are no issues
Thing is, you're not the only one shooting at them, so ~70% of the time you just oneshot them anyway, body or head doesn't matter
Yeah? If they've been shot in the head at all the exo helmet should be weak enough for a sniper to clean up. It's when they're not that sniping becomes a pain, like on larger maps
"Oh no, I cant one shot everyone from every range with most people being completely incapable of returning fire, oh no!"
if I land a headshot on a moving target from 300+ meters out, i should be rewarded with a kill, not a blue hitmarker lmao
Sure, sure, but guess what, thats not the only situation they're used in and balancing them around making sure the 90% can do what the 10% can will make the game completely imbalanced, not to mention when they're used to siege points.
have you played any of the battlefield games before? and if you did, did you feel as though the snipers/one shot headshot mechanic was oppresive in any of those games?
You're already almost entirely away from risk and danger when you're sniping people at those distances, making it so that you can kill people at your leisure without any counter is rediculous.
99
oops
misclick
99% of the playerbase are not hitting headshots with sniper rifles consistently, as soon as you miss a shot the enemy scatters and actively searches for you, on top of this bullet tracers in this game (especially for sniper rifles) are extremely visible and hard to miss, so they already know the position youre firing from, giving them a chance to reposition into cover respective of your sight. being away from danger is the point of snipers, however what balances them is the travel time, the only time it will be literally impossible to know where someone is, is when theyre shooting from super long ranges, which at that point, give them the kill.
but thanks to scope glint, even super long range snipers are at a disadvantage cause theyd have to use medium scopes to get rid of that. making hitting shots at range even more difficult
again i need to ask, do you feel like snipers were oppressive in the battlefield series? cause if not whats the issue here
We arent talking about the battlefield series. This game has very different map and gameplay layouts due to how this game cant decide if its a milsim or a battlefield clone. Giving snipers more potential for uncounterable gameplay will only lead to more situations where a sniper can pick anyone they want off from any range with no counterplay. You're trying to make the argument that you should be allowed to treat the game as a point and click adventure for every single player rather than only being able to do it for 95%. Get good and learn to pick your targets. If you dont want people to scatter before you get a kill, dont aim for people with helmets if they arent in combat. As is, you're just asking to not have to actually work for your kills unlike every other player beyond just being able to judge how high above a target you need to aim.
"get good" ah yes the batsignal for any mediocre player out there. I communicate with my squad, and when theres a squad i want to take down we coordinate and take them down together. However when the off chance that theres a support with an exo helm sitting there, behind cover, revving a squadmate, that should be a free kill. no we arent talking about the battlefield series, however this game draws quite a few similarities. There are quite a few posts talking about the fast movement speed in this game which is very battlefield, and I dont know if youve tried to hit shots on a moving player, its hard, lmao. it sounds like you just dont play sniper, which is fine, but in that case you need to get out of the conversation. this post isnt talking about buff snipers anyway, its about the inconsistencies of armor. Yes the helmet is consistent fine, but again, if players are standing still when they know theres a sniper they should be punished, not get a get out of jail free card. "youre just asking to work for your kills" youre telling me that a support has to work for their kills when they get one free kill a life with the armor they have? again, it just sounds like you dont play snipers
Ive played snipers. Frankly dude its piss easy to get kills on them, and its almost never with risk.
Support needs to get in the fray to get kills, just like every other respectable class, so to balance out their slower speed, the exo helm lets them eat a single sniper round to the head, at which point you're losing your next engagement against anyone who has theirs.
i don't think armor should completely negate damage like it does without some sort of repercussion
the fact that i can shoot someone 4 times with a Scar17 (a gun chambered in 7.62x51) and deal absolutely 0 damage because the bullets bounced off them like marshmallows is quite stupid
It should be a % reduction rather than nullification so that high single instances of damage do the same thing either way, but repeated lower instances can actually punch through and deal some damage so that hitting an armored head doesnt make those shots useless
yeah if i dink someone in the head with an exo helm the fact there isnt even a punishment for is horrible, no bleed, no status effect (blind, stun whatever), it just dinks off the helmet and they can run away, its pretty annoying
even a vignette would be appreciated like the battlefield 4 suppression effect
I mean the game needs a suppression effect either way
yea i dont think i should be punished for hitting headshots
finally something we agree on
its literally better to shoot someone's arms than the head or torso simply because of damage consistency
An lmg being unable to supress enemies hampers a big part of what makes it useful, and leaves it feeling more or less like a big magazined m4 with worse recoil, handling, and control
mg36 in a nutshell:
Eugh, havent gotten it yet but im not looking forward to it
Ill stick to my m249 thanks
it has higher damage and slightly less recoil but a much smaller mag
After playing recon last night for a few hours I completely stand behind the idea that armor is fine and not problematic.
Most snipers go through all the helmets
its not a sniper issue tbh
more or less it makes guns like the M4 less valuable than the AK15
Or the UMP over the MP7
I've played other classes and after putting more time into the game the armor is not an issue I'd be up to debate in terms of balance. I don't see an issue with it.
i have had a few times where armor just is stupid
(seemingly more prevalent on guns like the M4)
Eh. I'm more concerned with things like hit registration or the fact people can prefire you around a corner before you see them like in Planetside 2 rather than an issue which can be countered by just changing the way you play. Armor is not that game changing.
we both had armor
he was obv low considering that i was able to hit 1 more shot and it instantly killed him
but like
this happens too often
then there is complete consistency when its broken
overall i think armor is okay as an idea but the fact that it eats multiple shots from some guns is something else
personally i think armor is better when its like a damage reduction by a certain %
it seems every game that has some sort of complete damage reduction armor has balancing issues
TLDR armor makes a lot of guns bad
either make guns do more armor damage or reduce armor health
(or do the damage reduction system which just simply works lol, but i doubt they will implement that)
Anyone who thinks that the enemy will 'actively search for you' is fooling themselves
Playing as a sniper is incredibly easy compared to playing as any other class
But I do think that the current armor system is pretty stupid, especially with some of the complaints voiced in this thread about how armor eats damage so much and how its more viable to just aim for arms/legs (which is fully true)
Sometimes it can actually be a negative to aim for the head
Especially if you can't follow it up with another headshot
Just played a medic with an SMG and just shred people in armor, and move lighting quick allowing me to make insane plays. But yeah the mobilty of support is a non-issue. 🤣
idk man, everytime ive popped a shot at someone and missed, they usually find where im at pretty quick. i usually reposition after a missed shot anyway but sometimes im like "this is a good spot, they wont find me". again, the tracers are a god send for people being shot at
I do, if you've got a sniper changing positions and picking people off, you god damn well know I'm gonna flank that guy and end his spree
Also had it done to me
I won't deny your own experiences, but that has literally never happened to me
I just sit and shoot
The only people I have to worry about are other snipers
When I'm not a sniper, I find myself having to always be moving and evasive because if you sit still a sniper will get you
If I'm also trying to deal with the other team's non-snipers at the same time
I find sniping a loooot easier than that
i think the best mix would be to just do it like PR BF2 does it's armor which is just damage reduction zones and it might be easier to balance
which would also allow armor to actually be drip rather than breaking every engagement
Balance armor based on light or heavy the only downfall being mobility or more ammo carried
It already is?
make what crazy plays? in a game like this you cant just run in the open spamming jump and expect to not die everytime i only play medic and the most you can do is jump back n fourth in front of a shitcan who cant aim i dont get what you mean by "crazy speed plays" its easy to hit medics full speed, and it takes half of my clip to kill 1 armored person half of the time forcing me to only get 1-2 more kills n reload when if i had a LMG id kill everyone in front of me with their backs turned.
Not to mention the mad long reload times and weapon swap times that'll crush any "lightning quick plays" real quick...
no one is peak jump running corners and hitting 5 headshots back to back and jumping away and if they are its a small minority of players
the speed is 100x more noticable on your own screen and own movement to other people your just as easy to hit 50% of the time
w/e that copy pasta of the dev saying skill issue
clips?
cause i bet you have none of a "crazy speed flank" on medic getting more than 3 kills
and if you do ill shutup
love how everyone is a pro player in disscussion i dont get it lmfao
skill issue
damn i owned you back with my own emojis
https://www.youtube.com/watch?v=kJwhBG9mIJo @rugged ginkgo
here's a clip
you wouldnt know anything abt ROTMG kid
I think this change is pretty important for armor actually being significant for better players. Having it be a shield is more milsimmy, but it doesn't really work in a game where you get so much chip damage and revives. Realistically armor would probably outlive the person wearing it anyway, and not disintegrate after two pistol-caliber hits.
I do though. I know everything about ROTMG, but demanding me to show you clips and putting words in my mouth about how I'm a pro player in a discussion is just cringe. Whether you choose to believe it or not is on you ultimately. I legitimately could not give a fuck. 🤣
says the guy whos argument was "skill issue" 💀 i asked for clips because you said word for word "Just played a medic with an SMG and just shred people in armor, and move lighting quick allowing me to make insane plays" but you dont have proof of said "plays" this is abt discussing armor and why its unhealthy for the game and you have no proof backing your claims since when is asking for proof cringe?
and if you couldnt give a fuck then why type in this thread and respond to me in the first place?
you should go outside

if you had a way to get armor back I think it'd be more valuable
that's the point. They have better armor compared to you. You are "out-armored" why not "out-gun" them instead. Flank them and don't engage with them head on.
With the pace of this game and the insane TTK, I'd love to see you try and put this idea into action.
What do you even mean by that? Flanking people happens all the time
But you don't SPECIFICALLY flank a support player, you flank for kills no matter who it is you're flanking. Often times you don't even know who/what you're flanking or how many there are. My point is the game moves too quickly to make such tactical decisions, at the very least not often enough to be considered common occurrence. You MAY consider flanking or countering a sniper/group of snipers, but in CQB there's too much chaos to work off such mindset.
God dude I fucking hate seeing a support as a sniper. I could dome those fuckers from halfway across the universe and all I'd hear is a dink
I understand your frustration, but wouldn't sniping from a hyperbolically long distance in fact decrease the damage your sniper does?
Check out ethereal clips to see movement outdo armor
Barrel stuffing a support catches them offguard
barrel stuffing anybody is gonna catch them off guard, but supports have more time to react because of their increased armor 
I'll just leave this here
granted it was with a pistol, someones gonna shoot you down with that argument calling it rn, but still its overly obnoxious
@rugged ginkgo Hey you're a loser btw.
I mean they're basically two separate issues in one, I cna throw bullets harder than pistols hit. And armor is stupidly OP
@pulsar lava
Are you okay
But you don't SPECIFICALLY flank a support player, you flank for kills no matter who it is you're flanking. Often times you don't even know who/what you're flanking or how many there are. My point is the game moves too quickly to make such tactical decisions, at the very least not often enough to be considered common occurrence. You MAY consider flanking or countering a sniper/group of snipers, but in CQB there's too much chaos to work off such mindset.
If you alternate between hitting the faceplate and the chestplate, armour becomes way stronger. It effectively doubled their hitpoints.
Top concern really needs to be… not doing that
Really, I hadn't figured
Regardless of that he still took a well 2 hits to his unarmored back of the head
Unless hit reg says "uhmmmm... Actually"
The sheer fact I went through an entire mags worth of bullets for that is a meme, since surprisingly targets move when they shoot and change position
Be careful Diego.
They'll ask for clips now and imply you are pro leet strat gamer.
Honestly helmets break so easily i can't relate to any complaints about them but I also don't play recon so
They're like 65 hp max w/out headshot multiplier so I get it
But then you still need something to make prone machineguns somewhat viable for hardcore
i still kinda think PRBF2's armor system might fit better where instead of just like
breakable armor
it's just zones on the player model where it does slightly less damage
and it might be easier to balance weapons around
PRBF2's armor system when the hitreg wasn't being garbage was alright
because i'm also just sick of getting hozed and having my armor break outright it's pointless to have spent money on the patreon for stuff that's just gonna
break and not be displayed on my model
^ i agree with this, armor isnt hard to deal with when you have a ar/smg but some snipers not rewarding a kill on a headshot of a exo helmet should be tweaked a bit imo, also the current system leads to inconsistency between killing players which by personal experience can feel a bit off putting
Hear me out, armour system isnt completly bad .. but maybe dont split head and chest armor .. to give an example, you can hit all your shots with the ump at 50m or so and start firing first and you will still lose 1v1 if the enemy knows how to aim even after dumping the full clip into him, atleast thats what i see with smg's.. everyone who says there isnt a problem probably only plays support ..
I didn't get a chance to clip it, but I put 12 shots into a support with an AK74. Full mag to 18 rounds. All hits...
I've had no connection issues. And this was at like 30m...
Idgaf about armor, hit-reg, or damage dropoff changes specifically. But something needs to change, that shit should not happen.
I have no clue why they're individual armor stats in the first place. It makes fights feel so inconsistent
There's no visual hp indication, the only thing I usually notice is a missing helmet. So you're talking about an effective hp pool range of 1-199 on any random target you bump into.
On top of that you might inflict bleed for an even faster kill, who tf knows...
Physically impossible; it must have been a hit reg issue
Worst case scenario versus full exo armour for an AK74 should be 6 hits, I think?
Like I said, all were hit markers and the ammo was spent so I had to reload. I don't doubt the pessimistic hit reg system or damage dropoff played a factor, but that was my experience.
Bouncing between body and head exo armor feels awful right now and it really puts me off from playing more
The game doesn't have low TTK like people say, it's a complete crapshoot. A low health enemy can die in two shots or a freshly spawned support can take the better part of a magazine
i rly think it being DR either % or otherwise would just be better rather than people losing armor instantly and it having absolutely no benefit and still slowing you down even after it breaks
i don't think it breaking is super bad, i don't have issues gacking ppl with it
but it just feels like the balance in this game from weapons, attachments, and otherwise is kinda eh
And I think the weapon issues could be easier to balance if the armor wasn't 1 and done for 1 life until you get mag dumped
plus it's like
i paid for supporter and my armor keeps disappearing 
Agreed. What if it reduced damage by a flat amount per bullet, basically being an anti high rpm weapon tool
You're now better up close but vulnerable at range to snipers an dmrs
yeah i just don't think the armor being an added health pool is doing much for the weapons being balanced in such a way where it's like
there's a shit ton just not worth using
Indirect buff to últimax, Aug and a ton of other slow weapons
AUG shouldn't have as low a ROF as it does
Altho fal and scar are alr insane as is
i don't want it 1 for 1 balanced for realism outside of like, the mode sp;ecifically for that
but even BF3/4's weapon stats were closer to what they are irl than BBR's and some weapons are just dogwater for it in BBR, imo
Not saying they're outright bad, i haven't unlocked a lot of things outside of SCAR because the servers are just too unstable for me now
keep hitting ppl with weapons and enough bullets ik i should be breaking their armor or downing them and it's just not happening
along with the pop ups of like 'lol didn't reg the hit'
But there's a lot of weapons you just don't see used and i don't think the armor system in how it's working rn is going to be good for weapon balance in the future
that and still being affected by the slowdown and otherwise after it breaks is a bit silly to me
I mean you were also one hit in the clip, attempting to fight what looks like a full HP / Armored guy.
People also need to understand the game sometimes works like Planetside 2 where on your screen, things are happening before you really see them (i.e. You're prefired around a corner before seeing someone, or someone turns around and shoots at you sooner than you would think, etc.) He basically killed you within a second in the clip.
Most of those starter pistols are pretty bad though. When I run out of main-gun ammo and have just my pistol left, I basically just go suicide if no ammo is available. But I also switched to a Unica.
@rugged ginkgo Do you need some clips from me to backup my comparison, or that pistols on average aren't good? Just checking since last time I expressed any kind of opinion you needed something beyond anecdotal evidence even though 90% of your input in this thread is crying that a sniper doesn't one tap -or- doing the same shit you said to me "u just think ur a pro player. TRASH KID."
good to know your still thinking abt me lil bro ♥️
Hard to not think about you when you live in this thread and most of it is you crying for changes to suite your inability to adapt, and then try to personally attack people for it by assuming things and demanding proof even though 99% of your contributions aren't ""clips"". But yeah man flip it on it's head. Calling you a loser was the most accurate thing anyone has responded to you with. 
Really not doing yourself any favours @knotty hearth
At least spell favors right.
I'm UK based, fuck my life you just can't help yourself
Oh ye, I knew damn well if he'd turn around I'd be dead. It's not really that I was worried about that. It's more so semi-auto pistols, feeling a bit like peashooters, even against light-armored targets. Even before I died, I think I was on maybe 2 rounds in the mag? Emptied at least a good 90% of it on him, which imo seems a bit silly.
And yeye, I feel ya. I unlocked the Unica and it's a world of difference. It actually feels quite nice. But ye, no, it seems specifically the semi-auto starter pistols are kinda ass.
@fresh otter They are, and if you flip the roles of being full hp / fully armored; being dumped by a shitty pistol would of been fairly lame (Even if they had snuck up on you, cause they clearly had good reactions to turn and shoot so quickly.
@pulsar lava Sounds like another skill issue.
Here we go...
I'm not going anywhere.
Sadly not, no
Had some more pro elite gamer strats where I ran medic / smg and shred people in armor, @rugged ginkgo isn't capable of doing this however.
that is, quite literally, the most basic bitch thing that everyone is doing
And is the easiest thing to do and do well with franky 
like this is in no way a good flex so i hope you're baiting
@high olive This isn't a serious discussion like most of these feedback threads, so yeah pretty much. But maybe I'm not?
Maybe I'm 100% serious all the time.

in your head rent free 🤣
why you keep @ me bro its personal or sum?
You live rent free?
@'s me first, DM's me first; says he is in my head. Neets are fucking weird.
I like the armor system for the most part, but want player models and hit effects that are more distinct so I can better interpret the fight before, during and after.
Then again I liked the armor system in Divinity Original Sin 2 and I liked weapons breaking in Breath of the Wild 1 so I think the average gamer may just hate all of this lol. This kind of stuff just punishes linear thinking, but I would agree that a lacking occurs where you don't have enough of a time window to make a new decision or a pre-window of approaching a situation differently.
i think the armor should stay but just work diff because i don't think it's working entirely and i think the game might be better balanced for it idk
the armor system isn't bad atm but the caveats of it are just kinda
EH
Even if you add like, an armor resupply i just can't get 100% behind it, just personal preference rly
It rewards bad players
Pretty much that simple
You die or stand still, you get rewarded
You push, lose armor and flank?you're punished w no armor and slow movement
Armor is already incredibly expensive to use, the movement speed difference between armored and unarmored targets is enormous.
Being fast often will result in people missing shots on you as well.
The only piece of armor I feel confident is saying is worth the trade off is the exo helement since it prevents you from being 1 tapped by snipers. Everythng else often feels like a downgrade vs being unarmored.
It wouldn't, that's called awareness. If somebody managed to sneak up on me, that's on me.
Hell in BF3-4 that would've been a knife kill, and a deserved one.
If it was one shot, maybe. But I dumped nearly a whole mag into him, including shots to the unarmored head.
It should've been a kill.
The durability difference is actually very major, so armour is certainly worth the slowdown until it breaks. After it breaks, usually after a couple of consecutive fights, it becomes deadweight
The speed difference is also very major though. And SO often your armor just goes against random shots not even part of a fight that matters.
Sometimes it will win a fight, but a lot of things it absorbs would not have killed you anyway and you just eat being like 30% slower (for exo) than someone without armor. With no way to replenish armor it doesn't feel that high value outside of the exo helmet as mentioned.
You loose 17.5% movement speed for exo armour over light armour. Significant, but not that major.
And, against rapid fire guns, on average, I believe the armour adds about 77.3% more survival time under fire.
Survival time is hard to generalize as it varries a lot between guns. And then there is the fact that leg shots bypass all armor anyway.
I guess I am also including the penalty you have to take from your primary weapon as well with exo, another 5 or 10 percent movement speed.
And then another 5 forced from your backpack.
You can generalise it by taking the average case, and I do account for limb shots in that figure
tip in the future, aim for the legs
yea as far as i know there is no damage penalty for legs
just remove the mechanic overall and make a reduction by a precentage
since you clearly cant balance it
so just buff armor then?
huh
Turning it into damage reduction means it will block WAY more damage than it does now since it will be constantly healed
No?
if the reduction is like 10% it wont
like
1-2 more bullets lol
If it is 10% it is worthless, since you eat massive speed penalties
RIght now it IS 1-2 bullet more
but it is 1-2 bullets more once
uh more like 5 in some cases but ight
In cases of long range SMG shots sure, but like vs a M4? it is +2 shots
hey m4 main here
my bullets bounce off armor like marshmallows most of the time
ill dump like 10 shots into one guy in some cases
Then you missed your shots
EXO armor is +65 hp, an M4 does 30 damage base, it is +2 shots
I mean clearly there are other issues to be addressed then
with values of 10% it would never be worth it to cut your speed by like 30%, since at most it is +1 bullet. And often not even that
then change said values aswell?
I mean you are basiclly just removing armor from the game, which I mean is a choice you could make but imo it is a bad one
And as it stands only Exo armor offs any significant amount of protection which means you are stuck playing support
this game has tarkov like damage zones
its more rewarding to shoot out their arms or legs than torso (or head if using a pistol)
The issue is in general is that there is no penalty for getting hit in the armor
no flinch and no damage
There is flinch
Not all the time
flinch seems minimal on armor for whatever reason
I get flinched hard when in Exo sometimes, just depends on what is shooting me
YES thank you, nothing is more frustrating that aiming for the head getting 2-3 blue hit markers and die just becuase they decided to spray your arms. I get that this is how armor works but man it sucks

Aiming for the head against armour is a bad idea, you’re probably going to get many hits on the body armour as well. Alternating between head and body hits is terrible for killing armoured players.
Therein lies the problem.
There package loss issue that even if there hit marker your bullet still get eaten sometimes without dealing damage
Aiming for heads isn’t generally practical in games or real life, as far as I’m aware. I don’t really see how it’s a problem
When facing armour, you try to get at the less armoured parts, which is pretty basic stuff
Okay, well let's just strip the "in real life" out of the statement first, huh? In real life, oftentimes you're not even aiming at an enemy, just where you 'think' they are, so the argument is irrelevant for a game. Especially this game. To the other part of your statement, aiming for heads has been the DEFACTO way to kill someone quicker since the very early days of shooter games. Taking that and spinning it on it's head, making it unreliable and almost a hindrance to aim for someones head in a game with such fast TTKs is a problem.
But aiming heads is not slower even with armor except for SMGs which have terrible headshot multpliers and you shouldn't aim head to begin with
I get you, its just unlearning all those years of FPS games. 😭
I haven’t played games before where aiming for the head is practical, personally
It’s usually too small a target to make sense
In this game it isn’t, it’s just armour works as a local HP boost
Sometimes I run exo helmet and normal armor to fuck with players that sneak up on me for like pistol kills
They never get the kill
What ? 😂 95% of games have headshot multipliers for a reason idk what fps games your playing that don’t reward and encourage good aim
The problem:
-Current armor system punishes teamwork and encourages constant respawns to reset instead of team based resets.
Why should a player take the time to get ammo from supports and healing from medics if they cannot get their armor back and will thus lose their next gunfight to a heavily armored player (like a support)
The solution:
-You can keep the armor customization system, but change it such that instead of a more durable helmet tanking more bullets, just have it add more health to the player instead
This way, a player can fully reset after a gunfight provided they have proper teamwork. That is, after all, what this game is about right? Play as a squad with different classes and teamwork to achieve the fullest potential?
I disagree with putting "armor refreshes" into medic healing. It being seperate is a good thing. If you want to add in armor refreshes Support boxes make more sense.
that would work too but i think the issue of class boxes needs to be addressed for that to work
imo they're underpowered compared to what they were in old battlefield
I mean this is an increase of power for boxes so that directly gets address. But I don't want battlefields unlimited auto regen from boxes, I do not like those mechanics
unlimited, no definitely not, but being able to drop support boxes or medic boxes and have it heal/resupply nearby players is fine
the whole "i must disable myself for the entirety of the game" mentality of the current medic healing mechanic is not fun for anyone
I like that healing/resupplying takes someone off the firing line. It creates gaps for pushes. Personally though I'd rather the standard be medics dropping boxes rather than sprinting around healing teammates with right click. That puts less time burdon on the medic and make the person who wants to heal invest the time to heal rather than the medic.
Doubt that will change though, people seem like to like the point farming mechanics of medic.
you'll still point farm if you just drop a box for healing and run
healing as a whole creates a gap for pushing itself, no need to disable a player
old bf4 for example had the same 'time to heal to 100%', but you could still keep your gun up while healing. You're still at a disadvantage in that gunfight from being low, but atleast your death is interactive. No one likes situations where they just have to tell themselves "I literally couldn't fight back there"
I mean it creates a choice, I can heal or I can continue to hold an angle. It makes pushing against defenders easier as attrition is a bigger mechanic. Personally I like that design, though I get the other side of not wanting to have to remove agency. This is also why I don't mind the longer reload times, even though I get people who do.
well that is true but that is why you see so many people complaining about having 200 medics on their team and not getting healing. it's too much of a risk to go for heal right now
as a medic it takes too long for me to bandage myself, reload, heal myself, combine magazines. so there's no chance i am going to go for heals on everyone else
imo everyone's out for themselves for that reason and so you don't see medics healing and you don't see supports giving ammo
making it drop boxes removes any friction for just dropping a box somewhere for your team to resupply which make it so that you see more ammo and medic boxes around
engineers and recon are the real losers here in that sense. (not like in a personal way I mean the interaction of resetting), since not only do they not get healing but they also don't get ammo. It's just lose lose for them lol
I mean supports are already 100% based on drop box mechanics, Medic CAN drop boxes, but they are mechanicly discouraged from doing so and it feels like an afterthought
yes but you're discouraged from dropping ammo boxes until YOU personally need ammo because you're limited to what is it like 2 boxes per life?
it's actually really good for medics to drop boxes since if you do that you can heal while reloading, but again because you're limited to 2 boxes you are discouraged from doing so
You get 3 boxes per life, the main reason supports don't tend to drop often is people just don't use them ussally so there is little point. So you drop them for yourself becasue at least that way they are not wasted and ignored.
There likely needs to be visibility improvements to deployed boxes so that people realize they are there for use
i think it's actually dependent on armor. for me it's 2 boxes because I run light armor, but either way it's sort of irrelevant
i am not sure if that's the only reason people don't drop them because i've literally sat in front of supports begging for ammo and they just don't drop
boxes are backpack defined iirc
yes
it's unfortunate how quickly this game got so big, there's still lots of problems like this with the game and you can't really reach the devs anymore
No please not this. Add HP or damage reduction is just adding more eHP to the player. But that makes people play medic even more. Because entering battle with full hp with more always out weight stuff other class have.
armor is basically adding eHP too it’s just more frustrating.
like i mentioned earlier other solutions work too like the armor refreshes that vek proposed but the one-time use armor which only refreshes on respawn is objectively a bad mechanic.
The point is it one time and gone. Unlike more hp or damage reduction it can get top up just by healing. And people gonna use medic more to heal themselves if that happen.
you didn’t hear what i said ¯_(ツ)_/¯
Vek proposed could work but I against the idea of more hp or damage reduction
With vek at least people have more reason to play any class other than medic
More hp is just bad idea
i do actually agree that hp instead of armor will lead to more people playing medic
from my personal experience that’s not such a bad thing though
a big issue with old battlefield which this game is based on is that balancing different gamemodes was really hard. small team/small map gamemodes and large team/large map gamemodes had completely different balancing needs
on large scale maps even with a health based system there is still much value in engineer/recon/support because of vehicles/large open areas/more attrition based combat, respectively
smaller map/teams will see more medics. hence the discussion vek and i had about the current health/ammo box system
with a better ammo/health box system i don’t see a problem with more people playing medic on small maps/teams, as you’d still be incentivized to play support/eng/recon
I actually see support much better on smaller maps right now due to them being less affected by thier worse mobility. On big maps being slow is way more punishing
I doubt that good though. In conquest Isle nearly 2/3 of my team is medic. That a big map with vehicle yet too many medic rushing already.
A part of it because they have the best mobility without much punishment for low armor or gadgets.
They only switch to engineer when they see tank then back to medic
That statement sounded off to me, so as a quick experiment I went in a large scale conquest large on valley server with the full 127x127 and counted classes of those currently playing.
Engineer: 27
Support: 13
Recon: 22
Assault: 18
Medic: 41
While it isn't the map isle you were referencing, it shows that there are more of each class than you'd think, so maybe you just perceive medics to be more prevalent because those are the people that catch your eye when you watch them run away from potentially reviving you? lol
agreed
It is mostly because there tend to be the most medics near the top of the scoreboard due to how easy it is to score on them, so if you just glance at the board you ussally see the most medics
Could be this
That's still showing a clear preference for medics. But honestly I don't think making these numbers even is really an issue.
Heads are sometimes too hard to hit for it to be possible for it to be worth even the best players targeting them, so you aim for center of mass. Which makes sense, because this is also how it generally works irl, the main thing is making sure you’re hitting them in the first place. Though the games I’ve played previously generally aren’t what you’d call realistic.
real life =|= low poly arcade shooter lol
Not tryna be disrespectful but it doesn’t make any sense what your saying, aiming for head especially in battle bit where the heads are a lot bigger than most modern day fps is always gonna give you an advantage the “best” of players more than likely have a 50% or higher headshot/kill ratio and that’s why they get soo many kills, also you cannot compare real life adrenaline and combat scenarios to video game aim just two completely different worlds and not a good point for discussion imo, the main reason aiming for head is a problem in battle bit and not worth is the bullet sponge helmets people can wear ttk is faster to shred non armored parts pretty sure could be wrong tho
Take ak74 for example. TTK on body none armor is 269ms. TTK on hs with exo helmet is 179ms. Remember that is exo helmet which only support have. You still get better ttk on hs no matter what.
Why you guys think aim for body any better than hs.
Even on gun that low on headshot multiply. Exo hs still have the same ttk as body shot. And still have way better ttk than exo armor body. And not everyone use support.
179ms? That would be a two shot. It seems like it would be a 4 shot.
And that assumes every shot hits the head
If there’s any significant deviation, you end up loosing a ton of damage to either missing or hitting the body armour
If you’re hitting all your shots with perfect accuracy then aiming for the head is a good idea, I don’t think that can be assumed for most players.
Then aiming for the limb even worse than aiming head. They have similar hitbox size. Move like crazy when they moving. And aim for center of mass mean aiming for body armor. You end up best try to aim for head.
Please remember the body is also protected by body armor. Exo body give 62 hp while helmet only give 37 hp.
Ak74 fires at 670rpm. Near 12 rounds a sec. 179ms is 3 shots.
Yeah, assuming you don’t count the first
But it would be 4 shots to kill to an exo head
269ms, same as an unarmoured bodyshot
A lot of people aim for limbs apparently, which does make sense in some situations as the hit boxes are very large. Much bigger than the head, basically the lower half of the player is legs
On perfect accuracy headshots, worst case scenario against exo helmet is same as an unarmoured body, best case one bullet faster. Best case is rare.
Need to be in a situation where you are confident you can hit very precisely for the headshots to be worth it as it’s the smallest part of the player, an accidental bodyshot in this scenario is as bad as a miss
3 is already count the first bullet
1 bullet deals 46.5 damage x 3 = 139.5
exo helmet only have 137 hp
ak74 normal only deal 31 damage which will take 4 shot to body no armor
Does headshot bonus apply to armour?
yes
It doesn’t really make sense that it would but that is an important thing then
It would be hard to verify this ingame, where did you find this out from?
HS is more risk but more reward if you pull it off
people been testing stuff since the beta
I’ll need to alter my ttk tester then
HS is more risk vs reward in this game. If you cant just better aim for body.
A lot of people anecdotally claim limbs are better, so that is up for debate as far as I’m concerned
most weapon are x1.5 hs multiplier pistol and smg is 1.2 bolt action sniper is 1.9
I am aware of that
well, this means exo armour is only actually about 66% more resistant than no armour, rather than 75%
btw how are you think that m200 can deal enough damage to 1 HS exo helmet if the multiplier not apply?
It can only do that with the ranger barrel which I don't use, so I never noticed the discrepancy there.
not only ranger barrel just long barrel is enough
I use silencer
silencer is useless on m200 tbh
I like it
it design to be long range sniper rifle so at long range you dont need suppressor
I don't snipe from long range generally
I just like the capability to do so well when I need to
velocity makes it a lot easier to hit evasive people at any range
yeah but if you not use it long range then L86 better at close range while capable on long range
better move speed bolt speed
:)
also better ads it much better option than m200
I haven't even looked at the sniper stats properly so that does make sense
buuuutttttt loosing the velocity would not be nice imo
you wont lose much tbh
I mean you lose velocity by not using ranger/long/heavy
also the reason people using ranger is it give the most damage so it lower the range needed for 1 body shot to around 750m from 850m
or 900m
also lets you 1 shot exo helments
I play no armour armour is annoying but it is what it is .
even more, it's aim punch. Aiming for the head is much less reliable if you get aim punched, you will likely not recover and lose. It makes it very RNG.
The helmets are horrible as well, though, for headshots, especially Exo.
I think armor would be ok if there were no helmets aside from Exo on support, and aim punch was also removed. It gives fresh spawns a small HP advantage, but would be negated by aiming for the head. Vs Support, however, it's pretty distinct so you can aim for the legs instead of the head. So if the other helmets are removed and there is no aim punch, I think it would be ok for Exo helm to stay
In this game armor is pretty much only good to self nerf an slow you down, MAYBE take a single head shot with out dieing. Also SMG an other pistol calibur rounds pretty much ignoring armor given teh rate of fire.... so ARMOR as it is now is worthless enless you like nerfing your speed.....
Armour isn’t that weak, the main drawback to it is that in a meat grinder situation you’re likely to loose it right from the start
Rate of fire doesn’t affect the viability of armour whatsoever so I don’t understand what logic you’re using to justify the second part
My current estimates for the effective HP boosts of armour for light, medium, heavy and exo are currently 7%, 26%, 46% and 65%
I believe the game should add armor piercing rounds
tbh armor is fine the way it is now. Only minor buff that I want is ability to repair armor for Support.
In concept:
[] assault should gain access to variants of armor exclusive to it that give up ammo for reduced penalties
[] assault should gain two varieties of armor repair kits, support should get the lighter variation as a stopgap so he can't fix his exo helmet in a loop
[] engineer should be able to blowtorch armor back up
[] armor damage should be used again, it looks like potentially the game is just running with all normal damage which is... dumb.
I still think armor should work in increments of 25 or something tbh
potentially also add interplay with weapons and armor damage;
handguns and SMGs have poor armor damage making them acceptable against medium and poor against heavy, etc, while assault rifles have a balance and such
I really don’t think engineers would take a gadget just to repair armour, but generally that doesn’t make sense to begin with. I think that bit is unnecessary
I think it makes more sense just to incorporate extra armour plates into light and heavy ammo boxes as we already have those for assault and support
Increments of 25 though? Playing anything other than support would be insanity :)
Armour is strong enough as it is imo, breaking in meat grinder situations is the #1 reason to not use heavier armour
Obviously weapons would be tweaked to compensate.
Armor damage would be used so that most weapons would be reasonably effective
Actually it probably wouldn't be that different from now.
Pistols and SMGs might cry a little but really, pistols are fallbacks and the subguns have got enough DPS to match a rifle in CQC
Although I 100% support a damage buff to the USP + full clipsize for both MP443 and M9
Gimmie my 18 rounds and 15 rounds
Most assault rifles should probably beat medium armor in saaaay... 4 hits, and kill an unarmored target in 3 shots? 35-40 damage. to account for spillover from armor break
Battle rifles should probably just have the same profile but at a longer range, plus maybe shave 1 bullet from armor break. In exchange, reduced recoil from what they have now?
I also still think the headshot multiplier should be minimum 2x if not higher
Shots to kill with an M4 against heavy armor is what, 7 right now apparently?
...on second thought maybe 3 hits medium armor 3 hits kill is more sane.
other things
[] OTM ammunition makes you more effective at range, and trades armor damage for body damage at range.
[] AP ammunition deals 80% damage through armor and increases vehicle damage by 5x. It doesn't raise the class of vehicles damaged and it also decreases base flesh damage though.
[] Stealth rounds absolutely dumpster your muzzle velocity and reduce bullet travel noises, but will have reduced tracers. Sharpens damage dropoff, not available to bolt actions.
We're not getting multiple ammo types bc Oki doesn't want to balance that shit
ok thats fair lmao
armor should be more impactful to give an engineer a medic like role of repairing player armor and to increase ttk which is far too low atm.
Armor can stay. But give certain guns better armor penetration
For example the scar. It's fucking DOG water. You'd think a 7.62 low mag weapon would have a decent ttk but it's absolute shit. Recoil is off the charts, it's mag size/rpm is God awful. It's armor penetration feels just as bad as other weapons when hitting armor.
There's no reason the slower firing assault weapons shouldn't have a noticeable advantage against armor. Especially with how heavy their recoil is
It has good ttk, though
Current estimate is 6th fastest gun against armoured enemies, 11th against unarmoured
Mag size is about average all things considered, in terms of how many it’ll kill in a mag
Having a perfect condition good ttk shouldn't be the only thing looked at though.
What do you mean by “perfect condition”
In most cases both using and having it used against me. The gun performs horribly
Lots of people really like it. I think that’s an opinion thing
In a perfect world in which you can accurately hit dead on without regards to the situation around you nor worry about being shot at.
The gun in most scenarios doesn't have a good ttk. The recoil alone kills its ttk value at literally anything farther than 20m. I'm cruising a smooth 2.3kd trying my best to use and unlock all attachments for most weapons. And the slow firing AR's are the literal most abysmal of all AR's. They perform like dmrs but with less armor penetration. At medium range they SHOULD be able to have a gun fight. But in most scenarios you will outright lose using them. They just have no upside vs using literally anything else
"Lots of people like it" does not reflect that guns like the scar see some of the least use time because there is virtually no upside vs any other ars
There is a lot of CQC in this game, and high recoil, high damage guns tend to do well there. And if the range becomes high enough, they beat many of the higher rate of fire guns with tap firing (well, for ARs that is the case)
As it stands rn. There is no upside to using them vs literally any other AR atm. That's my point. They will outrange an mp7 sure. But what they won't do is punch a hole in armor. I'm not saying they are worthless in ever scenario. But they absolutely need some tlc
Killing quickly
That is just not true
Have a better ammo economy
They absolutely do
ya scar has good TTK. I don't much like it, prefer the FAL, but if you're gonna complain about scar TTK is not the way to go
Scar has slightly worse than the M4, AK15 has slightly better, all at base. Not generally a difference between the gun styles on that front
Alright let's lay it out then
Dps isn't just damage numbers. It's dmg and rpm at minimum and if you wanna really be specific you'd get into recoil/ease of use. As being able to hit a follow up shot if it doesn't one tap is very important.
M4 and both aks have substantially more rpm, lower dmg (but not much), lower recoil, the m4 and AK have options to explosively increase base mag size, all 3 guns have a slight amount of armor punch through albeit SLIGHTLY lower than the scar.
The point I'm making is that virtually everything but damage is a downside to choosing the scar. M4 ttk is just as fast while literally improving on everything else. The AK has a slightly higher ttk than m4 while lowering rpm but is still up on everything but damage.
The scar has good ttk versus ONE enemy. two at MAX. If you can accurately hit enemies you can kill double if not triple that count with all 3 base ar's.
Like I said having a good optimal ttk isn't the only thing to look at. The scar SHOULD be able to more consistently punch armor like it was MEANT to. It SHOULD do more armor damage for the trade off of less rpm/less mag size. But as it stands there's almost no point to choosing it if what you're actually trying to do good. Doing good in this game doesn't mean winning a 1v1. It normally means Frontline fighting which this gun even at medium range just does not excel at.
Give low rpm heavy hitters more armor punch. They genuinely need it
I have no problem getting kill with scar though. The ttk is good enough. + ability to tap fire for long range and 2 hs kill is strong enough.
Recoil is not the problem when you know what to do at what range
It just not suit your playstyle
Keyword "kill"
As in singular. My point was that this is not a 1v1 game mode. And lowrpm ar's should not have to be treated as dmr's. You SHOULD be able to do just that. Assault.
My playstyle is fine. I adjust according to the situation. The gun is sitting at 500 kills atm. I've unlocked the attachments, used it plenty, and I have the same sentiment about it that I do any other low rpm AR. It's just not good at any type of engagement that isn't a 1v1 that starts in your favor. Weapons shouldn't be forced into one very specific playstyle given how many attachments we have. The scar should be able to have some wiggle room on how you play with it. Right now it actively punishes you for ever having to fight more than 1 to 2 persons at a time.
If I only wanted to play medium range and 2 tap head I'd just play a dmr.
Scar is not AR to begin with. It battle rifle. It role is to fill the gap of dmrs and ar. I think that the part you misunderstanding
Fal ak15 also BR not AR
Currently Scar is the better dmrs in this game though
Able to do what dmrs can and not suck at close range
But this thread is about armor
The armor system is fine no need to change
The scar we have in the game is based on the fn scar-h which was developed to be an assault weapon that had the stopping power of dmr's while also having the ability to be used without a long range optic
The FN Scar has a DMR style varian known as the scar-ssr. There's also the scar-pr, scar-tpr, etc. They are 2 different weapons.
I'm not arguing that it shouldn't be used at range. I'm saying that's quite literally a rifle meant to punch through armor. And it should act as such. But in practice it just doesn't.
If we're gonna talk weapon classifications then my point stands. BR should absolutely do a lot more armor damage. And if the armor in game is gonna be as strong as it is. There SHOULD be some reward for slowing down and really punching hard.
I like the armor system. I like the milsim aspec of choosing more or less armor. But as it stands a good handful of weapons feel very oppressed by the armor system that in all rights they should have no issue with. Armor stay but give some actual counter.
Then dmrs should able to hit harder and it still suck here
And that literally BR mean. It ok close range but should not treat it as smg or close range ar
If shooting exo armor then scar need 360ms while m4 need 429ms. That enough of punch through armor to me
Btw the scar-ssr literally is mk20 and it in the game
So then why do we need 2 weapons in different classes performing the exact same role bro.
Literally my point man
That why ppl cry about how weak dmrs is
There multiple thread of asking to buff dmrs
Scar is fine
It just dmrs is too weak
Extend their damage profiles to do significant tapfired damage at up to 400 meters. You'll need an extra bullet or two but battle rifles can grant you a little extra range.
I don't super like the idea of speeding up their killtimes
I think they honestly might be better off staying distinct as having a disadvantage in closer quarters with equalized damage with assault rifles.
Reduce first shot recoil a little and improve accuracy, remove access to long barrel and ranger muzzle devices, potentially look into reducing horizontal kick?
Hmm.
I wonder if it would be worth handing the battle rifles improved vehicle damage, alongside DMR and SR?
I like the idea of spotting a humvee with careful shot placement and such...
I'm starting to think that we need to emphasize sniper rifles as long range support and axe the long range instant kill class entirely.
Bolt actions become more niche tools for effective firing ranges over the 600-1000m+ range bracket, useful for precisely blasting light vehicles or destroying fortifications/special devices. If someone hangs around in the open, they can also pick people off.
Potentially decrease the cone st which scope glint occurrs but increase the scale of it?
I feel like DMRs should kind of take up the place that SRs tend to get pressed into.
You can at least harass the DMR guy at like 500 meters if you notice and have a scoped assaultrifle, if you want to risk getting Domed.
I feel like we may want to make assault rifles start their damage drop a little earlier, just to make a little room for DMRs, but...
True
But I don't like making AR drop begin at 25 just to make room for BR to drop at 100
Aha, no.
Dropoff for assault rifles would in theory begin at 100-150 but be slow enough to let 200 meter engagements take place with tapfire, might take an extra bullet but you can threaten at minimum, 300 meters remains as ineffectual as it is today if not more so (something like 10 damage right now, we might decrease that further?)
Battle rifles can push out to 150-200 meters with full damage, but their higher V/H recoil slows down the rate at which you can tapfire someone down so you won't be able to satanize others
Damage dropoff ends at something like 400 or so meters?
Yeah dropoff of br end at 400m but at around 200~250 should be range of dmrs
But currently br more effective than dmrs at 200 250 range
I do have some plans for how DMRs should be set up
But a lot of the issue is maps
Potentially giving recon battle rifle access with low reserve ammo, so it has an option for those CQB heavy maps?
There it is again. “M4 ttk is just as fast”
It isn’t. Scar kills significantly faster. Scar does also have a faster aimdown time.
And I’m not sure why you keep drawing attention to one enemy specifically. Scar has a potential of about 6.3 kills per mag, which is decent.
Again. Most gunfights on most maps happen at very close ranges. If you have a significant edge there then you’re more likely to do better.
“Armour punch” isn’t a stat and does not exist in this game.
Armour is inconsistent, you shoot a guy in the head with no Armour and Armour hit markers come up like wtf 😒
That means you hit their torso
Fun fact
Shooting legs kills faster than shooting torso
Cuz armor
Which... Is not so fun
yes, shooting the armoured bits is worse than shooting the unarmoured bits, who knew
What!!!
Aiming carefully gets REWARDED?!
Another reminder, remove this nonsense or make it accessable to everyone from lvl 1, losing gunfights to sweatlords with more time is a terrible experience
sweatlords use ranger or light armour tho
you have access to most of the basic options
medium and light, some classes have no armor from start
anyways the bigger problem is getting satanized by the meta guns
IMO..... the "support" is trash you move so slow that its STUPID easy to get head shots on them or as them. The head armor while yes it will stop a 2-3 hits on average that is over all meaningless VS weapons that spit out 10-15 rounds per second. Its nice to be-able to heal your self now back to full sure, but once you have no head armor its pretty much pointless sense unarmored head is pretty much insta-gib.
I love the LMG but i HAVE To drop the notion that the armor is of any good, an that i should just use heavy... i just wish i could use medium or light armor sence the LMG slow you down soooooo much that you are little more then a slow walking target.
About 13.3% more durable than heavy in exchange for 5% lower running speed
Of course it’s subjective whether that’s worth it or not, I wouldn’t mind an exo buff. Recent polls show it’s become increasingly unpopular over time
I'm starting to wonder how different the game would be if armor was a more dramatic step between each tier
now we have post nerf armor which is worthless. Either just remove it completly, let armor be refilled somehow (likely support heavy ammor boxes) or move armor to a damage reduction model so that it always has an effect instead of being an achor around your neck slowing you down doing nothing.
Except it didn't really do much. Generic damage was like 42-45 for rifles so you ended up chewing through heavy armor in like a couple hits.
Iirc it was like 100 armor for heavy and that died in a whopping...
Wow never knew the head is considered apart of the torso ,good for you
Oh hell no.
Support really shouldn't pick up armor refill on its own
Assault should get armor boxes, engineer might be useful for fixing armor, but support being even more of a hassle to dig out than funny M249 sounds awful lmao
I mean... you act that armor is a good thing on support
the class would be 100% better if it could take off the armor
True, full exo set plus machinegun slowdown is uh
It's an experience
I don't think making that armor more useful would be a bad thing, and support makes the most sense to have the resupply imo in terms of kit and role. Or again, just move to a dmage reduction system with no resupply needed. Probably reduce the top end of armor to make it not as strong since it always applies but at least then you are playing at half speed with no benifit most of the time.
Or just let support take off the damn armor and be done with it
Giving assault a unique way of actually sustaining and engineer something to do with repair tools when you don't have vehicles to content with sounds somewhat better to me
repair tool on people just sounds wrong to me
I'd much rather they do something like fixed gun emplacements for engineers to setup with it
light armor damage never applied
I think armor is a fantastic mechanic to make the player experience more varied and it should be leaned into, not toned down.
I know. body armor damage used to be a thing iirc
The COD crowd will have your head for that.
It was body damage
anything more than three hits kill in CQB and they cry
then when the game is identical to call of duty and the old playerbase leaves, they say it's not unique and leave too.
No, there was base damage, armor damage, light armor damage, and heavy armor damage.
No armor damage
There was.
Look, you fix vehicles by aggressively welding their hull, you construct walls by staring at them, you can fix armored vests with a blowtorch or armor kit
Like most of em haven't left already
In lot of situations it can feel pretty approximate. I also also a sneaking suspicion that this game's bloom effect is much less than COD and so you get an improved range in autofire if you can manage recoil
I think there could be an alternative to 'ranger armor' that gives you more bandages instead of more ammo. So you focus on surviving for longer rather than getting more kills. It should give you 2-4 more than normal. It doesn't make much sense for medic to have it so I think assault and support class should have it. They can also both use ammo boxes which would combo perfectly with this
reee
Support and Recon do not have access to any of the USAF customizations options, which you can't see due to drops being turned off right now, but was noticeable while they were on. For reference, I have access to all USAF customization options.
Support could totally have access to all of the USAF items (Helmet, Armor, Belt, & Backpack) since it can already run Normal helm, armor, belt, and backpack.
Recon would have to forgo the USAF helm since it only has access to empty helms, but it can run USAF armor, belt, and backpack with no conflicts in gameplay design decisions.
you cant know when your helmet is destroyed i dont like that
you can hear your helmet getting shot and because of damage multiplier just assume it will break the helmet
not sure about this but I think armour breaking is a lot less noticable with the recent sound update
Kinda hard to notice but it still there
honk


