#Armour - Feedback

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merry whale
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I have seen people spawn camp vehicles

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and vehicles camping in spawn

hard valve
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it's atm the best way to play them because how weak and cringe they are in fight

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BF3 Tank is a real tank that'll make you fear, BBR tank is a fuckin meme where I'm jumping all around and destroying it in 1.2s the time to throw 3C4 at 8m from him and RMB

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when HE shell is actually less efficient than AP on other games

dense juniper
long pollen
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Their projectiles are already so slow that anyone getting hit at long distances deserves it tbh

dry cliff
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Cone of fire is actually the worst on vehicles

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like, a little ok, but the LAV is just pitiful

hard valve
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LAV is imo the worst threat if it got the power of BF's LAV (normal LAV balance) but on this game it's pure meme imo
3 body shoot to kill and like 6 with aoe (at feet) going 8+ shoot to kill 1 guy, topkek

twin hazel
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with how quickly an LAV/BTR can be killed, would their gun actually being somewhat more powerful actually be terrible?

dry cliff
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Just give them a machine gun

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Then they have both the main gun and the machine gun. It's the 7 second reload that gets it killed pretty easy

hard valve
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just change the 1 code line of BTR aoe dmg
I know the vehicles physics rework is cooking so I'm good with that

twin hazel
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the machine gun would help but not really do much in the long run I think. does the Tanks coax actually range or is it purely close range use?

hard valve
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no sense on a LAV or BTR to have machine gun and actually it'd ask to change the model

twin hazel
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Both have it modeled actually.

hard valve
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Where

twin hazel
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hmm, well where it goes on the BTR is already there anyway. LAV should have one too. either way, a coax ain't gonna help much at all

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still no clue why we got the BTR which is an IFV and a LAV which is an APC as comparable vehicles

hard valve
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Both infantry support

twin hazel
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not really

hard valve
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same combat capabilities

twin hazel
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LAV armor can't stand up to 12.7

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it ain't meant to go near the fighting

hard valve
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wdym can't stand up to 12.7?

twin hazel
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that is literally one of its listed limitations

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by both manufacture and the marine corps.

hard valve
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on what parts?

twin hazel
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the Hull

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the part where it keep the infantry

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the turret everywhere but the front

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actually I think hull front is capable to take 50 ap

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but every other angle no

hard valve
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There's actually MEXAS that can be added to protect against heavier calibers

twin hazel
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I mean yes

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but we got base LAV

hard valve
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And..?

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It's a game

twin hazel
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we aren't talking armor packages?

hard valve
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It was like that on BF idk why changes things for very minor IRL points

twin hazel
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there are other things that do the same job as the BTR that are not the LAV?

hard valve
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Looks almost the same, we all know this one, idk why change

twin hazel
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BTR = IFV and anti air armored weapon system

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LAV = APC meant to stay well behind main force

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anyway this is armor

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not correct chat technically

hard valve
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If you're talking about the 30mm for anti-air, the LAV can do same with the 25mm

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For real it's such minor things

twin hazel
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BTR was designed to aim higher anyway

hard valve
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Before replacing, adding models doing way more complicated things like that, just buff the current cannon because it's shit

hard valve
twin hazel
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only cause they made it the same as BTR for some reason

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even if they nerfed elevation by alot

hard valve
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Desert eagle are a thing in game when it's total shit for military war, and there's tons of stuff like that, idk who cares really

twin hazel
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they maybe elevate to 30 degrees, maybe up to 40 at most and thats pushing it. they should be closer to 70-80

hard valve
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...

twin hazel
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they nerfed it cause it was "too OP" vs helos

hard valve
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So you want devs to look at wikipedia ?

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and do the nerds about it

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basically

twin hazel
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they literally already had that buddy

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I don't think you understand where this game started

hard valve
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I don't care where it started tbh

twin hazel
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all those "nerdy" things was actual research already done

hard valve
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I know the current game

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and things that have to change

twin hazel
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you really don't.

hard valve
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Oh yes I know my friend

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because I played since I'm 5yo and I've done maybe like 250+ games in my whole life and actually work a lot as beta tester and spent shit tons of time with balance thing on BF3 forum when DICE guys come times to times

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So I don't know the whole story about how it was.. and thing like that
The game has problem today, the AoE of the LAV and BTR is shit so my feedback is => Buff the aoe

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I don't talk about helis

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Idk why you are talking about helis

twin hazel
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"I have dedicated my life to this game and have played many games before" lol

hard valve
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?

twin hazel
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anyway, BTR and LAV had the elevation to contend with choppers. were more accurate, and had more velocity.

hard valve
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And it's not the problem

twin hazel
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then Heli players complained, so all were nerfed cause Too OP

hard valve
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Yes and?

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Now?

twin hazel
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so all those things were taken away

hard valve
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there's no chopper in BBR btw

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when I said chopper talking about attack helicopter

twin hazel
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Buffing AOE is not a thing that is going to happen or even needs to happen.

hard valve
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You don't know, and why?

twin hazel
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the other things make the gun so shit, the average AOE is a joke because your bullets go everywhere

hard valve
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Absolutely not

twin hazel
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the thing has a 5 meter blast radius at least.

hard valve
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Actually I killed many people with the LAV and BTR and I often land direct shots, you need 3 (which is kinda dumb) my problem was not really about direct shot but on the AoE made by it

twin hazel
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you just can't put your shells where you want.

hard valve
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The AoE on BF dealt way more damage that on this one, and the reload belt was also way faster

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also BTR and LAV in BF was way more maniable

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So I know by a fact on a game where infantry is already way faster than BF, and where the meta is C4 RPG HEAT, that you can buff the BTR and LAV AoE without risking an imbalance

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I don't throw random feedback because IRL I've read that it should be like that, I throw feedback because I see a big problem, I know there's some solution and I try to change the main problem to avoid having impact on other things

twin hazel
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yes, but AOE is not the thing we would need to try and fix first. there's alot of other things that need to happen for that thing to be anything other than a midrange RPG magnet.

hard valve
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Btw we're in armour feedback so it's not even the good thread

hard valve
twin hazel
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the AOE is... fine I guess, the other things, including overall damage, make the gun just shit.

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that's.. not how the AOE works currently? unless you are shooting groups you mean

hard valve
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You don't imagine how boosting the aoe can make the BTR broken I think

twin hazel
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so you want... to buff the AOE anyway?

hard valve
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But it needs a buff right now to be still 3/4 rounds when very close to the direct hit (1/2m)

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The BTR is made for that so.. if it can't even kill infantry (and how shitty is the driving + how squishy it is) it'll really never be meta or fun to play with

twin hazel
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at least we know the vehicle driving shit is becasue unity bugs

hard valve
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In BF vehicles were way way more stronger than those, I don't even understand how can people complain

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There was no jet, no attack heli, no javelin, FAR FAR less players in the map

twin hazel
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same way people see "x weapon" and think "broken"

hard valve
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the Little bird was litteraly 10 times stronger compared to LAV and Tanks rn

twin hazel
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FAL, M4, AK74, fucking m9 early on lol

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if they see it alot, they complain about it

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they challenge a vehicle staring at them and can't fathom why they died

hard valve
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You know that on BF, you have like personnalization around vehicles you could specific smoke to cancel mark/lock, thermic vision etc

twin hazel
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ye, loved rolling around in the tanks

hard valve
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Here there's nothing about that + vehicles are shit and there's 127 players on the map, but people think vehicles OP

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I mean just remove them

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There are fuckin useless rn

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Just turret good to camp at spawn, nice

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Basically tank and BTR rn are improved M200

twin hazel
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I do think you are advocating for a damage buff instead of an AOE buff btw

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maybe a falloff buff for AOE

hard valve
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wdym

twin hazel
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AOE is a decent size, but it doesn't kill because damage/damage falloff, which is what I think you are talking about?

hard valve
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I don't have the data, I should try it on private server

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already did to see how suppressors are shit and that you've to be at 5m radius of the trophy system to be working

twin hazel
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well that's fair for the trophy system since you get so fucking many and they go through walls in a sphere the same radius.

hard valve
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I don't even know why you get that much btw

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5

twin hazel
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wakistan

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that alone

hard valve
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yeah but why not 2 with 8m radius

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now it's just you spam an area of it

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some takes are so weird

twin hazel
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it is meant to be able to cover more entrances, and I think the going through walls is not intended

hard valve
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but it doesn't impact the meta in any way, it's just a weird thing

twin hazel
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true yeah, just throw c4 20 feet by looking up and do the same job

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love being in my little box of cover and getting blown up by stuff on the other side. they said I think they fixed it? or are going to anyway

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no clue what they did that messed that up, since it was working fine before

flat laurel
twin hazel
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LAV don't got its coax modeled, but its supposed to be under and to the guns right a little

hard valve
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as the LAV

twin hazel
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just needs the guns barrel added

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for both

hard valve
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I don't think it's good idea again

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it's just avoiding a problem by adding a qwak solution

twin hazel
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its not needed and would be unhelpful in 90% of cases. would be nice to have but def not something high on the list of wants.

hard valve
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Wouldn't change the fact that you don't kill ennemy behind cover when the 25/30mm is supposed to

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Actually it's a 3sk 12.7 with some super weak aoe (and it deals less dmg that the M2 on the jeep 2sk)

twin hazel
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it just needs to be more of a threat period, right now you can challenge one, and as long as you are not in an open field, get at least one shot off, which is likely gonna be a tandem.

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I personally wouldn't mind it going back to what it used to be with more accuracy since its so easy to kill. (honestly I can't say I've been killed by a vehicle sitting in spawn unless I challenged it)

hard valve
twin hazel
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yeah c4ing a vehicle was a staple

hard valve
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I don't think it needs accuracy, just more aoe like that you can actually clean infantry as it supposed to be

hard valve
twin hazel
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more damage, a larger aoe is just going to be the same thing, except worse in groups

hard valve
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not larger aoe but aoe dmg yes

twin hazel
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that would be damage falloff?

hard valve
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should be very close to 35dmg (it was 35 IIRC on BF3)

twin hazel
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right?

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eh something like that

hard valve
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huuuuh I don't know how it works there, if it's direct fall off from 100 straight line down or if it's like area, I think it's lethal, then dmg fallofff

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but there's no lethal there, so I assume it must be like 20 dmg to nothing

twin hazel
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I've been at the edge of its AOE and taking less than 20 damage per hit(since it took 6 or 7 shots to kill me with aoe alone)

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no clue about if I was close to the center

hard valve
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talking about aoe only there, no direct hit

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direct hit is imo fine IF aoe is way stronger

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if you want to keep that aoe, then put it 2sk but it'll be a little wild
also there should be headshoot

twin hazel
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wouldn't mind that, especially with the low ammo count, slow reloads and slow rate of fire.

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accuracy would be nice as well so if a guy standing still beyond 50 meters is not bracketed by my shots instead of being hit

hard valve
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they can make 1st shoot accurate, not the other one in the same volley

twin hazel
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the thing fires slow enough that it shouldn't miss by 5-10 meters, at least have accuracy get worse the longer the burst is, cause unless they are out in the open they are not gonna die.

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Hell I would settle for two shots being even somewhat accurate to where I aim.

hard valve
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Accuracy is not that much of a problem for -100 but after 150 it becomes to be a bit annoying, for that I'm fine, most fight I did on BF were before 150m there was also that CoF

twin hazel
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that was also with a more damaging gun that fired alot faster however.

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and within 100 is a death sentence in this game

merry whale
twin hazel
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isn't it 4 or even 5 to place? still thats per player.

merry whale
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it is 3 to my knowledge, you get up to like 5 to place as support but they disappear similar to mines

supple pulsar
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isnt it 4?

merry whale
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just checked

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it is 4

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my bad

dry cliff
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Can we timeout Okami and Devil everytime they speak to one another lol

long pollen
dry cliff
devout mango
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nerf exo armor, there is currently no reason for support players to stay stationary to provide cover fire so you encounter them in regular engagements and their armor makes killing them as a medic very difficult

sick prawn
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Exo actually feels like it needs a buff, i dont see any reason of using it unless you wanna survive more against snipers and DMR

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I run the other armours for speed and feels way better

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Like, no disrespect, if you hit your shots right, the TTK doesnt feel that different most of the times

dense juniper
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Remove armor dandebourine

sick prawn
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Goat xdd

long pollen
twin hazel
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just give support painkiller

long pollen
merry whale
devout mango
merry whale
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the glock does 18 or 19 damage ( I forget)

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the support exo helmet is 37 armor

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assuming 19

devout mango
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damage is 19 and capacity is 19

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i have not done the math on amount of bullets it would take for it to break armor and then also kill

merry whale
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that is 2 shots to the helmet

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Than the 19 x 1.2 (HS Multiplier)

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so might as well say 23 damage (5 tap range)

devout mango
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i think the bigger issue is just the support challenges making everyone use support

merry whale
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If it helps,against support aim for the arms or legs

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arms & legs avoid the armor

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does 1x damage as well

devout mango
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yeah at the time of the g18 incident i was not aware that the arms and legs don't have armor

merry whale
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so 6 shots will kill a support

devout mango
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still even with that most of the time i run into support players they are like point blank in front of me

merry whale
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and you have a good round a 1100 RPM if I recall

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Well here is a thing Mime

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the arms cover the upper half of the torso when ADSed

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let me nab a SS for you

devout mango
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yes please

devout mango
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oh yeah i get what you are saying

merry whale
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otherwise keep in mind all of support's weapons take longer to ADS prior to the penalties

devout mango
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yeah most of the time they just hipfire me

merry whale
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so if they are sprinting & you both run into each other

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you have a advantage & best guess

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they heard your footsteps

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(Enemy footsteps are by a default louder than a ally's)

devout mango
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i think footsteps are broken and often times play ally footsteps as if enemys

merry whale
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well another bug to add to the list lol

devout mango
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there have been many times i have heard louder footsteps in the building i am in and i go looking but find no one other than nearby teammates

merry whale
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but to sum up, you get the idea

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Exo isn't the best in the world

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the helmet is the only truly useful part

devout mango
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yeah id say my biggest issue is not having aiming for legs or arms as muscle memory

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i run into the enemy panic and immediately aim for the head or body

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a lot of things with gun fights just seem inconsistent to me

merry whale
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Aye fair, well we do currently have the one bug in play

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so guns that prefer a closer range are at a disadvantage currently

devout mango
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very

merry whale
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so once that gets fixed,things should at least be a touch more consisent

devout mango
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next week will prob be better if they don't do support challenges

merry whale
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I am just wanting a MG3 here mixed with differenting the kill requirements on the various things

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AKA having the use THIS weapon having the least

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with having the class wide ones being the most

dry cliff
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Fursuit armor when

twin hazel
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wearing it means you take FF damage and 3x damage from enemies

random marten
random marten
sick prawn
limber pewter
sick prawn
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well, exo should tank, thats the point of running an exo suit

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and i feel like the drawback are way too much, so i dont run exo

limber pewter
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(currently)

sick prawn
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after a first gun fight, your exo suit is pretty much worthless, cuz the hp from armour doesnt heal

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if armours had %dmg reduction, THEN i would see potential from running heavier armour

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people run ranger armour for the extra mags, not for armour

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people choose light armour because they give you MOVEMENT SPEED

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exo suit makes you tank "some" headshots from snipers

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increase TTK by 30 to 50% for the first couple of fights

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and after that it just slows you down

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if you tell me thats the point of running an exo suit, i will tell you they will keep being lackluster

dense juniper
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I'll tell you just remove armor dandebourine

gleaming needle
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most armors medium or above already add 1 shot to kill so i don't see how a % that adds one shot to kill would change that

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most people suggesting a % reduction want the same bullets to kill from full health but they want the armor to not break

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so when your fully healed you basically are back to being fully armored and healed instead of just fully healed

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and that's what i think most people aren't understanding they think people want the % to make people take 5 more shots to kill when that isnt the case

dense juniper
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Also gonna require basically remodelling all armors except exos because they might as well be invisible and people start blaming hit reg again

twin hazel
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I wouldn't mind blast resistance for based on the tier of armor, but yeah bullet Res % would not be a great idea in the long run. still want the ability to repair though.

merry whale
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So far you got two main schools of thought on armor mainly

  1. Keep it fairly similar but make it repairable + reduce the damage to limbs or armor them up as well somehow

  2. make it unbreakable & change the armor EHP into DR effectively to reach the same EHP (So opposite of what R6S did)

dense juniper
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You forgot the remove it

merry whale
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well I meant main thoughts ,only heard two or three go remove it flatout

long pollen
# gleaming needle most armors medium or above already add 1 shot to kill so i don't see how a % t...

Yeah, it's two separate issues. Armor needs to quit being shit, which changing it to % reduction would fix somewhat. Make the protection cover the full body (what's this pixel perfect armor shit we aren't milsim) or add limb damage that is always going to be less than a bodyshot at any level of armor. Then it's much better.

And then there's the fact that I don't like % reductions for the reasons given previously. But we would have to see where things land after the first set of changes.

forest gull
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Armor unlocks are abysmal.
Especially on support where playing as support the armor feels like there's little to no positives, and you can't even equip a Normal backpack, Normal armor, or Normal helmet until rank 120.

merry whale
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(a different normal backpack unlocks at 176 to clarify)

dry cliff
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Open face is ๐Ÿ”ฅ

hexed idol
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Do helmets protect the entire head hitbox or do they only work if the actual helmet model is hit?

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This isn't necessarily feedback, which I apologize for, but I am very curious.

distant cape
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Hitbox is in line with the model, aside from decorative bits

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I believe exo helmet covers entire face though

merry whale
dry cliff
hexed idol
shy dove
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I would like a way to resupply/repair armor. Maybe it could be added to heavy ammo supply kits to further separate them from light ammo supply kits.

shy dove
shy dove
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Should there be a dedicated armor gadget for resupply and repair?

shy dove
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There's also been the idea of repair tool being used for player armor to give it additional purpose, but maybe ammo and armor resupply should be support's niche.

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I really wouldn't mind armor resupply being a thing in ammo boxes given that bandages are in there too. It's like a little kit of all around sustainability, but it's slow.

vestal flame
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I think a seperate armor kit would be viable. Maybe make it support's thing since he is already has supplies, either a sidegrade for ammo, or taking up the primary gadget slot?

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But I also think the inconsistency of armor is frustrating a lot of the time so reworking on that end would be more impactful to a lot of people

shrewd crescent
# vestal flame I think a seperate armor kit would be viable. Maybe make it support's thing sinc...

personally have always advocated for assault and support to get it
but assault gets the cooler edition that lets them fix helmets and stuff as well as having more armor repair pts or something
support is excluded from being able to just continuously fix his exo helmet in theory
either that or only allow repair of helmets to a certain level below the threshold to survive a bolt action headshot

vestal flame
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Yeah, in general I'd like to see that when armor breaks you lose the downsides of them maybe? Or like

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maybe you can remove broken armor

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something like that

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then repair/reequip new armor from kits

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because other than the inconsistency (e.g. losing armor then getting oneshot like you have none at all) my big issue is running around with the massive downsides after it breaks

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Kinda just makes heavy armor feel more negative than good really. Even on Exo I end up running the lightest armor I can w/ decent ammo capacity

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I do like the idea of Assault getting armor kits/higher tier armor kits than other classes, it would fit their role pretty well imo

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Maybe the armor kits only have a set of normal armor? But can be used quite a bit akin to how the supply boxes/medkits can

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I'd prefer it to what we have now for sure

shrewd crescent
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The concept was for me that:
Assault gains some extra sustain this way.
Assault gains a supporting role for the attack, or for recovery between defenses.
Armor Kit works like Ammo Kit, where you have a certain number of points to use on each item

so you can repair armor by spending points, juet like the ammo box

alternatively the assault can heal armor like support refills ammo and medic heals people

twin hazel
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new box, right click to use on other people, only able to use on self if dropped on the ground, where there is a set time to gain a burst of armor HP

vestal flame
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I imagine you could restore up to a certain point by hand, maybe only helmets from deployed or something like that (akin to how support can provide bullets but not grenades etc)

shrewd crescent
vestal flame
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yeah that's what I meant

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Either:
a) restores armor up to 'X' points
or
b) restores chestplates via rightclick. Helmets only restored when deployed

shrewd crescent
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in other concepts ill republish:
assault gains access to special armor type
assault variant armor has the protection of armor 1 tier higher with no additional movement or ads speed penalty
however they have ammo capacity inverted
so heavier armor carries fewerr throwabkes and spare clips

as well as potentially something similsr to deal with explosive weapons

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this includes a special assault exo

also assault gains hesvy helmets (not exo helmets) because having them all on one class is dumb

vestal flame
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yeah I think heavier armor + still relatively fast movespeed makes sense for assault conceptually as well, just because... well, assault.

shrewd crescent
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i want assault to have options in how it attacks a problem
brute force with c4 and heavy body armor
or eith hammer, grappling hook, and suppressed rifle
bunch of bad guys and youve got toys, figure it out

vestal flame
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yeah, assault's niche feels like "go fast" and not much else rn, but honestly it doesn't feel great to go against in my experience

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I would like to see more going for them for sure.

shrewd crescent
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potentially giving them more specialty tools like specialized shields and breaching charges to soften up positions, or ninebang grenades to suppress areas...
regardless.

vestal flame
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speaking of which, has there been any talk of adding suppression? (e.g. reduced accuracy when under heavy fire)

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A lot of my friends have talked about the concept + seen it in other games a lot

shrewd crescent
vestal flame
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Thing is, right now I can't tell where bullets are really coming from, so I do that a lot truthfully, but it still feels very icky when you have a person who just pokes out with a more accurate gun and it's over.

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And I also just want a reason to like the LMGs ngl

shrewd crescent
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thats fair
potentially giving a special hitmarker or other indication of when youre suppressing someone
as well as small points benefit

also if you really want suppression effects, give small involuntary flinch effect scaling with how nearby a bullet was?

twin hazel
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there just needs to be something for suppression. if your shooting anything past 100 meters with anything but a dmr/sniper/Specific AR's, there is nothing you can do when they re-peak and beam you even if you are constantly firing, and even if you are doing that you will not do enough damage to single/tap fire them before they kill you due to accuracy

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it doesn't help that I'm pretty sure the sounds continue forever in the direction they are fired, I'm in my spawn behing like 6 rows of buildings but there still bullets somehow going by my head?

distant cape
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That seems an odd criticism

twin hazel
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100 meters is not long range

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and the fact that a sniper can peak the same spot you are shooting at, even if you hit them, and line up the perfect headshot is a problem

distant cape
distant cape
twin hazel
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man if your thinking 100 meters is far there's something wrong with you

distant cape
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Most fights are under 20m

twin hazel
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as it is, if you have anything but an accurate gun you can be peaked at the same spot you are shooting at because you won't be able to kill them before they kill you, even if both of you are in cover. for AR's and other weapons this isn't as much of a problem compared to DMRs or snipers. there needs to be something to punish peeking a covered corner.

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most fights are 50-100 actually unless you are playing a smaller map.

distant cape
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Thatโ€™sโ€ฆ why accuracy is useful

twin hazel
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could argue for 50-150 but that is map dependent

distant cape
#

Well, low recoil really

twin hazel
#

look man, if you can just peek out into a stream of bullets with minimal care and kill the person already shooting at you, especially with a Bolt or even a dmr, there's something wrong.

distant cape
#

The thing to punish peeking a covered corner is being shot
If the other personโ€™s weapon is not effective in the scenario then it makes sense they will not get much of an advantage from it

distant cape
twin hazel
#

you can, easily for basically anything but an LMG, and even then recoil means that at 75-100 you will most most of your shots while they line up easily.

distant cape
#

If thatโ€™s the gun being used at a distance where it doesnโ€™t perform as well as the enemy weapon, then that is the issue.

twin hazel
#

man it is any gun that is not a sniper or DMR

distant cape
#

Wdym

twin hazel
#

if the guy you are shooting does not have a sniper or DMR its rightfully even as long as you are also in cover

distant cape
#

Why does it matter that they have a weapon more specialised for longer range

#

Thatโ€™s just a decision theyโ€™ve made

twin hazel
#

my man stop thinking 50-100 meters is far. that is the average engagement distance maybe even a bit closer.

distant cape
#

Itโ€™s far enough for recoil to matter

#

I genuinely have no idea what you think the problem here is. Guns that arenโ€™t as bothered by recoil do well in a situation where recoil is important, simple as

twin hazel
#

so being actively hit and able to just casually line up a one shot kill is fine then?

#

because that's what happens

distant cape
#

Uhhโ€ฆ yeah. Being hit isnโ€™t a 100% death sentence and it is not intended to be

twin hazel
#

yeah, but being able to not care and peek the same guy that is still shooting you without healing or even taking cover beyond leaning, get hit again and still line up you scope with no problem?

#

with your logic, most weapons should not be used beyond 50 meters because "recoil" while snipers should run rampant at all ranges.

distant cape
#

If they donโ€™t die then sure, but thatโ€™s on the enemy.

distant cape
#

Thereโ€™s no reason to use a sniper over a weapon like the Deagle at closer ranges, and nobody complains about that being OP.

#

There is definitely not a sniper meta in this game

shrewd crescent
#

its map specific honestly
one of my complaints is the inability to bring mixed grenade loads

#

sometimes youre judt pinned dowj by a sniper and literally cannot do anything lol
and you have all these people who really want to larp as chris kyle with a bolt action
so they camp at 500-800 meters and plink at people from across the map

#

irregardless...

shrewd crescent
distant cape
long pollen
# shrewd crescent irregardless...

Please go and record yourself trying to pin someone down at 500m+
Unless your target is playing the chonkiest support build, bullets take so long to travel you're not going to be hitting anyone that is not completely stationary or moving in an extremely predictable way

distant cape
#

Itโ€™s so weird that the word โ€œirregardlessโ€ literally means the same thing as โ€œregardlessโ€

#

According to grammarly.com it is a โ€œmess of a wordโ€, and an โ€œinsult to โ€ฆ people who are passionate about English vocabularyโ€

long pollen
distant cape
#

True

#

But I do personally not like the word

#

Itโ€™s the kind of word that makes you think it was mostly said accidentally for people trying to sound smart but this was common enough that it became recognised as an actual word

dry cliff
#

It's like you're saying it's even more regardless than regardless

#

Irregardless of that, armor

dense juniper
#

@past drum LMAO

past drum
#

don't even have permission to post shit here

past drum
#

what's the point?

past drum
dense juniper
keen badger
#

So is there a plan for an armor rework or buff or way to repair it?

desert trellis
#

Helmets are kinda frustrating with their current implementation. They pop off after a certain amount of damage, even if the shot was a glancing one that would've easily ricocheted, and they tank high damage shots at low angles of incidence just as well as shots that'd ricochet.

I feel that the angle of incidence of bullets on the helmet needs to be taken into account in some way for damage dealt and durability. Shooting down into someone and nailing their helmet flat-on, only to have your 1-2HKO negated is frustrating, and having your helmet pop off after 1 hit that barely grazed it is also frustrating.

distant cape
#

This sounds more like a complaint that this game lacks a system that another game has

#

If such a thing were introduced, I donโ€™t think oki would balance it such that it made helmets any better.

vestal flame
#

Yeah, given everything is cube idk if it would do much anyways tbh

#

Imo, having a way to restore armor or make it less of a "one-use" thing is more important to balance, either by making them damage reduction but unbreakable, or adding ways to restore armor

keen badger
#

Especially with how much and quickly people turn, it would just feel inconsistent

random marten
#

I feel like making it so that support can carry an armor resupply box and assault can carry a small armor resupply kit would be a good temporary solution but in the long term a rework to how armor works is definitely necessary.

keen badger
#

Yeah I agree

shrewd crescent
dense juniper
#

Remove armor till its reworked dandebourine

merry whale
long pollen
#

real exo suit when

proper sundial
#

we need the bear armor exo suit

civic hedge
#

Parrotting the suggestion for permanent armor and damage resistance again. I think this would do absolute wonders knowing how steep the speed penalty is.

long pollen
civic hedge
#

This is already knowing that TTK in general is very low across the board imo

#

One way or another, I feel like armor just needs a buff in general as none of the drawbacks make it worth it for how little of an impact it might have currently (besides the exo helmet)

long pollen
signal venture
#

I like circles

random marten
#

Armor should work like this:
Guns have a multiplier for how much damage gets through each level of armor(e.g. 0.9 for assault rifles, 0.8 for SMGs...), and armor has a level value that ranges from 1 to 4. The damage that you take is base damage times penetration multi to the power of armor lvl (dmg*(pen^lvl))

  Armor Ideas: 

Light Chest armor options:

Standard: 1 level of armor covering most of torso.

Plate carrier: level 2 armor covering only the center of the torso. (Assault only)

Medium Chest:

Standard: 2 levels of armor covering most of torso

Plate carrier: 3 levels covering only the center and 1 lvl on the back (Assault only)

Heavy Chest:

Standard: Lvl 3 covering most of torso, lvl 1 covering groin

Plate carrier: lvl 4 over center, lvl 2 in back, lvl 1 over most of the rest 1.

Exo Chest(Support only ofc):
Level 4 in all areas currently protected, lvl 2 over groin, lvl 1 on arms and knees.

Helmets:

Medium Helmet: Lvl 1 over normal areas

Heavy Helmet options:

Standard: Lvl 2 over normal areas

Face shield variant (assault & support only): Lvl 2 over normal areas, clear lvl 1 face shield over... face, has significantly slower aim speed.

Exo helmet options(support only ofc):

Standard: Lvl 3 over normal areas, face shield is "only" lvl 2.

Face shield-less variants: Doesn't have a face shield but noticably faster aim speed.

#

Alright, there's my third idea so far.

twin hazel
#

what the hell levels are you even using?

random marten
# twin hazel what the hell levels are you even using?

Wdym? Do you mean that level 4 armor should stop 95% of dmg from ARs and lvl 3 should stop 95% from SMGs(rather than ~35% and ~48% respectively) as if they reflected the Department of Justice ones often used in the US.

grave shard
#

oh god the formatting

twin hazel
#

lvl one would stop a bb gun. maybe a .22 if you are far enough away.

#

not even worth using as flak armor

random marten
twin hazel
#

so we are back to my orgional question. Wtf are these "levels"?

twin hazel
#

also this formatting sucks

#

its legitimately hard for me to read

random marten
#

Tl;dr: Make armor not break and make player damage be
gun dmg * gun penetration factor ^ armor level

random marten
twin hazel
#

I think armor would need to break if we are wanting to add percentage damage mitigation

#

fixing it would work, as well as not having the downsides of the armor after it does so

#

this means a longer life is harder, because otherwise getting mediced would basically mean a full reset every 5 seconds. which while not much is even faster than squad spawning right now. (still want squad spawning gone)

long pollen
twin hazel
#

possible, but sounds like a lot of work when repair could do job easier, at the very least as a stopgap

long pollen
twin hazel
#

the armor system is litearlly just hp, and we already have a thrown box that does that. just change the target.

long pollen
twin hazel
#

have you never used the thrown medic box before?

merry whale
#

hmm, Personally I like the idea of a progression bar

#

Nice timing DD

long pollen
merry whale
#

the medkit is a progression like the bandage

#

when on ground

twin hazel
#

you hold, then after a second, you take a certain amount of HP healed.

#

its slower but allows you/the medic to do other things

#

the numbers are up in the air right now. but I don't see the problem with the armor reappearing as its repaired even if not at full health. to avoid situations of shooting what looks like an unarmored guy who actually does have armor that isn't fully repaired.

long pollen
#

You still haven't answered how you will allocate the armor between body and helmet. You realise this also entails having a UI element to communicate to the player whether their armor is now fully repaired or still has some points left to go and how much?

twin hazel
#

yeah, a progress bar

#

for HP

#

not like we don't have one of those already

#

I was thinking chest then helmet but honestly I don't care how that goes, just that it does. If I'm repairing I at least think I am safe due to the time involved

long pollen
#

Bar isn't interrupted by damage is it? So now I can stand on some roof while constantly channeling armor back and being healed by a medic simultaneously

#

Seems like a pretty good deal for support, not sure what the rest of people will think about that

#

Will also be fun to see how long it takes for people to say it's too slow and demand enabling right-click refills on the move as medkit and ammo boxes already have

twin hazel
#

there is a second or 2 to take a small amount of hp back say 10-20 health(from the medic box)

#

like I said numbers are up in the air.

long pollen
twin hazel
#

anyway, you can easily out damage both even if the 20 health from the medic box also applies

long pollen
#

I don't mind whatever solution they go for as long as armor starts doing something

twin hazel
#

"it's clearly not"

long pollen
#

Also, that still won't help the fact that armor does nothing half of the time thanks to the huge exposed limbs

twin hazel
#

that's a separate problem

long pollen
#

I'd just have the full resupply boxes at every capture point

twin hazel
#

ah yes that would be fun to deal with

#

5 seconds or less and its a respawn for anyone medics pickup

long pollen
#

Have you ever tried that? They have a cooldown to prevent repeated use.

twin hazel
#

could work if we had to run logi, but we don't have that

twin hazel
long pollen
#

So now you have all the numbers? That was fast

twin hazel
#

ah your gonna be that kind of asshole

#

either the box is used often enough to keep pace with the high-speed action we have

#

or people will just respawn

#

one is op

#

one is useless

long pollen
#

I mean, make up your mind, you want a simple solution, which this literally is: take something that already exists and paste it around the map. And it needs no new numbers because those are already baked into the thing.

twin hazel
#

I would like something that would actually work and be useful beyond that one time you are still alive after a fight and can reup everything without dying

#

cooldowns like 30 seconds right?

long pollen
#

Yes, more than enough to walk outside, get into a fight, bandage and walk back inside to rearm. Specially if you're wearing armor.

twin hazel
#

if the fight was like 1 dude sure

#

its also not gonna be in a defenable area, at least not one that is easily turned into that

#

or something that could be destroyed

#

that removes alot of points of being able to have one. it's just squad spawning but slightly worse

dense juniper
#

Remove armor already

shrewd crescent
#

Hmm
beyond specialized assault chestplates being added and assault gaining access to heavy helmet, armor repair kit...

What else?

shrewd crescent
#

right now, given the explosives spam, would it be reasonable to make some sort of antiblast armor?

shrewd crescent
merry whale
#

to clarify, currently

#

second would be how would it differ (assuming armor helps against explosions)

shrewd crescent
shrewd crescent
#

I feel like armor needs to be more tsken into consideration
reintroduce the armor damage mechanic or something
scale armor at like
20/45/65/85
and so that buys you 0-1/1-2/2-3/3-4 extra hits before the armor fails
in consequence, increase headshot multiplier to 2 base across the board, slightly boost close quarters damage to ensure that hits to kill for assault rifles don't fall below like 6-7 or something against heavy/exo armored enemies in most cases

make SMGs less effective against armor, but maybe reduce the amount of jumping around and movement so legmunching/facemunching is viable?

dense juniper
#

6-7 are you trying to piss everyone off

shrewd crescent
# dense juniper 6-7 are you trying to piss everyone off

heavy armor and exo might need some additional downsides if it's to get that extreme, true
but there's also a factor of how much armor matters
if tou boost base damage it gets to be where sometimes you nail a guy a frw times in the srms and maybe once in the chest
or nail him in the face and drop him after only two to three hits
other times life hates you and you nail the shit out of a guy with like ten bullets but some actually missed and you hit his limbs all of those times so you did low damage + you hit his chestplate several times to break it

#

there's also the thing where right now with heavy armor it is like 5-6 hits

dense juniper
#

Its 2

shrewd crescent
# dense juniper Its 2

in terms of total hits to kill against a person
its like 3-4 hits against a person and the armor breakpoint sits at like 2 so you end up with 5-6 with 7 in absolute worst case situations iirc?

#

like im not making this mech warrior online lmao
im not gonna impose realistic body armor on you folks

#

so like, most assault rifles deal 30 armor damage
35-40 body damage
early dropoff start, maybe at like 50 meters, but much more gradual out to like 150 before it starts being more aggressive.
so like an M4 should kill a support in like
what, 4 hits breaks armor and 3 kills the guy?

#

egh
this is the forever problem of armor in fps
hoe do you mske it matter while also not pissing off the cod crowd who demands 3-4 stk and like 0.5s ttk

#

... wait a second I scaled this wrong

#

ok so
assuming like 25-30 armoe damage for rifles
instant break of light armor and minor damage, 4-3 hits kill
and with exo...
3 hits before break, 4 hits to break, with spillover damage, so like you dtill get something like 6 hits assuming no limb shots
but that's the thought
if you like, halved armor and armor damage, then scything out someone's limbs would be more impactful
...hmm.

keen badger
shrewd crescent
distant cape
#

all bullets are treated equally

merry whale
merry whale
#

the chests go up to 62 on exo (43 on heavy) so like 2-3 hits esh generally

#

currently

#

otherwise keep in mind most guns are a 1.5x HS Multiplier with SMGs & semi/full automatic pistols at 1.2x and snipers at around 2x

merry whale
#

assuming they break all of a exo with something, that is nearly double base HP

shrewd crescent
# merry whale helmets generally are two hits tops

heavy helmet is maybe two shots with a rifle
usually even normal helmet is like buying you one or no extra damage
and with a 2x headshot mult increase that means even the M4 deals what, 68 damage? even a little spillover damage from the helmet breaking
whoops

merry whale
#

so like 8 taps assuming they break ALL your armor with a 4 tapper & no headshots

shrewd crescent
merry whale
#

to my knowledge they are 1.5x

shrewd crescent
shrewd crescent
merry whale
#

otherwise the helmets are vulernable to face

shrewd crescent
# merry whale depends on the spread damage I suppose

on one hand with a proposed 35 damage M4 with 25 armor damage
you get like 2 hits to zap a 45 medium chestplate, 3 to drop the person
on the other hand you could accidentally kick the rifle up into their face once, deal an instant 70 damage and shave two bullets off the time to kill if not sometimes instakilling them alltogether.
and what's limb mult?

but this introduces a small measure of snipers everywhere problem
like, if every gun has 2x headshot minimum, then if you're not moving too fast people are gonna potshot the shit out of you

grave shard
#

3sk m4 ๐Ÿ’€

shrewd crescent
# grave shard 3sk m4 ๐Ÿ’€

shifting a bit of effectiveness to armor
the idea is that the damage begins a bit higher and drops off a bit earlier at like 50, but drops off slower until like 150 where it really starts cratering, so as to not step on DMR toes.

grave shard
#

dmg already drops off at 50m

shrewd crescent
merry whale
#

and at 700 rpm vs the current 600-650 rpm

grave shard
#

before trying to fix the current balance with new shit you should learn the current lmao

merry whale
#

otherwise AR standard dropoff is 50m

#

you have the scar H & such at like 150 esh

#

LMGs/LSWs are 100

shrewd crescent
merry whale
#

it is currently 30 damage up to 50m & 700 rpm

shrewd crescent
# merry whale it is currently 30 damage up to 50m & 700 rpm

...hmm. maybe for consistency's sake some of the guns should behave more like the M4, damagewise...?
regardless:
30/30 armor/health?
45 medium breaks in 2, spillover 15. 85 health, 3 hits kill.
because accounting for worst case, that might end up being longer or shorter

shrewd crescent
shrewd crescent
#

what
I swear to god they take less damage in the range? or is that outdated?

merry whale
#

1x

#

everything takes less damage at far enough distance, minus from snipers

#

snipers do more

shrewd crescent
#

okay then
topkek
ill check again in the range but if this is real then lol leemao

merry whale
#

but you have 4 hitboxes effectively

#

two being the armor

#

than head

#

& the last is everything else

#

head is weapon based

#

but 1.2x to like 2x as stated prior

#

everything else is 1x

merry whale
daring badge
past drum
primal notch
#

add something that lets you know how much armor you have or whatever plates you have

gleaming needle
#

welp getting told to put armor suggestions into feedback ig or at least that's how it seems

#

Right now in battlebit armor is in a awful state. When people choose armor they normally always look at how it impacts ammo and move speed. Rarely ever do they care about the added health it give you.

What to know why... it breaks normally brakes after 1 fight or its completely Ignored by shooting the larger area of unarmored parts of your body.

first way to fix how poor armor works is to completely rework how it takes damage and breaks and how it stopes damage.

I believe armor needs to stop damage through a % and not just by adding more health (these % should not affect how many bullets it take to kill except exo i believe it should match bullets to kill with heavy armor not including the exo helmet in this as it should still cover 1 shot head shots) and break when that take a set number of hit (with helmets taking 1/2 the shots to break)
example:
โ—‹ light armor takes 10 shots to break
โ—‹ medium and recon armor takes 15 shots to break
โ—‹ heavy armor takes 25 shots to break
โ—‹ exo armor takes 40 shots to break

To fix the problem with legs and arms being so easy to exploit making armor very. Make leg and arm have armor slots.
example

#

โ—‹ medium arm and leg armor
takes 5 shots to break
damage reduction matches medium helmet
only covers elbows and knees
negatives stats are 1/2 of what is on the medium helmet
โ—‹ heavy arm and leg armor
takes 10 shots to break
damage reduction matches heavy helmet
cover whole top portion of arms and legs
negatives states are 1/2 of what is on heavy helmet
โ—‹ exo arm and leg armor
takes 20 shots to break
damage reduction matches 1/2 of heavy helmet
covers all of the arms and legs except elbows and knees
negatives states are 1/2 of exo helmet except movement speed its 1/2 of heavy helmet

supple pulsar
#

cs had something similar

#

tho instead of damage reduction on armor

#

the reduction depends on the guns penetration power

#

armor in cs is hp

#

but

#

if a gun lets say has 50% armor pen

#

50% goes thru hp while 50% goes thru armor tanking it

gleaming needle
#

tbh the biggest thing it it needs reworked

#

It can be anything at this point lol

supple pulsar
#

but lets say gun has has 100% pen it wont break the armor or damge it and directly damages your hp HyperXD

#

tho technically bb can replicate it since we do have armor damage stat on guns

vestal flame
#

I think I threw this out earlier, but it being equivalent to something similar to shield in Apex Legends (a seperate bar restored with a seperate item, that you would have alongside bandages) would be something I'd accept personally. It would be a quick way to make it more viable without a ton of new mechanics or gimmicks

#

Maybe allow each player (excluding medics) to carry 6 bandages/plates total, or have a few presets or something like that

#

I like the % damage reduction too because it doesn't require too much extra stuff to be tacked on to make it work, just changes how the armor works and that's about it

gleaming needle
#

and more unarmored parts are exposed then armored from the front

vestal flame
#

Yeah literally just make it so you can trade out 1 bandage for a 1 full(?) armor repair and I think it would just be balanced or closer to tbh

#

Would make players actually come to medics more too

#

Which is a win-win in my book

gleaming needle
#

not really most armors are less then 50 health so why take that over a bandage

#

so its not really a fix

hasty magnet
#

Gonna rehash the unpopular but correct opinion. Armor should stop SMG Damage period.

twin hazel
#

just make it based on irl levels of armor then

hasty magnet
#

Even Properlty layed Paper can stop Most pistol/SMG Rounds. their are rare exceptions to the IS SMG=Can Defeat armor.

#

The games just a spaz fest of SMG players using them like assault rifles at all ranges.

dense juniper
noble dune
#

I think the problem with adding health bars or repairability to armor is that it'll just end up being what is effectively a second health bar you have to manage

twin hazel
#

it already is, except the only way we get it back is dying

noble dune
#

Which is fine in a game with generally longer lives or inventory management like a battle royale game but with how low TTK's are it would just take away to have to sit down somewhere for even longer while you heal up another health bar

noble dune
twin hazel
#

yeah sure, if I had the option to repair somewhere, or by a teammate it would be nice, because having all the downsides of wearing armor with no armor sucks

noble dune
#

I think it'd be easier to just remove those downsides as you lose the pieces, saving the actual replenishing for supply drops

#

Though I'm also kind of fond of the idea of just not having armor destruction at all, simplifying it into flat damage reduction based on what category you're wearing

#

Not sure if just a flat damage reduction would work though, since the increase in TTK for those sets of armor would be flat regardless of how much damage it's taking per shot. Which doesn't really fit the idea of armor being better at stopping low damage shots than high damage ones

#

A multiplier wouldn't work either, since that would have the opposite effect of affecting high damage shots more than low damage ones

twin hazel
#

if we lost the downsides, and could repair on airdrops or at base, I would be at least content

dense juniper
#

Having no repair just makes it useless to anyone above a 1kd

hasty magnet
#

Stop thinking about making Armor more complex. just make it so SMG's cant pen it, force SMG scrubs to aim for your face only.

dense juniper
noble dune
#

Had a bit more of a think, poked around with some ideas, came up with this:

using System;
                    
public class Program
{
    public static float Remap(float val, float inMin, float inMax, float outMin, float outMax)
    {
        return outMin + (((val - inMin) / (inMax - inMin)) * (outMax - outMin));
    }

    public static void Main()
    {
        var penetrationCap = 100f;
        var armorValue = 10f;
        
        for (int damage = 0; damage <= 100; damage += 10)
        {
            var newDamage = Math.Floor(Math.Clamp(damage - Remap(damage, armorValue, penetrationCap, armorValue, 0), 0, damage));
            var diff = damage - newDamage;
            var percentage = damage > 0 ? Math.Truncate((diff / damage) * 100) : 100;

            Console.WriteLine($"Damage pre: {damage} post: {newDamage} reduction: {percentage}%");
        }
    }
}
#

Tl;dr damage goes in, anything at or below armorValue does 0% damage, anything at or above penetrationCap does 100% damage and everything in between falls somewhere in that range

#
Damage pre: 0    post: 0    reduction: 100%
Damage pre: 10   post: 0    reduction: 100%
Damage pre: 20   post: 11   reduction: 45%
Damage pre: 30   post: 22   reduction: 26%
Damage pre: 40   post: 33   reduction: 17%
Damage pre: 50   post: 44   reduction: 12%
Damage pre: 60   post: 55   reduction: 8%
Damage pre: 70   post: 66   reduction: 5%
Damage pre: 80   post: 77   reduction: 3%
Damage pre: 90   post: 88   reduction: 2%
Damage pre: 100  post: 100  reduction: 0%
dense juniper
#

Man really went through the effort of dropping code

noble dune
#

I got nothing better to do

dense juniper
#

๐Ÿ˜ญ

noble dune
#

Might as well put a bit more effort in and see if my vague idea actually works the way I think it does

supple pulsar
noble dune
#

Yeah I read that earlier, imo the problem with having different pen values for different weapons/categories is that it's just going to add more values you need to balance

#

The idea with this is that you have your penetration 'cap' as a single global value, your armor value per armor category (none, light, medium, exo ect) and then it'll just scale itself based on the damage of whatever you're hitting them with

#

A weapon that does more damage automatically has an easier time punching through armor, whereas lower damage weapons are affected more harshly

#

There's also the issue of category-based multipliers giving weapons with lower damage an advantage, since they'll be affected less than weapons that fire slower but hit harder

#

And if you account for all of that you're basically looking at individual weapon multipliers, at which point you might as well try to standardize it and save yourself the trouble

dense juniper
#

Something needs to happen soon tho current armor is just ass in every way

supple pulsar
#

im fine removing armor but people didnt like that kek

noble dune
#

Yeah I haven't considered those at all with this, probably something to look at more later

merry whale
#

because in the end

#

if I hit you for 34 or 49, you still die in 3 hits

dense juniper
#

Best way is probably just going the pen route since everyone wants to piss and shit about armor being bonus hp

distant cape
#

Do you have anything in mind?

hasty magnet
# distant cape SMGs would need a major buff to be competent if this were implemented

SMG need a nerf not a buff. I personally used the stock UMP 45 for the challenges, even with no attachments but a red dot, I easily started to clap dudes. Only dying to other people using various SMG.
SMG are just a waste of coding Oki made and now has to balance them to work according to โ€œgamerโ€ needs and not โ€œlogical thinkingโ€

My idea was simple. SMG just canโ€™t pen body armor above none and light armor. If you have a mid, heavy, ranger, Exo. They canโ€™t break your armor. They have to focus down shooting you in the face and knocking your helmet off before they can kill you. High skill sealing of a pretty much high skill tier weapon type.

distant cape
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Definitely disagree. They have been nerfed a lot over time.

hasty magnet
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Nerfed the wrong way. Because Oki hasnโ€™t actually learned how things work. Running of gaming and Dev knowledge. Good great got this far. Now go and learn the very available history of weapons ballistics and development of body armor. The setting and design heโ€™s run with now and so close to the trash can games he was trying to avoidโ€ฆ I digress.

Simple answer, current, with how the games set up, not nerfing or buffing anything, just change how small caliber weapons like pistols and SMG, effect body armor.

โ€œOh but people will complain about it.โ€ Good means you did your damn job as a Dev. Survive, adapt, overcome, itโ€™s not just a military slogan itโ€™s literally the way people get better in the games they play.

hushed panther
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i think SMGs are in a pretty good spot right now

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they're extremely good in CQC, but struggle hard at range. they have a very clear niche and downside

hasty magnet
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Thats not my personal experiance. SMG are dangerous at all ranges outside sniper range, and event then ive annoyed snipers with tap fire from well over 300 meters away. I might have just been throwing fast moving nerf darts at them by that point. but i was experimenting and he was clueless as hell.

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And not one single SMG either. Ive done this kind of derping around with all of them outside the EVO

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Caz EVO is just a Reskin of the vector in The form of a bullet hose.

hushed panther
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if you're dying to SMGs past 20m-40m then that's kind of a skill issue

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you have far less damage fall-off than they do

hasty magnet
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Im not gonna argue that being true. But A shithead in a house 140 meters away spraying me dead on the Flag of F in Tensa town. Yeah they are still broken BECAUSE!

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People learned to Adapt, over come, and get good.

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And thats why the SMG's need a nerf.

hushed panther
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then how about you follow suit

hasty magnet
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"Just get good. use SMG. Its fine." No. Im not a Meta Chaser. I like my weapons all kinds But if I 'HAVE' to use a weapon to avoid others dudes with the same weapon, Its Meta play and thats trash.

grave shard
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damn xD

hasty magnet
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everyone, EVERYONE. In the Close test ran vector.

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It was a trend.

hushed panther
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okay? and the vector was nerfed

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it's extremely niche now

hasty magnet
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OH Thats that one team that plays Comp! grab your vector

hushed panther
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damage fall-off starting at 10m is super debilitating

grave shard
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140m is such hyperbole, that was pre nerf mp5, everything else didn't do that before and certainly not now

hasty magnet
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Dude... Your saying the issue and not thinking about it.

hushed panther
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SMGs should not be unusable at range; they should be weaker and non-ideal, and they already are

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if you're losing to SMGs at range, that means you're just bad. you have the advantage with an assault rifle, battle rifle, LMG, DMR, etc

hasty magnet
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Hold up. we are off topic, this is about Armor, not SMG's Armor just should Stop SMG and pistol rounds. End of story.

hushed panther
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nah. you're just mad and want to nerf SMGs into oblivion out of spite

hasty magnet
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Doesn't matter. I personally have done the same this to other people.

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I have killed someone well over 200 meters away with the UMP.

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Because I can aim.

hushed panther
hasty magnet
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And im not skilled like others in the closed test

hasty magnet
grave shard
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sure, go ahead
make sure you run a range finder tho - to out yourself as either not being able to tell distances or being dishonest

hasty magnet
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dude im pulling my service states from the game. on the guns ive done it with. not the shooting range. I know that stupid trick, Ive been here a while.

grave shard
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hmmmmmmmmm, good ol' 1hp enemy who got "lasered" by an smg at 150m+

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not even bipodded ultimax is reliable past 150m on a full hp target Facepalm_Battlebit

hasty magnet
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What? are you brain dead? Ive done that plunty.

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THATS LITTERALLY HOW LMGS WORK!

grave shard
hasty magnet
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Now. NOW!

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I will admit when im wrong.

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My longest SMG kills Are not stupid range.

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Im seeing that.

grave shard
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i use the ultimax with a passion and past 150m it is unreliable on full hp or god forbid, armored players

hasty magnet
hasty magnet
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4 round tap is bad, 2 round tap is deadly

grave shard
hasty magnet
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What do you mean? Post up!

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Find a whole in the wall, a window, a tiny spot to look threw. Tap tap

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anyway!

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Not armor talk!

grave shard
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armor is ass, that doesn't mean smgs are op...

hasty magnet
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Im not having True come in and delete this conversation

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No it means Armor is ASS so make it not ass. Doesn't directly effect SMG's as a nerf, it just means SMG's have to work harder to get their kills.

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WHY is this even a problem, SMG users like the challange so whats it to themto run head shots only.

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They have done it in the past.

grave shard
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btw this is my lmg usage

hasty magnet
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See! you can get the long boy kills

grave shard
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lsws are between 112m and 142m

grave shard
hasty magnet
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Weird, but not impossible.

grave shard
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but...

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not impossible =/= consistent

hasty magnet
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Also. I see what happened to my SMG State. This was the gun that i got my near 100m kill at.

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Fucking Oki moving P90 around.

hasty magnet
grave shard
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p90 stayed, PP and mp7 got fixed

grave shard
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anyways smgs all got worse range performance via recoil, damage and firerate so...

hasty magnet
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Yes I get it.

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But this talk isn't about SMG's its about Armor

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My idea still stands.

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Armor should stop small slow bullets.

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helmets are NOT included here

grave shard
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yes it would, that would be realistic

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but this game isn't realistic in the slightest, not paced tactically either

hasty magnet
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Yeah... Oki kinda made a mistake their. Turned this into the game he was trying to avoid it being like.

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Heard more people i say to try the game out say it just a battle field 4 Roblox Clone...

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Which is annoying... but not inaccurate currently

grave shard
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the game is not supposed to be a milsim Facepalm_Battlebit
it's not supposed to be cod either

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there will be a milsim mode soonโ„ข๏ธ

hasty magnet
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Im aware. But before that, Oki would need to fix, Armor, vehicles, Gadget. He's got to many to go threw to be a reasonable ask.

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for examiple. WDF is with the IFVs?

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They get into a fight with each other, both start getting kicked around and spun around like weightless tops with guns on them.

grave shard
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well still 1.5 to 2 more years of early access to come...

hasty magnet
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Or tanks. WHY is gods green earth are they so under armored and protected.

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They may as well have given us the Tank destoryer IFV instead of the Abrums, and the Russian equal to that looks about the same.

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"nah lets put the worlds more powerful armored vehical, with less destroyed count then any other Tank in its class this modern era.

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against the Russian T-90. The russian close try at a world class tank.

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Ack. Not armor talk. ill stop.

vestal flame
hazy zenith
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Losing armor, especially helmet needs to remove the speed penalty or at least half it.

vestal flame
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makes more sense to lose half imo - No penalty for running heavy armor a lot of the time if you just lose the downside after it's used

twin hazel
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let us run at normal armor speed after its dead maybe?

distant cape
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Maybe one tier down would be fair? For helmet and body

twin hazel
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so No armor/Light/Ranger/Normal/Heavy/Exo? I think heavy and exo should go to normal, and the others go a tier lower(barring no armor for obvious reasons)

distant cape
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That benefits exo more than it benefits heavy which I think is unnecessary

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Heavy doesnโ€™t have much of a place in the game rn imo, due to mediocre stats but also since people tend to pick between holding down areas and brawling in buildings in their loadout specialisation

twin hazel
distant cape
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Well, itโ€™s upsides are more as well :p

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Iโ€™d argue that heavyโ€™s downsides are the worst in proportion to its upsides aside from mag count

twin hazel
distant cape
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Iโ€™m just saying the protection heavy armour offers is lower than it should be considering the move speed penalty it gives, so I donโ€™t think exo deserves a stronger buff than it does

twin hazel
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percentage wise maybe. you're losing anything good it might have offered anyway

distant cape
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If this is percentage-wise, then what-wise are you talking about I wonder?

wheat falcon
# distant cape Iโ€™m just saying the protection heavy armour offers is lower than it should be co...

The problem is - you showing average TTK increase. Only If all bullets hit strip all armor and then kill you. Rn a lot of bullets hit non protected legs and arms. You get full damage from hitting whose parts. That's drastically reduce it's effectiveness in TTK reduction.
The second problem with armor, then it breaks - it's useless now, that's all. However the movement speed penalty is permanent until you respawn again

distant cape
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this is not assuming the shots all hit the armour

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limb shots are most common, followed by body shots followed by headshots

wheat falcon
distant cape
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do it yourself if you like, you'll get the same results.

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it is pretty simple

wheat falcon
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What proportion of limb-chest-head did you used?

distant cape
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50%, 32.9%, 17.1%

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the shot simulation is literally just this

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all I did is count the stks for all weapons against each armour types on a large scale

wheat falcon
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limbshot_ratio and headshot_ratio constant's are not displayed tho

wheat falcon
distant cape
wheat falcon
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Also I believe there's need in checking best and worst case scenarios for corresponding armor class. I think I'll do it myself in a spare time.

The thing that analysis doesn't count howerer - armor isn't reparable between encounters. First engagement support have a lot of advantage, second encounter he is in disadvantage, unlike his non armored buddy.

distant cape
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it includes all possible scenarios for approximately how likely they are to occur

wheat falcon
distant cape
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this just simulates killing players 20,000 times in a row (more than enough to find all hit combinations) with the chances described, and finds the average of all of the trials, for every gun, for every armour combination, and prints them all out in a neat thing that I put in the spreadsheet

distant cape
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probably the first actual compliment I've gotten from doing this stuff

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most people call it insanity :p

wheat falcon
distant cape
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thanks

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These numbers aren't perfect for several reasons though

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firstly in that they assume every gun (other than pistols) is equally likely to be used

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and secondly that every shot is independant of every other (not true)

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I think doing better on that front would require oki (or, perhaps a custom server host) to give a ton of data on where people get hit to draw correlations from

wheat falcon
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That was surprising to see how underwhelming heavy armor is. who would have thougt

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Especially heavy helmet

distant cape
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exo gets a bonus above it just from full head coverage in addition to raw stats

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since this assumes half the headshots hit the face for non-exo helmets

wheat falcon
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Like you do now, but with plausible probabilities

distant cape
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Mmhm. With a decent amount it would be easy to predict it over a whole series of previous shots

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Could even do it for each weapon to account for how people use them differently

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Of course it would only be a very slight improvement. But whatever

wheat falcon
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Your data, while useful, gives perspective only for first encounter after respawn

distant cape
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That would be great

versed rain
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air force helmet is misplaced on the head

vestal flame
versed rain
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well yes ofc, silly of me i know im nit picking but it cant be unseen, here is compared to another helmet. look above the forehead

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it needs to be pushed back a litle bit

versed rain
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@sharp herald

random marten
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Can we get these as actual suggestions we can vote on?