#Armour - Feedback
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this assumes we keep the whole armor doesn't cover the whole body
is payday the only game that does dat bruh
heavy armor options that cover limbs, but add more weight. just like the gunners IOTV and stuff if we ever want that.
again the whole reduction on limbs isnt exo exclusive but every armor so limbs shots doesnt happen
maybe limb shots have a higher chance to bleed, but do less damage on hit?
That's ONE example, dude. ONE. I could give several others and none of them, NOT A SINGLE ONE, are Battlefield-esque games unless you go absolutely bizarro style with Planetside 2's MAX-suits
not exactly how it works IRL but we dont got TQs in our first aid slot
Personally I see this as unnecessary complication
Why is this even a conversation, you are aware that there are high damage sidearms no?
Anyhow Limb wise I would say a basic damage multiplier would work
A better solution would be to just reduce damage on limb shots overall, which the devs have already considered
would mean less shooting toes to kill but its still a problem, but yeah maybe too much.
I was talking about pistols specifically, not the heavy pistols. I guess I should've been clearer, but in my defence the game itself is a bit muddy on the nomenclature
when did the devs reconsider that?
genuine question
Sure, but then you have a choice between having a fast way to take down an unarmored enemy (glock), something like the M9 that puts out enough damage to kill/finish someone if you catch them unaware or high caliber if you want to directly face high armor enemies.
The whole point of improving the armor system is to make weapon choice more interesting instead of the current situation where there's a couple of guns per category that are clearly superior across the board.
Can't remember exactly when/where or I would absolutely link it here, but I distinctly remember Oki asking somewhere about that, suggesting limbs should have a 20% damage reduction on hit or something. I mean, I could be wrong but from what I remember I saw it somewhere here on the server
eh
any idea where on the server?
But then you get shit like this: #1152896217517391902 message
I thought this was the way it would work when I started out with the game since there was no clear indication of exactly what would lead to a bleed.
Already tried, nothing of use
I get your point, but "interesting" doesn't always equal "fun" or "balanced"
i mean fun for you might not be fun for us either
Maybe I was wrong then
fun is subjective all the way
True
and which ever gets oki and his secret feedback crew
gets the most yes
gets implemented
if you having damge reduction was most people find fun
then idk mate
either have damage reduction depending on weapon type so penalty can remain or have no armor or just give everyone same amount of armor with no penalty
Which is why you then consider your loadout to either commit against one armor type or have a sidearm that complements the downsides of your primary. But also the whole reason planning a loadout doesn't make sense at the moment is because the game is pure chaos and everything is constantly moving. If there was some expectation that spotting an enemy means they will still be around the same area for the next 20 seconds then it would make sense to adapt and call out different targets much like one can spot vehicles to let others with a more appropriate loadout deal with them.
Really we need polls for this kind of opinion gathering. With clear explanations of all sides of the argument of course
The people who talk here are just a handful who happen to be more passionate about unimportant debates
agree we need polls
Again: bad idea for a number of reasons. A much better idea would be to have a generalized damage reduction based on armour with a flat upper cap based on armour class, so that sniper bullets/other high-powered weapons won't instantly be reduced to peashooters
So
my idea doesnt even made the sniper peashooters
And yet again: unless you're literally a fucking psychic, your argument is moot 'cause NOBODY can reasonably predict whether or not they're gonna be up against heavy, medium, light or even unarmoured opponents. This game is inarguably and objectively a first-person shooter, NOT a role-playing game. The game is already complex enough with all the stats on weapons. Piling on even more complexity for no real reason will just make the game confusing and a right bloody un-fun pain to play. Again: BBR IS NOT AN RPG, let me make that abundantly clear
I feel you are being what you claim on others seasick
No, your idea would instead render non-heavy pistol sidearms impotent
Remember we can rebalance all guns after this change is made.
side arms being a lst resort doesnt make it impotent
Yep
If exo armour has a, say, 60% damage reduction versus lower/slower calibre guns like 9mm pistols, then using an M9 against a support with exo armour would be completely non-viable. I dunno how I can make that any more clear
Want to confirm. Would this be in addition to anything else? Because these values look pretty low. A lot weaker than current armour
who said 60%?
Seriously, we already have specific damage statistics on guns for a reason. Making them deal different damage based solely on what type of armour they target is just needless fuss 'n' bother
why does it need to be 60%
bruh
Kazku
I feel seasick has when a touch crazy
and is trying to purposely derail the conversation
he keeps getting stuck on these little things & making his own numbers up
otherwise he is consisently just insulting people when he disagrees with them
my damage reduction idea isnt even like way overboard damage reduction
I'm done trying to reason with you. You're either being deliberately obtuse just to stir shit up, or you're just hopelessly contrarian for no reason
(highest one to my knowledge on your chart is 12%, he goes out of his way to say 60%)
Case in point of what I mean
he blocked me by the way
So I feel he won't read this
dude xD he's just saying exo sucks and it should be more durable
yeah shortest version of explanation right there
lmao
im not even making every armor durable just making exo and heavy more durable while mainting the speed and aim down penalty
remove armor best idea you arent changing my mind
personally I find removing armor to be a touch boring to say the least
Heavy and exo should definitely have increased absorption for smaller calibers, so as to be a very soft counter to SMGs dominating Heavy and Assault in most circumstances.
I'd argue it's not just more realistic, but actually better for game balance the way things stand.
if he considered that it's news to me, bc he 100% shut that down the last time it was brought up
Yeah, well, I probably misremembered things. Still, he should reconsider it 'cause it's pretty dumb having no damage reduction on limb shots in a game like this
There's this thing called sound cues that can be used to alert players to the presence of nearby enemies using heavy armor + spotting systems which can incorporate additional details regarding the nature of the threat. Your inability to think of ways to convey this information does not mean it's not possible.
And fyi the presence of armor and general durability-altering options is a rather standard thing across the FPS genre, so the comparison with RPGs is very silly.
If anything, the common complaint that nuance = milsim also falls flat here considering Squad and Project Reality don't include armor at all.
watch out he gonna block you cuz you disagreed 
And none of that matters for shit since that's all factors you'll encounter AFTER you've chosen your loadout. So for the final time, your "argument" = MOOT
Oh man, wait till you try the game out and realize that there are no good-at-everything loadouts. Don't forget you can still get a refund before you hit the two hour mark.
Are you always this much of an absolute dickbag? Or did somebody just happen to shit in your cornflakes this morning?
Actually, don't bother answering that, 'cause it's a rhetorical question
bruh just insults everyone 
Well, I'm glad Oki was thoughtful enough to implement community servers so people like him can still enjoy their niche milsim fantasies after the armor changes get implemented. :)
bruh just probably came here to disagree to everything
man this guy isn't even milsim, I have no fucking clue where he sits on the spectrum of players.
not sure the guy is milsim or arcade leaning even
I feel he made the line into a triangle
pretty much, I said last night he is most likely trolling us at this rate to side track everyone
Agreed there
100% match long damage reduction
Is it
cod 4 juggurnaut comes to mind
various arena shooters with their various ways to do it
Hero shooters with a mix of abilities & such
battlefield with armor plates
planetside 2 with various systems
Ready or not with it's armor system
Starship troopers with the bastion
SCP Secert lab with armor system
DRG with it;s armor & Shield upgrades among other things
Armor not extra hp type shit
currently armor is one in the same lol
most games treat armor as either extra HP or DR
another example is R6S which has done both
R6 armor is literally extra hp 💀
as stated it has (as in the past) done both
so current is extra HP, used to be DR
otherwise as Lucuma said (Which you replied to) "And fyi the presence of armor and general durability-altering options is a rather standard thing across the FPS genre, so the comparison with RPGs is very silly."
you said is it
thus we are looking at this statement
But yea, lots of FPS games do alterations to durability based on armor & such options
Not extra hp 
Can't reply to what doesn't exist
hmm
But to the statement
I listed several FPS games that feature various armor systems
these include simple HP increasers in some case to more complex systems like Ready or not
Ron is also """complex""" tho
Cba thinking
I think the only "casual" or whatever you wanna call it game that uses actual armor instead of extra hp is ww3
yeah cs uses hp and damage reduction

IRL it would probably stop one or two bullets flat out and slow down other ones once the plates shatter.
(ceramic plates, which I assume are the "battlebit" ones)
Theyre a milsimmer so guess
we acknowledged this. that would be even less fun than anything else
man not even simulators care to destroy your armor if its not vehicle slat/ERA.
that's just masochistic at that point

Bruh armor is interesting rn I don't want a boring all-over-the-body forever reduction, because it WILL become all-encompassing and super impactful on TTK/BTK and the overall experience.
Literally the only problem that needs to be fixed is armor's benefit's longevity (one-and-done) compared to its drawback's longevity (forever slow).
And THAT problem can be fixed in an actually interesting way by giving Engi a bandage-like gadget that slaps armor and helmets back onto people.
Exo cucks be like
Im a milsimer?
WAIT
IDEA
what if it was a one and done thing
but
A. you have an indication your armor was used
then you can "take it off" kinda like bandaging, where you drop your plates in like 7 seconds
Ok but why
armor compromised anyway, why not, it gives no benefits anymore.
@weary condor what do you think?
Solves the one and done benifit to perminant slowdown issue
That'd also work, but might be too involved depending on how arcadey this is game is supposed to be
press and hold button is too involved?
Thats a fair point..
breaks up the flow of things
arcade games are just go go go
don't we do that basically everywhere else already?
yeah
Yeah, and the slowdown
¯_(ツ)_/¯
game is a mix
like healing, repairing, rearming, dragging and reviving? so what's having another button bound to drop comprimised armor?
I mean the less involved solution is just, when the plates get broken by shots you automatically get the move speed, but I think that'd be a little cringe due to everyone complaining about move speed anyways.
than again most games mix arcade & milsim elements
then the stronger armor will almost always be better
has to be a time penalty thats chosen by player
(when the time penalty is incured, not how long it is)
Yeah that too, then everyone would just go for the stronger armor.
less we just drop the broken "plate"
unzip da vest yeah yeah whateva
?
which is like only a third of the weight of any armor system?
its a game
have to have a balance.
your point as well, make it too realistic and its just boring
sorry?
It's why I still believe an Engi with the bandage-like gadget, him slapping helmets on people and shoving more plates in their armor, is more interesting and more balanced 'cause like, it's team play and you can't just at-will give and take the benefits and drawbacks of armor away. It'd make it only slightly buff armor's balance but make it way more attractive as a choice imo.
all good, but yeah removal of the "plate" just means you gain like a 33% weight reduction, instead of "I dropped the whole exo suit, am now the flash"
standard repairing could work too, but who is gonna take that realistically if its an engy gadget?
personally I feel engie already has a good bit from his vehicle jobs
yeah thats a fair point. I was thinking the time penalty would be different for each armor though.
might be a 25% lingering penalty or something
(AKA repair tool for vehicles + RPG among other benefits)
Assault and recon are kinda the only classes available to have a new "box of X"
Also the incremental nature of Engi welding torch healing is a little sussy like medic's hold out his hand and be healeedd. I'd prefer it to be bandage-like, so you have a short timer and after the timer they get their armor back.
I might agree but I feel like they don't have a place in non-conq game modes. At most I see 1 on a squad in any other mode
RPG heat tends to say otherwise
I dont mind the medic since its alot slower than bandages unless more than one medic is working on you
also RPG Frag if it ever becomes good
Meh, I still only see them like 1 at most
I tend to see 3-4 here
Wacky
There are people who abuse those RPG Heats to just go "Nope" to a building of people
basically any RPG plus his explosives. Engys are still prevalent, just not as much since alot of engy mains switch to assault to be Engy but with out rpg and shoot gun better
idk ive sen alot of rpg on 127v127 maps to be exact
which now brings us back to "everyone has fucking c4"
idk about lower player counts one
Well either way, it's not much of a buff to engi, just a nice option sorta thing. You're healing 62 hp at max, most of the time you'll only be healing 12 or 24 hp
yeah you always see RPGs on the backs of alot of the team.
its not that is a buff to engy
its more, who is giving up the utility of everything else engy has to offer to bring armor repair?
lets face it the majority of players are K/D hunters
Will say this, I kinda feel armor repair should either be a support (mutually exclusive with ammo) or assault
I'm thinking assault, instead of that little ammo box he got
or maybe on top of since its the default class
effectively assault & Support can both make easy use of it among the 3 options in my head (Assault,Support recon ; Recon is well, Recon and it wouldn't be much use, Assault & support both can sport heavier armor to get some value from it and are more frontliners and could spread this value)
Plus who knows, we could do a small & big box & do it like the current ammo box setup
So small box to do say just helmets or just the vests and big can do both
armor has hp, so it could also work like medic box maybe
when its on the ground I mean
being honest that is my preferred idea
just holding it in hands and "repairing" would not be the best Idea I think
Yep
especially if you are reparing someone else
I would rather have it "Bulk" repair but be interruptable by damage
I can just imagine a fucking pit crew
3-4 medics, 2-3 supports, and one shooter
man be immortal
with exo?
far harder to kill definitively through
Yep
M200 still goes nope
otherwise I image two guys could overwhelm the healing/armor repair to some degree at least
and than RPG Heat
with how fast a medic box heals, and with a armor box doing the exact same thing to armor, with that many people he wont lose enough health and his armor would come back before he died, and he would heal before the armor breaks
And frags
litterally only one shot weapons would be viable against that kind of shit
so yeah
not a good idea
but anyhow through
moving on the the actual ideas
I am fully up for having it go on the ground & being picked up possibly
I think the little medic box on the ground, with a short timer giving a set amount of hp would work fine
sounds like a good system that can't be exploited from china to Paris
got a moment without contact? good to repair. middle of a firefight? only if you are crazy and think that little armor will save you
Pretty much
beats the current medic healing themselves while sprinting like a mad man in the middle of a fire fight
that is what exo got right?
that is heavy
Exo is 63 or something
ah, I see
thank fuck its not 250 anymore
exo tends to add a extra shot compared to heavy
Remove exo when
fair enough( I never fucking noticed that and those two are my most worn armor)
it is a case of how easy armor is to bypass currently 9/10
Remove it so it can't be bypassed 
I feel we get it sworce
I assume its becaues everything is relaxed?
just has to be one shot kill
aka
TANK SHELL TO THE FACEEEEEEE

literally COD Jug. got an RPG? hope you got at least 4 more rockets and can reload like a god.
I can imagine the mortar crew trick shotting shells into the tube to maximise reload speed
plump! BOOM! clang. plump! BOOM! clang. plump! BOOM! clang. plump! BOOM! clang. plump! BOOM!
Move RPG over to the C4 slot and force engi to carry repair tool which works for both armor and vehicles, ta-da, bunch of issues solved in one change
Less C4 spam + now engi has a more defined role as a supporting class that can always be relied on to provide repairs in one form or another
And it is relevant even in vehicle-free modes
right because the engineers c4 is the main problem. also why would the RPG be a light gadget? engineers entire thing is supposed to be explosives, unlike basiacally every other class.
because fuck you or something
ya
it isn't a supporting class, it's a blowing things up class
I'd just throw armor health out the window
Make it:
- No armor is as usual
- Light armor is -2 damage and a 0.95 multiplier on the remainder
- Medium armor is -4 damage and a 0.9 multiplier on the remainder
- Heavy armor is -6 damage and a 0.8 multiplier on the remainder
- Exo is the same as heavy but with 50% blast resistance (so it actually has a reason to exist that doesn't make it a pain to fight against)
The numbers aren't exact, but ideally, they should have more of an effect on small calliber guns than large ones, without really making armor useless against higher damage. If leg meta becomes a thing, a 0.7 damage multiplier on limbs would BOTH make people less consistently murder eachother in NULL:TIME, and reward people that actually aim for body and headshots
with these numbers:
a 40 damage gun would kill in:
- no armor: 3 shots
- light armor: 3 shots
- medium armor: 4 shots
- heavy armor: 4 shots
a 34 damage gun would kill in: - no armor: 3 shots
- light armor: 4 shots
- medium armor: 4 shots
- heavy armor: 5 shots
a 30 damage gun would kill in: - no armor: 4 shots
- light armor: 4 shots
- medium armor: 5 shots
- heavy armor: 6 shots
a 27 damage gun would kill in: - no armor: 4 shots
- light armor: 5 shots
- medium armor: 5 shots
- heavy armor: 6 shots
Ran the numbers on these and got some estimated durability increases from this overall. In terms of how much more durable the armour is compared to unarmoured:
Light armour empty helm has gone from 9.1% to 5.5%
Light armour normal helm has gone from 11.7% to 8%
Medium armour has gone from 21.7% to 13.1%
Heavy armour has gone from 40.6% to 25.1%
Exo armour has gone from 67.4% to 30% (higher than heavy since the helmet covers the face I guess)
In summary this would make armour about half as strong as it is right now. We’d need to have some more extreme reductions to keep it usable
hmm, i feel the overall effect is still pretty good when the lower damage weapons are taken into account, since they lose a flat amount of damage before getting hit with the % reduction
besides that, most damage types don't seem to vary all that much, i could be mistaken, but since this would mean armor doesn't deplete anymore, it would be much more consistent accross multiple fights and thus warrant not being as good as overall
It could still be bigger if need be, but i chose these numbers to take the shots to kill as close to regular as possible
This takes all weapons into account other than pistols
It makes a bit of an assumption that all other weapons you’re equally likely to run into. But I have no stats on weapon popularities so it’s the best I can do
ooh, interesting
You’re of course right about the longevity. But the consensus is that we need a buff and I think this would be significantly less powerful overall for your average player.
but say, a vector, which has 22 damage, will now deal.. 16*0.8 damage against heavy armor.. 12.8 damage
that's a bit more than half the damage it normally does, so i'd say if an increase is necessary, increase the percentage rather than the flat damage
i like that there is SOME inbalance with the flat damage, but i fear it can absolutely mess up lower damage guns if done wrong
Yeah this will also have the side effect of making the effectiveness of your armour vary wildly based on who you happen to run into, so effectively at random
Which is why I’m generally not in favour of the idea of flat reductions
i wouldn't really say, "at random", more so make some guns more effective at dealing with armored oponents, and some more effective against unarmored ones
it may seem random but when movespeed is taken into account, you'll generally not see them in the same places
but yeah, if it really is an issue, i'd just have a similar % reduction to what we have right now, but permanent instead of via extra health
Mmm… yes you will
If someone runs around a corner there is no way whatsoever to have picked your loadout in advance to be able to deal with them
Support players might lag behind a bit, that doesn’t matter if you’re at the front and just running towards the nearest source of kills
i mean, different guns reacting differently to armor was something that was planned at some point
it kinda forces people to know their surroundings more, instead of making the game solely about who cain snapshot the fastest, which my idiot brain amuses in
but i do see the point
It’s 127 players and almost none of them stay in place for more than ten seconds. You cannot magically predict what distribution of armour you’re going to run into unless you just take a flat average. And that defeats the purpose to begin with.
engineer's whole thing is vehicle based class (destruction or repair) with a side of building & such
Building is support. I don't think you know what an engineer has always done, in literally every iteration of the class. AT/AA, Demo, and repair.
the one thing that sticks out is actually the launcher.
side of building refers to their shared access to barbed wire with support
one of the least used buildable, and one that is really only useful occasionally.
that's not a "side of building"
(looks at the facts of how many counters it has)
it is a side dish at best of building lol
otherwise I never put it with his main uses
since it was added, I have seen like 30 total barbed wire setups. almost always put down by support, because noone likes building if you aren't support
simply made a note that he has above average access
that would be fair I guess.
But to the point, I am still a guy who feels assault or support should get armor repair
recon feels like a waste to get it in honesty, with medic already having healing, Engineer has his pick of RPGs & vehicle repairs
and leader is disabled
We could also just do a both option similar to support
recon should be able to actually do recon and not just be "sniper class"
where assault or support gets a small box only which can repair one half of the armor (helmet or chest) and the other gets the big box for both
Recon wise, I feel he needs a spotting system update to shine
I don't think reparing half armor of half your armor is a good idea
but most would still play him as a sniper
to clarify DD20
I meant half as in the helmet or the chest
not the amount
yeah most would play as a sniper, but being able to things other than sniper while actually being a proper recon would be nice
so fully repairable to either but the small box limits which you can repair
So either the helmet or the chest
the big box able to fully repair both
and lets us give the small to one, the big to the other
yeah, I do still like my idea of it being droppable only, like the medic box while dropped
I am up for that
main difference I would say it needs is the XP gain when you have a guy repair his armor
assault gonna get a grenade box or something lik bf
yeah box on the ground should count for at least resupplying like the ammo box
I would also add possibly being able to pick up the box
Medkit doesn't give any XP on ground to knowledge
you can't pick up any ammo box
once tossed it is effectively gone from your inventory
which makes sense, cause then it would be infinite
possibly
A simple solution is give it a supply amount for when the box is on the ground
or just make it exactly like the medic box instead
have a default and add a multiplier for every gadget slot
oh still on the ammo boxes
yeah, with how many are on the ground at a time
well I feel stupid now lol
that sounds like alot of data to keep track of
2 boxes per support no?
The change in my head makes every gadget slot expands the supplies in the box
so say default size is 100
2 gadget slots would be 200
oh instead of points for each indiviual thing
just total points
the box is for gadgets than it is for ammo
allows you to pick up box too
Aye fair
supplies are only used on the non primary & secondaries
with squads thing, they would have alot more access to the gadgets
it is based on the gadget in question I suppose
so a RPG rocket would cost more than a bandage as a example
(and the precise rockets could be priced differently on the supplies)
true, but instead of only able to resupply one engy, there would be alot more rockets in that box, unless the number of points goes way down
each slot had like 200 points default right?
unsure as of current
I do think they are all equal in points
but the various things cost alot more
has alot of bullets, probably more than a squad will need for a while, but only one engy worth of rockets
true.
and should we take this to the ammobox feedback
but back to armor.
medic box but for armor, only usable while dropped
sounds good
and since armor does have an hp system, should be limited to maybe 20 points of armor a tick
so you don't lose sight of a support and suddenly he is completely fresh
nice and simple I think.
I am up for that
I'm still thinking it should be on assault to expand what it can do, since support not bringing ammo would be a detriment to team play
(speaking of, why does big boy get the small box too?)
(cant type to vehicle feedback)so:
vehicle mobility hit
firing a explosive to a vehicles engine or track or wheel
that needs to be repaired outside of vehicle with repair tool or move so slow with that vehicle
i tried to keep it simple as possible
only if rpgs and c4 spam is changed
With a suggestion like this, you’re thinking armor would not be knocked off?
yes, as it stands, armor is a big debuff in the form of movement, that remains with you even as the actual benefit is removed, it makes it's usage very inconsistent, since it's pretty much a one fight 'buff/debuff' combo, that then immediately turns into solely a debuff
and while some people talked about removing the movement penalty as the armor is shot off, i don't think that would work very well, since it would just be the game passively sidegrading everyone to having no armor as they play
I think I’m in favor of something like your suggestion compared to what we currently have, current one is bad for the obvious reasons you explain.
I'm just gonna make a copypaste since y'all keep bringing up armor as damage reduction.
Armor is mechanically interesting rn. I don't want a boring all-over-the-body forever reduction, because it WILL become all-encompassing and super impactful on TTK/BTK and the overall experience.
Any FPS I've played with a damage-reduction choice, like Painkiller in CoD and Nanoweave in Planetside 2, has always been super meta, and everyone has always complained about it. Flat or percentage permanent damage reduction is NOT THE ANSWER for armor's design. It's a TERRIBLE move.
Literally the only problem that needs to be fixed is armor's benefit's longevity (one-and-done) compared to its drawback's longevity (forever slow).
And THAT problem can be fixed in an actually interesting way by giving Engi a bandage-like gadget that slaps armor and helmets back onto people.
An Engi with the bandage-like gadget (timed heal not a slow incremental heal), him slapping helmets on people and shoving more plates in their armor, is more interesting and more balanced 'cause like, it's team play and you can't just at-will give and take the benefits and drawbacks of armor away. It'd make it only slightly buff armor's balance but make it way more attractive as a choice.
if its for assault instead of engi, sure. this is literally what we just spoke of less than 20 messages ago.
More honestly, I don't care what the solution is, so long as it's NOT fucking damage reduction.
It also might be neat on multiple classes
I really wish it was for Assault instead of Engie because it would then give every class (Except Recon) a tool that directly helps the team. Medic can heal, Support can give ammo, Assault can repair armor, Engie can repair vehicles.
One thing that really irks me about armor in general, particularly helmets, is how when they break you're no longer really wearing them anymore (They fly off your head) but you still suffer the penalties from wearing them, such as ADS speed and movespeed. That's lame as hell.
Also side note a HUD icon to know when you still have armor would be very handy too
Could be a simple thingy on the corner or your equipment list that displays a 'helmet' and a 'vest' icon, which have a red line crossed over them when they're broken, and no line when they're still functional.
support or assault I would be happy with (or both with discussed idea) , Engineer kinda already has a nice full kit
hmm could start as green for 90% or more, yellow for 89% to 26% and red at 25% to 0.1% (with 0% being a faded gray outline)
Seems a bit too complicated considering most helmets and vests break in 1-2 shots from most weapons.
Only Heavy and Exo armor can consistently survive more than a single shot
Well the idea is so you got a general idea of "Hey my armor is getting low"
Yee
rather than either a Yes I have armor or a no I don't
Maybe a simple white icon if it's 51-100%, an ❗ over the icon if it's below 50% and an ❌ if it's broken
Color coding can be tricky because some people are colorblind
An ❗ and ❌ system is more colorblindness-friendly
Aye fair, be it I feel many can see a difference + there is a reason we have color blind modes
True
could just be a basic difference of the green starts fairly bright
and each color darkens
You make a good point yeah
til you get to the faded translucent gray
Waiting for the day medic and suppor get combined and given the armor repair box but that's probably never
(Starts to think you want a far different game)
I want oki to make his mind up with the direction of the game instead of pissing off both sides
will say this, I agree on making up his mind on direction, but I do not feel this is a issue of he is in middle of both sides, more the game has issues that need fixed (And several of them, as a example squad spawns)
CoD is a deathstreak, that's supposed to be high impact by design. And Planetside 2 had a patently idiotic implementation where nanoweave gave no penalties and it competed against the most irrelevant bonuses possible.
Nobody ever complained about armor in BL:R where it made players span the 150 to 250 HP range as a flat bonus, because each armor type was balanced out by also having effects on the amount of gear you could carry, movement speed and stamina.
CS:GO is an obvious example of high impact armor which is less directly tied to gear restrictions but nonetheless is widely regarded as involving reasonable tradeoffs.
And if you're going to push for further team-based interdependency, then it's reasonable to compare against titles like Overwatch or TF2 where differences in durability are a key balancing factor that serves to give classes a distinct role.
Obviously we don't want to have such extreme differences, so the armor bonuses would correspondingly not be as large.
Aint no way i get babied by someone pulling out csgo and ow2
at the time (prior to it's several nerfs & changes) it's only competitor was flak armor & Advanced shield recharger
(nerfs were a headshots bypass it, 10% or 20% slow, and finally changing the small arms to snipers only & remove the slow)
tfw just seen the csgo armor having resonable trades offs (the only fuckin tradeoff is fucking money)
(to clarify, Nanoweave had a 20% DR perm on the body for most of it's life span)
Will say depends on how pressed you are for cash (AKA winners of the last round will need less cash & can spend it more easily on armor since weapons don't need a restock unless you ditched them for some reason)
yeah but also ill say
this is fuckin bbr why is it being brought up in the first place
💀
?
AKA add the current debuffs & see how it balances out
csgo armor but speed debuffs?
ig
armor models are way too hard to tell which is which tho apart from exo
Suppose for exo we could simply make it heavy + explosive resistance
medium + explosive with heavy speed
depends on the resistance in question
real
this guy really thinks exo of all things is a big problem when it gets melted by anything above ar in 2 shots, ars in 3 and smgs in 4 plus being constantly fucking slow.
Yes, indeed. Flak armor which was largely irrelevant because before vehicles were turned into wet noodles it wouldn't save you from direct hits anyway. And ASC was only circumstantially useful in long distance poke situations, and became even less relevant through implants providing similar benefits and the medic deployable shield recharging field.

Mmm, interesting take
I'd still at least say I don't want it all over the body, it's more unique that way.
Also wasn't there one CoD where it was just a baseline perk, not a death streak? Just the OG MW
OW/TF2 are difficult to compare to these fps games because their designs are so wacky in comparison. Soldier and Demo are part of the top 3 tho, and they have chunkier HP pools. Scout is up there because crazy move speed and the fact all his competition are explosives so somewhat dodgeable
The Battlefield example does go hard tho
I still feel arms and legs should have a damage modifier, as it stands getting fast kills via just going center mass is both way too fast and counterintuitive considering chest shots will probably hit armor
If it's harder to deal full damage to players, you can have a system that rewards careful aiming over "eh, just hold down the mouse"
Wait, you want arms and legs to take more damage?
No, opposite, a multiplier of 0.75, should have specified lol

Okay good lol I was about to say
Makes it so you actually gotta aim your shots well, and stops people shooting legs to avoid armor
Hmm well if you are gonna aim body cuz of the limb modifier. Wouldnt damage be more inconsistent since your arms is still infront of your body.
How big are the arms again in this game? I actually cant remember if they are big or not cuz me not ingameq
Iirc, Phantom Forces did something interesting with this
They made it so if the shot reaches your torso anyway, it also deals torso damage
With that happening, and arms generally being on the upper side of torsos, people could get a big damage zone aiming their shots right
It's more complicated to implement for sure, and it requires a steeper limb modifier, but making it so the bullet checks for the chest and does chest damage if it hits the chest after the arm is also a good option
It's overall just more rewarding and less "hold mouse 1 down and pull down mouse cause a foot shot is the same as a chest shot" way it is now
Pubg also did something about this i just cant remember what they dif
But yeah, in general, I feel this game would benefit lots from rewarding shot placement more, rather than it being just head and torso
I'd argue it would not
I mean either get some limb modifier or armor covers your whole body
torso is easier to aim for than limbs
so if you switched from limbs to torso it would not make aiming harder
It's not about what's easiest
It's about giving the shooter something they need to keep in mind to avoid, that will then punish them if they ignore and reward them if they don't, like avoiding hitting helmets
And you may not be taking into account the area that legs and arms account for as well, because they aren't exactly small
I still think armor covering the whole body + limb is they way to go for consistency
Especially how big the models are
Compared to other shooters
right now we have that already
in terms of chest
They reworked arms so that if the enemy player shot their arm, it would pen the arm and hit the torso instead if they were standing head on.
But if you were shot at a angle where it was not possible to hit the chest, you'd just hit the arms for their usual damage.
Or something to that effect.
support armor sucks ass
i doesn't block anything
let alone let you move
the resist shield strategy (the suit slot was always a ASC or a flak, nanoweave only helped between the resist shields at best)
debatable, aim for upper chest for arm shots, the legs are only hard to hit if they use cover & not rush around (Add the people drop shotting, leg shots tend to include headshots)
most of the chest for all but exo
So, my idea is that there could be different types of armor, Kevlar: high hp but only blocks a limited amount of damage
ceramic: blocks everything up to its health
steel: high health but heavy, not as good as ceramic at blocking everything
i think that, until we can get a proper armour stat for all the guns, perhaps armour could work like this;
Durability represents two things. One is amount of damage that armour piece will block. But it would also represent the number of times the armour piece can get shot before being destroyed.
arrr, competion spotted, cap'n!
Toughness = amount of shots armor can take
Hardness = amount of damage in a single shot it can stop
I.E.; A gun dealing 30 damage shoots an armour piece with a durability of 20. 10 damage would pass through, the durability is decreased to 19. next should would deal 11 damage, and bring durability down to 18. etc etc.
Ceramic: high hardness low toughness
Steel: mid hardness high toughness high weight (slow)
Kevlar: low hardness high toughness
of course, armour values would need to be moved around and generally brought down, but this would be way less of a "extra health you cant get back" gimmick
Yeah
(now lemme read through your suggestion lmao)
from what i can tell, yours would be sort of "the next step" of my idea?
Yeah hopefully
But for either of these to work then there would need to be a hefty damage reduction to hits to the extremities
yeah. exo having no additional protection for the legs and arms vs NO FUCKING ARMOUR is a joke
exo need a flat 10% reduction to arm and leg damage if you ask me
I think that the way it should work is that hits to the arms and legs should just deal at least 40% less damage
40% seems like a lot tbh. tho exo is very very slow... yeah somewhere between 10-40%. likely wont be able to find the sweet spot without implementation
25% maybe?
interesting idea
yeah, certainly not what the end-product would be, but more of a step in some sort of direction
hey there is a reason there is a miniumn viable product stage in prototyping
see how it looks
So, combination of our ideas:
So, say you have an gun that deals 30 reg damage and 1 armor damage (not vehicle armor damage) shoots an armour piece with a durability of 20. 10 damage would pass through, the durability is decreased to 19. next should would deal 11 damage, and bring durability down to 18. etc etc.
Ceramic: armor takes 4-8x armor damage and stops armor health times 5 damage.
Kevlar: Armor takes
1/2 damage and stops armor health/2 damage.
Composite(default): Armor takes full damage, regular damage gets reduced by armor health.
get a feel/idea
What do you think?
hm. what exactly does the '2 armour' damage do in the example at the top there?
Whoops, I changed that and then forgot to change it back
so its like cs
Oh cool, didn't realize, never played cs
yeah cs has like if a gun has 50% armor penetration 50% of the damage goes to hp 50% goes to the armor hp
Oh, no, my suggestion is different, subtractive instead of multiplicitive, and also damage to armor is a separate stat
i mean the concept is same
Also armors should block slightly more damage from smaller calibers, not just because it's realistic but because it will help diversify the current meta. In combination with multiple armor materials this could create actually interesting build choices and tradeoffs, like ceramic would be really good for surviving slow firing heavy hitting guns, but quickly break down against an SMG up close. Whereas Kevlar or steel would absorb small calibers more repeatedly, at the cost of Kevlar offering poor damage reduction against heavy weapons, and steel blocking a lot of damage from all sorts of weapons, but being restricted to the slowest heavy / exo armors, and costing more armor supply boxes (if they ever add those) to replenish.
That doesn’t make interesting build choices because the game is far too unpredictable for that to make sense.
It just means everyone should choose the most reliable one, but even then fights are going to have a whole lot more randomness to them with that
Lowers skill ceiling and makes fights feel less fair
You cannot select a loadout to counter a specific thing in a lobby with 127 enemies who don’t stay in the same place for more than a few seconds
suppose it depends
everything has averages
Games have a meta & sets of meta weapons
Yes
But it will be less fun as long as anyone is using options which affect some things more than others effectively at random
Ones which you can setup to help against (AKA as a example prior to latest patch, you had a large deal of UMPs,Fals & such)
I assume with that idea, it would be mainly around the chest & head with legs & arms still being uneffected but I am unsure
But the point I am trying to make is, weapons can be more predicted based on map & meta/meta weapon sets
So not entirely random
like for example if I asked you most common sniper rifle?
you may answer M200
They really can’t. Every “meta” weapon is quite different from the others, and the majority don’t use those anyway
And what’s the point of having 3 classes of armour if everyone should only use 1
I have no data
Meta weapons tend to be around 600-650 RPM that can 3 tap to unarmored chest (So 34-40 esh)
with exceptions
(and looking at full autos)
That is 3 of them
There are a huge number of viable guns
true
And most people do not use those
A surprisingly high number of people use even weapons that are just bad
Say that durning the old vector meta lol
Even then, it was like 1/3 of people max
But to the point
I feel it is semi predictable be it squad spawns don't help matters in this to a degree (mixed with the current sitution in general)
And the same problem applies to guns
Whichever gun you’re using, you just have to roll a dice every time you go into a fight to see if their armour just happens to counter your gun
That is not fun.
Hi everyone, saw a lot of different feedback and ideas and wanted to add my 5 cents on this.
From my perspective the head armor is working good, it gives you protection from random HS in the middle of nowhere but cant save you from this more then once or twice, while heavy helmets can hold even 1-2 fire-fights depending on the amount of shots pointed to the head.
The problems arise mostly with body armour and this is the reasons of why I feel this way:
-
Its hard to see on player model. There are tons of different customisations to armor and character skin, which makes it impossible to detect armor on a body and quicky aim to openings in it.
-
There is no explanaition on how it works in game. All we get is durability, but even after 100 hours of gameplay I still dont know how it works. Is it taking 100% of damage or only part of it? is it holding X amount of shots or X amount of damage? More clarity in the game would be nice to have.
-
It helps mostly on your first fight in this life, after this you cant count on it, so it is easier to just take constant speed over armor in most cases.
-
Its unintuitive to switch. It would be nice to have a rework of the character customisation UI, as it is hard to exit the menu of specific item as the only "back" button is actually exit button and I pressed this one A LOT.
Overall I feel as armor for now is mostly adding randomness and negative emotions as it is hard to adjust my playstyle to use it. I would like to see some changes to it, but for now the best options I saw on this thread is to change it to constant damage reduction without durability or to remove it from the game.
You can sorta press a "back button" in customization menus by clicking on the slot you're customizing. So for armour you just click on the chest slot, and so on. Not ideal at all and I agree we need a MUCH less obtuse way to "go back" in menus, but for now that's what we got
yeh im 100% behind clarifying how the fuck armour works. as a noob, you see things like "durability" "armour damage" L-ARMOUR DAMAGE?!". it leads to literally hundreds of hours spent not knowing its literally as simple as "its a bit of extra health, yo"
Pretty sure he renamed those
But I agree
yah. not at all. not even worth playing tbh
That's wild man
Oh wait
You've been in my games lol
I always noted when I saw you
Wild
ye. id imagine a lot of people just know me as "that one really fucking annoying MSR guy"
I just know you as the guy with the sameish name
yeyey lmao
except for me, its fucking impossible to introduce myself without making a meme of myself
its also impossible for me to effectively communicate that i am not found
because that too is just a meme
Rookie mistake
too relatable 
Truly the most painful thing is actually being lost
REAL
the number of times i got lost and never got help as a noob because of my name...

I can't remember if I already commented this here but I'd like to see a speed boost for heavier armors when they break.
Wouldn't we all
When exo helm or vest breaks, you get a 2.5% speed / aim boost each.
I hate moving so slow even when I have no armor but I wanna be juggernaut 
I wouldn't mind if it was like a tiny bit. Wouldn't match the medium armors, but still wouldn't be quite as slow
I think that'd be fine. You're still going to be slower than everyone, but you're not useless once your armor breaks
that's still slow af 💀
That is just the game forcing a sidegrade on everyone
It would be like your gun swapping class every time you have to reload
You shouldn't become faster, your armor just shouldn't break, even if it's not as effective as armor as a tradeoff
Granted, the game would need to compress the speed ranges at which people can run first to actually make them balanced
But also, the idea of exo being just tankier heavy armor is kinda boring and not really fun to use or go against
Make it heavy armor level protection, but with blast resist
So it can actually do something interesting in resisting grenade and c4 spam a bit
just change how speed actually works. armor just multiplies your base speed.
That's interesting.
I rather we keep the armor that breaks, but we need a way to replenish it.
I agree that straight up +tankiness would be annoying (even tho I would love it :´3) but what could still fit is increased reliability via further reduced limb damage (yes I am assuming limb damage will already be a thing as it should always have been) or no bleeding from body shots
Maybe a passive for support could be general damage reduction from armor and it won't break if you're wearing exo armor. Support could then be given an armor pack he can put down for others so they can refill their armor that does break
Or maybe supports armor last 2x as long, and it refills off said armor packs
Just throwing around some wack solutions for ideas
I like the idea of refilling armor still. And it'd give support a super important role if their exo armor simply provided damage reduction but doesn't break as a passive. You'd need to be wearing the full armor for the passive to happen
I think the armor should just be reworked into just clean HP instead of the current system. Other games attempted this kind of armor system before and reverted back to just more HP. Rainbow 6 Siege did this at some point if i remember correctly.
It could work fine as just HP. Honestly as long as it's consistent to kill someone I think it's fine
it was always that way? they changed it because speed, rather than armor.
Siege was dr but changed to equivalent in hp iirc because its was unintuitive or something
I think he means literally just make armor HP
so if you have heavy armor you have 160 hp or something
oh yeah its been a long while., there was resistances at one point wasn't there.
just let us repair it with a gadget box. tell us when its broken. just that alone will make anything above normal feel alot better.
This is how Blacklight Retribution did it as well and it worked fine. Problem here is it would make bandages a lot worse, while %DR would not affect that.
Just make bandages heal 40% of your max hp idk. Or that's the trade off for more hp
armor turning into hp is just boring
I mean. It's more about what works better in this case
I would prefer to have a difference personally too
So, here are a few ideas I had as to how armor in this game could be reworked:
Google drive link in a weird way so it will send
/spreadsheets/d/14QxluPWeDWfpNBlANXfutPzqv0iHUUQWCJEyEESW1OA/edit?usp=drivesdk
i'm not reading all that xD
but probably smth good in there
I ain't downloading that lmao
See google drive link
i did, it ain't a virus
Steel can't break, penetration based on L-armor dmg
Iron is the same but can be broken by l-armor dmg
Hard is iamnumber31 (aka lost)'s suggestion.
Brittle is hard but the armor also takes regular dmg/3.
But not all of these
Just one
Minecraft names. I like it
I didn't get to kevlar
Good job transposing them
Kevlar is takes damage the same as hard but the damage the player takes is based solely on ADmg
Are these different things you'd equip?
No, they're meant to be separate possibilities
HG stupid ideas electric boogaloo
- make arm & leg armor
- allow repair
simple & easy at this rate
Repair: yes
Leg & arm armor: No, just make it so hits there do less damage to incentivise aiming
could still do the weak points ina rmor similar to what we got now
Just arms cover aroud half the chest
So aimming for headshots will also net some arm shots to say the least
Neck and groin.
Hmm, I heard of someone else suggesting that bullets could go through arms and if they don't hit anything else after then they do reduced dmg
heard a idea like that but it was if a shot hit a arm, it would do a secondary check & see if it would hit the chest
if it hit the chest as well it would be treated as you hit the chest
Leg armor would be cool
oh this isn't even as bad as it gets, you should see the hitbox while prone
courtesy of sexy babe @jade latch
(looks at the fact exo armor is suppose to help when using bipod)
(looks at those arms blocking your entire chest & only leaving the head)
(Looks at the fact exo "isnt a problem" somehow)
Itd be so over if armor just covered arms 🗿
it'd be so over if they did literally anything with armor
remove it
not can't
well, won't
it can be removed if the devs desire
and the community won't want it removed
but it is up to oki & co
Oki has been pretty community centric and avoiding lashback where possible
so anything controversial isn't added
cept like, L86 change I guess but that was a pretty specific one
Progression:

cope
Is it really much different from a "real" hitbox tho? The chunkiness of the arm ends up covering about the same area, just looks different due to elbow position
Same for prone position, the realistic position exposes more chest area but also has a higher profile overall, while the in-game prone has a lower profile that leaves no room for a chest hitbox
Crouching seems to push the arms down and the body forward so the armor hitbox is more relevant. Main problem is that due to bipod goofiness, there's almost no place where you can use it in a crouched position.
hell, most places you can barely use it when standing
Bipod can really only be reliably used while prone
even then you're better of with a grip...
What is this talk
Support main talk. Not like anyone else uses armour anyway, so it's kind of to be expected
I think that the exo armour should have a -75% to explosives , -50% to smgs and the likes of those to make it better
R now the only purpose is exo helmet to not get 1 shot
excluding M200 snipers
being honest I get that, equally the game currently treats arm shots equal to exposed chest shots
and if we don't get limb multipliers or etc, individual limb (or just arm & leg) armor + the ability to repair armor sounds like a decent enough alternative
limbs should have different damages for sure
reward accuracy a tiny bit more, and make armor more important
the only thing I see with that is that the arms will block damage from the body when they are up
either making a sure kill, not, or killing you through your armor despite them shooting at your chest
Actually yea, limbs could cover the chest, so lower arms would be chest damage probs
This is a pretty normal solution I think in a lot of games
Or they just make arms fully chest dmg
make any limbs same damage as body and gets covered with armor
on any armor for consistency
I don't think modern soldiers wear armor literally everywhere though. I kind of like that it only covers your chest. You can just make legs take like x0.8 damage and I think it'd be fine
That's a pretty normal thing too in shooters I believe, lower leg damage
Normal solution is just pass through
Exo I'm down for leg armor tho
doesnt need to be irl
comparison
doesnt need to be visual there to just cover the whole body with armor
Yea, I just prefer it match up visually like the exo helms do
If you wear the open face one you can get shot in the face lol
when is facewear gonna be an option?
Hockey mask when?
I honestly just want to be able to split hats/helmets from the various masks and sunglasses we have access too. doesn't even need to be special, just what we got already, but able to be worn with other hats and the like.
exo needs arms more than legs
your arms are in front of your chest when you're aiming
but that transfers to chest anyway, so not really an argument I think
- Being able to tank a bolt sniper in the head as a support is a bad idea in general, a DMR why not like but not a bolt. First thing you earn absolutely 0 point to destroy the helmet, Second you'll die if you're close enough or just shot for nothing. It's bad really.
- Adding assistances points when an ally kill a target that looses its armour because you shot on
support already sucks enough, you get assists btw and being so close to a support that he can easily kill you shouldn't happen when using a sniper
It doesn't suck, I did some really great game with it, the problem is more about others things like slow bandage imo. The armor often you give you the advantage on pure 1v1 and providing a lot of ammo is insane for the teammates close to you and for you (spamming grenades yay).
Making unbalance things on accessories or weapons because you don't know how to balance is really not the idea, it'll actually create more problems which is the case now.
It's the only one game where you can tank a full headshot of a sniper on a BF-like and I think it's a real problem, the fact that you're not complaing about it is because you're not playing it, so it's not objective.
i played recon a bunch and i played support a bunch, it's disgusting just 1sk killing an exo helmet with the rb m200, it sucks on the supports side aswell, you're slow af yet don't get any benefits it feels like
and no the weapons are mediocre at best
you're completly wrong about that
MG36 is really strong, L86 is really strong, M249 is fairly good and Ultimax is a good weapon to actually laser on mid/long range
Saying it's medicore is completly out of purpose and almost could make people think it's unusable or bad.
Also saying it's disgusting to 1sk killing an exo helmet" IT IS A SNIPER RIFLE. In Every game it's OS in the head, you've to AIM the head. After a shot you can't do shit. Having the M200 OP doesn't mean that SSG would be OP if it could one shoot exo helmet in the head, specially when there's no many people playing support so the impact is fairly low.
the mg36 just sucks.
the l86 got butchered
and the m249 is a worse m4 with better drop off and more bullets, these weapons are 10/10
k then go on with your "support is op" bs meanwhile the consensus here is "support needs buffs", read the room maybe before making a fool of yourself with some of the worst takes ever
The MG36 sucks and the L86 got butchered, M249 is worse M4.. What..? I think you're completly deluded at this point. I don't know what kind of players you are, what are the stats behind, how many hours you played FPS but you can ask more experimented players, MG36 and L86 are not bad, never, I never heard that and it's not the case. For M249 and Ultimax they got a very big max (giving possibilty to high kill feed) and fairly low recoil to maintain fire.
Because I said support is OP. I'm happy to see that, you just transfom what I'm saying becuase you don't agree. It's fine.
the m249 got worse recoil than the m4, the lmg, worse than the assault rifle in terms of recoil ofc
the l86 once had a 3sk but nahhh why should it have that, "yeet"
the mg36 has nothing to do with the guns it's supposed to be on top of really bad recoil + reload speed...
Will say, aim for the legs than? (avoids all armor)
Advantage in theroy to be blunt
To summarize the weaknesses of armor
- You take full damage to arms & legs while bypassing all armor
- your arms cover the majority of your chest when ADSed
- you are slower
- one time use
- makes you react slower
im fine with exo helmet getting 1 tap by snipers thats fine for me as long as its a long range skill
So what are the use of changes if you've to find weird solution around it, it's not even a thing to aim for leg in a FPS
mix in the fact support's weapons tend to do less DPS than their counterparts for various reasons
Tarkoav
Same, it's the same stuff on all game, just that one that is different and I don't understand how there's people complaining about that.
Planetside 2 has K cap ammo
Not the case on Rust, Dayz, BF, you aim for the body/the head and not the legs
I played Tarkov a lot and you can check some big players like Aculite they never aim for the legs. So no. You're meming.
You said wasn't a thing in a FPS, I simply gave examples
from different times & sub genres
also rocket launchers in general prefer to aim at feet
so I suppose that counts as aimming for the legs
exo armor feel so bad right now cuz you either dying fast cuz of arm rng getting hit or some leg fetish aimer then your a turtle with aim down penalty
mans never heard of rips
I have said the following before
the M249 is a worse M4A1 in all but vertical recoil by a wee bit & magazine size (DPS is the same but functionally reduced by over double horz recoil), MG36 is weaker than it's peers til the UMP got nerfed & even than things can be said
L86 is good dps but worse in handling while being in a odd heavy AR role now a days
Max is good in it's niche through, I'll give it that, keep in mind it fails when out of said niche
Something something a bit ago was a "Leg Meta"
otherwise as stated prior arms cover the majority of the upper chest
So your chest armor is easily bypassed
helmet less so
Otherwise high magazines tend to be dimishing returns in a lot of cases
Again, MG36 is same TTK as Famas so idk why you say it's bad, M249 don't have to be a better than a M4 in any world, it's a LMG not an AR, you can't have a weapon shooting further and with a 100mag and L86 is good too, actually people complain more about the movespeed (but it's the class basicly)
The only point is you're slower because of armor, but thanks to armour you can also win 1v1
this is the case on all armor its just exo and heavy armor are like moving turtle targets
I shall state this
- The famas has better handling stats
so it can react faster & employ it's TTK better
Lower mag, so lesser killfeed and less dmg for armour
Armor doesn't make much of a point so we look at unarmored targets for body shots
And it's completly wrong to think because you've like -0.02 aim down sight (or even 0.10) you'll employ its TTK better, it's PURE placebo
0.02 what? its more than that tho
the fal at 40 & 650 rpm
the groza, 650 rpm again, similar damage bracket
Stop changing subject you were talking about the famas my friend 🙂
equally support has slow ADS guns by a default
you were talking of famas, I said it's peers
FAL 20ammo mag, unusable recoil for midrange compared to ALL support weapons, mainly used CQC, low mid-range and have to tap fire (but you can do that with most weapon) but worse fall off dmg
but to start with basics
the MG36 has a base of 0.3 ADS speed
before the downsides
compared to the Fal & co
it has less range compared to the fal
less RPM as well
and less damage
these are all objective facts
recoil wise, it does have some kick I will agree, equally most fights tend to be 50m or under
So every support weapons should have higher TTK than FAL, bigger mag, and better recoil? That's what you're saying
No you
It's not weaker
because You are saying buff it
It is outright weaker in most cases to a Fal
the fal can employ it's DPS far faster
You've 40mag and 0 recoil, so you can actually land all of your shoot in the dear HEAD of your ennemies
try to do same thing with FAL, I can't wait my friend
35 mag?
also I keep hearing people complain about the MG36's recoil in various places This month
Sorry 40* it's EVEN MORE
Yeah okay, mean you can kill a whole squad without reloading, fair
So 3 shots, 8 people, mix in squad spawns, Nice logic
ooooh ok.. people complain about MG36 recoil.. so.. FAL is ok?
I am disputing your point about MG36 being a laser
So stop trying to twist my logic
No no, you are doing that actually.
to quote you said 0 recoil
You were compairing to famas then FAL, so.. do it properly
Famas 25mag, FAL 20mag
Now lets pull this back some
You started the MG36 comparison to the famas
I said some stuff you said I did the comparison
Yep because it was same TTK
when Famas is actually harder to maintain because of higher ROF SO higher recoil/s
😉
Okay?
Yes. So where MG36 very bad boohooo
40mag, low ROF with not big recoil, same TTK as famas
Bad weapon, ok?
Compares to peer
actually better on armour than famas too
Groza & the Fal
you need more?
answer
So I just destroyed you on the famas point
Now, let's do other weapons, you said Groza and FAL
Nope
Right
you didn't dent me even
you're only arguing is "Okay?"
no offense
you were talking about objective dude
you are acting a touch manic
You're doing the same
Not really
Oh so me but not you
btw with the famas it doesn't matter to flunk one shot, different for the mg36 and the m249 not needing to be as good due to having 100rnds is the dumbest thing i've heard on this dc in a while
So what were you talking about the Groza and FAL now that I proved you that famas I way harder to handle and have a very little mag so way harder to clean a whole squad AND also less stronger against armour
so if you 1v1 a support, you win
he has less dps & if you do a fight with him, he'll lose because he simply takes Longer to employ his dps
secondly
armor ded after one fight btw
the famas needs 4 bullets to kill on a fast firing gun & idk where you are using your TTK value from
third the famas lets you move faster to avoid fire
or flank
or any other speed based tasks
which helps negate the magazine downsides
I never said that, I actually said that LMG have to be good on sustaining fire, I never said that the reason it should be as good as high tier AR (because there's also way better AR, exactly like some SMG (PP19 reminder))
Than we got the rest of those little details that make a Famas able to beat a MG36 far easier & faster
because in the end you can send more aim punch the MG36's way
than he can yours
you can skirmish, he can't
And you've to take it into account because it's BF game where people spawn a lot so you'll face a lot of armour
(Aims low,avoids armor)
it can sustain fire, it just can't hit very effectively
what little details?
you don't listen do you?
you're not aiming low on a pure 1v1 or very many ennemies because you don't swap to legs and heads and legs in a fight, if you tell me so you're a liar
Well with heads you have arms
so barely a motion
otherwise you can ensure to avoid ALL armor on a slower moving,easier to hit target by aimming at legs
which does the same 100% damage as the arms & unarmored chest
So the famas will get first shot on target
leg meta or outskilling dude 
leg monching is easy, i do it all the time with weapons that don't benefit from hs
famas will get first flinch by a result
famas can back out & than reengage if he desires
You get the idea Okami
Speed beats armor & the MG36 may on Paper have the same dps as a famas
But guess what?
MG36 lacks that reaction time,speed & other stats
and you are hit harder by missing than a famas
Aaah the famas let's you move faster.. ok.. so you're telling me that'll dodge EVERYTIME against all players, every bullet because you've 5% more percent.. but actually on two guys ADSing and fighting you'll not win a fight because of 5%MS
Btw you were talking about the ADT which is 0.25 vs 0.30 MEANS you've to aim 0.05s I imagine you're superman with 20k hours pro-csgoplayer and will do that, but I doubt hard, actually I prefer that you shared me your profile page, and how many hours you've on that casual game.
Who said dodge everytime?
also funk one shot up and you're doneso
also we are using anyone but support vs support right now
So it is a support(MG36) vs X(Famas)
Let's ask Moukwa for example on that leg meta, pretty sure I'll tell you that most of the time he's not aiming for legs because when you lock an ennemy in vision you don't even think about "is it a support or not" even if you can if not CQC
it is 0.3 base if you recall
This is prior to your penalties as a support
Which based on your comments prior will be with exo
Now i have heard you not make many good counter arguements
Yep with Exo, with the armour. But dude.. you said the armour is bad.. so.. why not compairing with heavy or normal armour there? But you know, let's keep the exo and do the formula, even that ADT difference will not actually make it
We will be using exo helmet
i don't either but supports feet are just too nice to not gobble away
also isn't he one of the banned gromp clowns?
Specially when on CQC for example, when you're experimented you can HIPFIRE so.. BOOOM, no more ADT 🙂
That holds your ADS Decrease & is the only good bit of armor
So let start with following
support is slower
you can force him to sprint
sprint into hipfire takes time
why clowns? If he's a experimented good player with high score and kills it's actually a good way to have an idea
So guess what
Like every class 🙂
debating a ban with the lead dev no less is a little clownish don't you think?
So you lose that "Hipfire advantage"
it's actually the common BBR spreadsheet with exact same TTK on famas and MG36 by Eleanor.. very weird to talk on the feedback if you're not even aware about a spreadsheet with all weapon stats
now we are back at the famas has faster hipfire and ADS
I don't know which armor type you are even using Okami
So you are saying this gun has the same TTK as another without any context
When you do a comparison.. I'll tell you that as a Datascientist, you compare things on the same pattern, for example same armour if you can, and if the class have penalties, you do the formula behind it, and then you try to see what's going on
That's exactly what I am doing here
It's not any context, the 0.2s on FAMAS and MG36 is on 100Hp actually so not hitting armour (cool same thing then)
you seem very butthurt because you got your cheeks clapped by a gigachad support main a bit to often
Anyhow through
And if you are hipfiring it, it removes the differences beetween the 2 weapons
Okami if support is so good, why didn't we see them much prior to the 2x xp weekend
ads time, missing shots, movement speed and so on xD
But to the point
So yeah, the MG36 can be the FAMAS, even if you're not willing to think so it's fine, it's written
And other thing the FAMAS has a way higher recoil BECAUSE of the RoF and tinier mag
So after dealing with a 1v1 or 1v2, you're forced to reload, which is not the case with the MG36
You are using a 1.4 & 1.0 recoil gun
we can use attachments to simply reduce it's recoil further
same thing with both guns
and actually the more you've recoil, the more you benefit from attachements 🙂
because it's %
but you've higher RoF, you've more recoil/s
Aye I get that
So yeah, fact done on Famas, and as I said you were wrong
Want to go on an other weapon ?
ignoring the other details I mentioned
I answered to all
nice fail on the whole recoil bit
maybe you didn't read because you're focused to be right, but problem, with the stats in front of us..
you want the spreadsheet? I mean.. you look like a big theorycrafter you don't even have the gun spreadsheet with TTK..
seems.. kinda.. bad? to talk about feedback and balancing mh
so you enjoy trying to insult me
and I stated my confusion prior
since I didn't know whose you use & what armor among other factors
So Famas, higher recoil because RoF, little mag, worse fall off dmg, but higher ADT and 5% movespeed (on the weapon)
what's the other weapon
So Famas
I talked about the 0.2s TTK which is the 100Hp ttk
Faster movement & reactions, easier to flank & the MG36 suffers against because slower eraction
Aye I get that now
5% movespeed so.. more movement and more reaction?
5% base
So when you move faster, you've more reaction?
without accounting for all of support's other issues
it's a lot more, armor + backpack...
What are the numbers
Being honest I am unsure why you are talking in here if you don't know armor stats
ON EXO ARMOUR. SO the Famas guy will not have that armour. And if you're talking about "leg meta" then why don't we just put all the stuff on the same armour.
What's the numbers, with the same armour?
Let's compare that
You're saying many words, but here I'm the one talking about numbers, I don't very like politic so try to compare number please
0.2 for both but mg36 has worse recoil, ads time and gets punished more for missing...
So schlammjumper, did you actually, count the RoF and the recoil OR you're only talking about the recoil written on the weapon?
I'll give an example : if you've a weapon like a sniper you don't care about recoil, but if you're playing Skorpion evo with 2.5 recoil, that'll build a shit tons of recoil
idk pretty sure high rof guns always wins
ik recoil + firerate but the point still stands, even if it only was ads time
(looks at the SMG meta we had for a while)
what point
not with the terrible hitreg we have rn, scorpion my beloved 
yeah because no recoil and high ttk weapons with same AR fall off almost
for support the debuffs are a 7.5%,5% and another 7.5% to ADS & run speed
so 20% Debuff to both to begin with
mg36 is worse than famas.
as you stated bigger numbers get hit harder
idk never had terrible hitreg or probably because im always using ak74 or aug
that i dont feel it
or ultimax
i only use slow rof guns lmao
What numbers
Still no "MG36 - 45 vs Famas 36" for example
otherwise a 0.3 base ADS

