#Armour - Feedback

1 messages · Page 2 of 1

merry whale
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so could be they are all set at the same rate or different for the arms & legs

distant cape
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Neutral

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But it would be a small buff to armour

merry whale
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this assumes we keep the whole armor doesn't cover the whole body

supple pulsar
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is payday the only game that does dat bruh

twin hazel
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heavy armor options that cover limbs, but add more weight. just like the gunners IOTV and stuff if we ever want that.

supple pulsar
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again the whole reduction on limbs isnt exo exclusive but every armor so limbs shots doesnt happen

twin hazel
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maybe limb shots have a higher chance to bleed, but do less damage on hit?

sour pivot
twin hazel
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not exactly how it works IRL but we dont got TQs in our first aid slot

distant cape
merry whale
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CS

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jokes aside

long pollen
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Why is this even a conversation, you are aware that there are high damage sidearms no?

merry whale
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Anyhow Limb wise I would say a basic damage multiplier would work

sour pivot
twin hazel
sour pivot
supple pulsar
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genuine question

long pollen
# sour pivot I was talking about *pistols specifically*, not the heavy pistols. I guess I sho...

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.

sour pivot
# supple pulsar when did the devs reconsider that?

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

supple pulsar
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eh

merry whale
supple pulsar
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i mean i can search with filters from oki + limbs as keyword

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and non

long pollen
distant cape
sour pivot
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I get your point, but "interesting" doesn't always equal "fun" or "balanced"

supple pulsar
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i mean fun for you might not be fun for us either

sour pivot
supple pulsar
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fun is subjective all the way

merry whale
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True

supple pulsar
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and which ever gets oki and his secret feedback crew

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gets the most yes

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gets implemented

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if you having damge reduction was most people find fun

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then idk mate

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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

long pollen
# sour pivot But then you get shit like this: https://discord.com/channels/303681520202285057...

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.

distant cape
# supple pulsar gets the most yes

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

sour pivot
merry whale
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So

supple pulsar
sour pivot
# long pollen Which is why you then consider your loadout to either commit against one armor t...

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

merry whale
sour pivot
distant cape
supple pulsar
sour pivot
distant cape
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Want to confirm. Would this be in addition to anything else? Because these values look pretty low. A lot weaker than current armour

sour pivot
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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

supple pulsar
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bruh

merry whale
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Kazku

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I feel seasick has when a touch crazy

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and is trying to purposely derail the conversation

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he keeps getting stuck on these little things & making his own numbers up

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otherwise he is consisently just insulting people when he disagrees with them

supple pulsar
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my damage reduction idea isnt even like way overboard damage reduction

sour pivot
merry whale
merry whale
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he blocked me by the way

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So I feel he won't read this

grave shard
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dude xD he's just saying exo sucks and it should be more durable

supple pulsar
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yeah shortest version of explanation right there

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lmao

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im not even making every armor durable just making exo and heavy more durable while mainting the speed and aim down penalty

dense juniper
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remove armor best idea you arent changing my mind

supple pulsar
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i agree too might as well

merry whale
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personally I find removing armor to be a touch boring to say the least

round sorrel
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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.

daring badge
sour pivot
long pollen
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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.

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If anything, the common complaint that nuance = milsim also falls flat here considering Squad and Project Reality don't include armor at all.

supple pulsar
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watch out he gonna block you cuz you disagreed BBClown

sour pivot
long pollen
sour pivot
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Actually, don't bother answering that, 'cause it's a rhetorical question

supple pulsar
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bruh just insults everyone HyperXD

long pollen
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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. :)

supple pulsar
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bruh just probably came here to disagree to everything

twin hazel
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man this guy isn't even milsim, I have no fucking clue where he sits on the spectrum of players.

merry whale
merry whale
merry whale
signal venture
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Guys

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Armor needs a buff

merry whale
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Agreed there

signal venture
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100% match long damage reduction

merry whale
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various arena shooters with their various ways to do it

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Hero shooters with a mix of abilities & such

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battlefield with armor plates

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planetside 2 with various systems

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Ready or not with it's armor system

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Starship troopers with the bastion

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SCP Secert lab with armor system

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DRG with it;s armor & Shield upgrades among other things

dense juniper
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Armor not extra hp type shit

merry whale
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currently armor is one in the same lol

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most games treat armor as either extra HP or DR

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another example is R6S which has done both

dense juniper
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R6 armor is literally extra hp 💀

merry whale
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as stated it has (as in the past) done both

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so current is extra HP, used to be DR

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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."

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you said is it

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thus we are looking at this statement

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But yea, lots of FPS games do alterations to durability based on armor & such options

dense juniper
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Not extra hp ppW

merry whale
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Note the statement you replied to

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you simply said is it, to the whole statement

dense juniper
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Can't reply to what doesn't exist

merry whale
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But to the statement

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I listed several FPS games that feature various armor systems

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these include simple HP increasers in some case to more complex systems like Ready or not

dense juniper
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Ron is also """complex""" tho

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Cba thinking

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I think the only "casual" or whatever you wanna call it game that uses actual armor instead of extra hp is ww3

merry whale
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CS2?

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got armor & a helmet last I checked

supple pulsar
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yeah cs uses hp and damage reduction

dense juniper
signal venture
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IRL it would probably stop one or two bullets flat out and slow down other ones once the plates shatter.

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(ceramic plates, which I assume are the "battlebit" ones)

supple pulsar
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ok where is this going?

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like just saying how irl vest works?

dense juniper
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Theyre a milsimmer so guess

twin hazel
twin hazel
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that's just masochistic at that point

dense juniper
weary condor
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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).

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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.

dense juniper
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Exo cucks be like

signal venture
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WAIT

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IDEA

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what if it was a one and done thing

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but

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A. you have an indication your armor was used

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then you can "take it off" kinda like bandaging, where you drop your plates in like 7 seconds

dense juniper
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Ok but why

signal venture
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wdym why

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you drop the plate

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you get to go faster

twin hazel
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armor compromised anyway, why not, it gives no benefits anymore.

signal venture
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@weary condor what do you think?

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Solves the one and done benifit to perminant slowdown issue

weary condor
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That'd also work, but might be too involved depending on how arcadey this is game is supposed to be

twin hazel
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press and hold button is too involved?

signal venture
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arcade games are just go go go

twin hazel
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don't we do that basically everywhere else already?

signal venture
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yeah

weary condor
signal venture
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¯_(ツ)_/¯

twin hazel
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like healing, repairing, rearming, dragging and reviving? so what's having another button bound to drop comprimised armor?

weary condor
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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.

merry whale
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than again most games mix arcade & milsim elements

signal venture
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has to be a time penalty thats chosen by player

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(when the time penalty is incured, not how long it is)

weary condor
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Yeah that too, then everyone would just go for the stronger armor.

twin hazel
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less we just drop the broken "plate"

weary condor
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unzip da vest yeah yeah whateva

signal venture
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?

twin hazel
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which is like only a third of the weight of any armor system?

signal venture
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its a game

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have to have a balance.

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your point as well, make it too realistic and its just boring

twin hazel
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lol

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didn't even let me finish dipshit

signal venture
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sorry?

weary condor
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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.

twin hazel
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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"

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standard repairing could work too, but who is gonna take that realistically if its an engy gadget?

merry whale
signal venture
merry whale
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(AKA repair tool for vehicles + RPG among other benefits)

twin hazel
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Assault and recon are kinda the only classes available to have a new "box of X"

weary condor
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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.

weary condor
merry whale
twin hazel
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I dont mind the medic since its alot slower than bandages unless more than one medic is working on you

merry whale
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also RPG Frag if it ever becomes good

weary condor
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Meh, I still only see them like 1 at most

merry whale
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I tend to see 3-4 here

weary condor
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Wacky

merry whale
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There are people who abuse those RPG Heats to just go "Nope" to a building of people

twin hazel
supple pulsar
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idk ive sen alot of rpg on 127v127 maps to be exact

twin hazel
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which now brings us back to "everyone has fucking c4"

supple pulsar
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idk about lower player counts one

weary condor
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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

twin hazel
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yeah you always see RPGs on the backs of alot of the team.

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its not that is a buff to engy

twin hazel
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its more, who is giving up the utility of everything else engy has to offer to bring armor repair?

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lets face it the majority of players are K/D hunters

merry whale
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Will say this, I kinda feel armor repair should either be a support (mutually exclusive with ammo) or assault

twin hazel
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I'm thinking assault, instead of that little ammo box he got

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or maybe on top of since its the default class

merry whale
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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)

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Plus who knows, we could do a small & big box & do it like the current ammo box setup

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So small box to do say just helmets or just the vests and big can do both

twin hazel
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armor has hp, so it could also work like medic box maybe

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when its on the ground I mean

merry whale
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being honest that is my preferred idea

twin hazel
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just holding it in hands and "repairing" would not be the best Idea I think

merry whale
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Yep

twin hazel
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especially if you are reparing someone else

merry whale
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I would rather have it "Bulk" repair but be interruptable by damage

twin hazel
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I can just imagine a fucking pit crew

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3-4 medics, 2-3 supports, and one shooter

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man be immortal

merry whale
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"Okay DD20, you & I shall be repairing this exo"

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I doubt immortal per say

twin hazel
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with exo?

merry whale
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far harder to kill definitively through

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Yep

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M200 still goes nope

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otherwise I image two guys could overwhelm the healing/armor repair to some degree at least

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and than RPG Heat

twin hazel
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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

merry whale
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And frags

twin hazel
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litterally only one shot weapons would be viable against that kind of shit

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so yeah

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not a good idea

merry whale
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but anyhow through

twin hazel
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moving on the the actual ideas

merry whale
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I am fully up for having it go on the ground & being picked up possibly

twin hazel
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I think the little medic box on the ground, with a short timer giving a set amount of hp would work fine

merry whale
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sounds like a good system that can't be exploited from china to Paris

twin hazel
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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

merry whale
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Pretty much

twin hazel
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also helps at most the heaviest armor has like 47 "hp"

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I think

merry whale
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beats the current medic healing themselves while sprinting like a mad man in the middle of a fire fight

twin hazel
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that is what exo got right?

merry whale
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that is heavy

dense juniper
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Exo is 63 or something

merry whale
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heavy is like 43 to 47

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exo is around 62

twin hazel
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ah, I see

dense juniper
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thank fuck its not 250 anymore

merry whale
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exo tends to add a extra shot compared to heavy

dense juniper
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Remove exo when

twin hazel
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fair enough( I never fucking noticed that and those two are my most worn armor)

merry whale
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it is a case of how easy armor is to bypass currently 9/10

dense juniper
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Remove it so it can't be bypassed Trollge

merry whale
dense juniper
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Wait

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Why can i use stickers here

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Nvm

twin hazel
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I assume its becaues everything is relaxed?

signal venture
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aka

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TANK SHELL TO THE FACEEEEEEE

twin hazel
signal venture
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I can imagine the mortar crew trick shotting shells into the tube to maximise reload speed

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plump! BOOM! clang. plump! BOOM! clang. plump! BOOM! clang. plump! BOOM! clang. plump! BOOM!

long pollen
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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

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And it is relevant even in vehicle-free modes

twin hazel
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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.

dense juniper
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because fuck you or something

signal venture
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ya

distant cape
timid night
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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

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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
distant cape
# timid night I'd just throw armor health out the window Make it: - No armor is as usual - Lig...

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

timid night
# distant cape Ran the numbers on these and got some estimated durability increases from this o...

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

distant cape
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This takes all weapons into account other than pistols

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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

timid night
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ooh, interesting

distant cape
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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.

timid night
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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

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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

distant cape
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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

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Which is why I’m generally not in favour of the idea of flat reductions

timid night
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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

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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

distant cape
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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

timid night
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i mean, different guns reacting differently to armor was something that was planned at some point

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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

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but i do see the point

distant cape
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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.

merry whale
twin hazel
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the one thing that sticks out is actually the launcher.

merry whale
twin hazel
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one of the least used buildable, and one that is really only useful occasionally.

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that's not a "side of building"

merry whale
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it is a side dish at best of building lol

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otherwise I never put it with his main uses

twin hazel
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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

merry whale
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simply made a note that he has above average access

twin hazel
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that would be fair I guess.

merry whale
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But to the point, I am still a guy who feels assault or support should get armor repair

twin hazel
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i'm leaning for assault

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give them a box too

merry whale
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recon feels like a waste to get it in honesty, with medic already having healing, Engineer has his pick of RPGs & vehicle repairs

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and leader is disabled

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We could also just do a both option similar to support

twin hazel
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recon should be able to actually do recon and not just be "sniper class"

merry whale
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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

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Recon wise, I feel he needs a spotting system update to shine

twin hazel
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I don't think reparing half armor of half your armor is a good idea

merry whale
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but most would still play him as a sniper

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to clarify DD20

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I meant half as in the helmet or the chest

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not the amount

twin hazel
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yeah most would play as a sniper, but being able to things other than sniper while actually being a proper recon would be nice

merry whale
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so fully repairable to either but the small box limits which you can repair

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So either the helmet or the chest

twin hazel
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would be chest then

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helmet is not nearly as important to most people

merry whale
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the big box able to fully repair both

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and lets us give the small to one, the big to the other

twin hazel
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yeah, I do still like my idea of it being droppable only, like the medic box while dropped

merry whale
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I am up for that

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main difference I would say it needs is the XP gain when you have a guy repair his armor

twin hazel
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assault gonna get a grenade box or something lik bf

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yeah box on the ground should count for at least resupplying like the ammo box

merry whale
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I would also add possibly being able to pick up the box

twin hazel
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but I don't think it current does so?

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you can pick up every other box I think

merry whale
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Medkit doesn't give any XP on ground to knowledge

twin hazel
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actually I don't thing ammo box can

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but you can with the medic one

merry whale
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you can't pick up any ammo box

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once tossed it is effectively gone from your inventory

twin hazel
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which makes sense, cause then it would be infinite

merry whale
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possibly

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A simple solution is give it a supply amount for when the box is on the ground

twin hazel
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or just make it exactly like the medic box instead

merry whale
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have a default and add a multiplier for every gadget slot

twin hazel
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oh still on the ammo boxes

merry whale
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Than allow you to pick it up via some key

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whoops

twin hazel
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yeah, with how many are on the ground at a time

merry whale
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well I feel stupid now lol

twin hazel
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that sounds like alot of data to keep track of

merry whale
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Not really

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1 box per support

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box has X amount of supplies

twin hazel
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2 boxes per support no?

merry whale
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The change in my head makes every gadget slot expands the supplies in the box

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so say default size is 100

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2 gadget slots would be 200

twin hazel
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oh instead of points for each indiviual thing

merry whale
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3 would be 300

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etc

twin hazel
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just total points

merry whale
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Yep

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idea yonked from squad's rifleman

twin hazel
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ehhhhh

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it could work yeah

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but really

merry whale
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simple enough system

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could display the supplies

twin hazel
#

the box is for gadgets than it is for ammo

merry whale
#

allows you to pick up box too

#

Aye fair

#

supplies are only used on the non primary & secondaries

twin hazel
#

with squads thing, they would have alot more access to the gadgets

merry whale
#

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)

twin hazel
#

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?

merry whale
#

unsure as of current

twin hazel
#

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

merry whale
#

possibly

#

again depends how the balance for it goes

twin hazel
#

true.

merry whale
#

and should we take this to the ammobox feedback

twin hazel
#

but back to armor.

merry whale
#

aye fair

#

armor wise I do agree it should've be a stream

twin hazel
#

medic box but for armor, only usable while dropped

merry whale
#

sounds good

twin hazel
#

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.

merry whale
#

I am up for that

twin hazel
#

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?)

neon summit
#

wait

#

maybe not

random monolith
#

(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

twin hazel
#

only if rpgs and c4 spam is changed

sand dagger
timid night
#

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

sand dagger
#

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.

weary condor
#

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.

twin hazel
#

if its for assault instead of engi, sure. this is literally what we just spoke of less than 20 messages ago.

weary condor
#

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

quasi gyro
# weary condor Armor is mechanically interesting rn. I don't want a boring all-over-the-body fo...

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.

merry whale
merry whale
quasi gyro
#

Only Heavy and Exo armor can consistently survive more than a single shot

merry whale
#

Well the idea is so you got a general idea of "Hey my armor is getting low"

quasi gyro
#

Yee

merry whale
#

rather than either a Yes I have armor or a no I don't

quasi gyro
#

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

merry whale
#

Aye fair, be it I feel many can see a difference + there is a reason we have color blind modes

quasi gyro
#

True

merry whale
#

could just be a basic difference of the green starts fairly bright

#

and each color darkens

quasi gyro
#

You make a good point yeah

merry whale
#

til you get to the faded translucent gray

dense juniper
merry whale
dense juniper
#

I want oki to make his mind up with the direction of the game instead of pissing off both sides

merry whale
#

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)

dense juniper
#

A few Clueless

#

Tbh idc what happens with armor just remove exo ffs

long pollen
# weary condor Armor is mechanically interesting rn. I don't want a boring all-over-the-body fo...

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.

dense juniper
#

Aint no way i get babied by someone pulling out csgo and ow2

merry whale
#

(nerfs were a headshots bypass it, 10% or 20% slow, and finally changing the small arms to snipers only & remove the slow)

dense juniper
#

tfw just seen the csgo armor having resonable trades offs (the only fuckin tradeoff is fucking money)

merry whale
#

(to clarify, Nanoweave had a 20% DR perm on the body for most of it's life span)

merry whale
dense juniper
#

yeah but also ill say

#

this is fuckin bbr why is it being brought up in the first place

#

💀

merry whale
#

it is a armor system

#

could be used in discussion is my guess

dense juniper
#

it is indeed

#

but said drawback does not exist in bbr ppW

merry whale
#

equally we could add the current armor ones

#

It is up for debate I suppose

merry whale
#

AKA add the current debuffs & see how it balances out

dense juniper
#

csgo armor but speed debuffs?

#

ig

#

armor models are way too hard to tell which is which tho apart from exo

merry whale
#

Suppose for exo we could simply make it heavy + explosive resistance

dense juniper
#

medium + explosive with heavy speed

merry whale
#

depends on the resistance in question

dense juniper
#

real

twin hazel
#

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.

long pollen
weary condor
#

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

timid night
#

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"

neon summit
timid night
neon summit
#

Okay good lol I was about to say

timid night
#

Makes it so you actually gotta aim your shots well, and stops people shooting legs to avoid armor

supple pulsar
#

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

timid night
# supple pulsar Hmm well if you are gonna aim body cuz of the limb modifier. Wouldnt damage be ...

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

supple pulsar
#

Pubg also did something about this i just cant remember what they dif

timid night
#

But yeah, in general, I feel this game would benefit lots from rewarding shot placement more, rather than it being just head and torso

supple pulsar
#

I mean either get some limb modifier or armor covers your whole body

distant cape
#

torso is easier to aim for than limbs

#

so if you switched from limbs to torso it would not make aiming harder

timid night
#

And you may not be taking into account the area that legs and arms account for as well, because they aren't exactly small

supple pulsar
#

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

distant cape
#

in terms of chest

fringe wren
#

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.

grave shard
#

support armor sucks ass
i doesn't block anything
let alone let you move

merry whale
merry whale
merry whale
random marten
#

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

limber pewter
#

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!

random marten
#

Toughness = amount of shots armor can take
Hardness = amount of damage in a single shot it can stop

limber pewter
random marten
#

Ceramic: high hardness low toughness
Steel: mid hardness high toughness high weight (slow)
Kevlar: low hardness high toughness

limber pewter
#

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

random marten
#

Yeah

limber pewter
#

(now lemme read through your suggestion lmao)

#

from what i can tell, yours would be sort of "the next step" of my idea?

random marten
#

Yeah hopefully

#

But for either of these to work then there would need to be a hefty damage reduction to hits to the extremities

limber pewter
#

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

random marten
#

I think that the way it should work is that hits to the arms and legs should just deal at least 40% less damage

limber pewter
#

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

random marten
#

25% maybe?

limber pewter
#

probably a good starting point

#

0% is just way too little 💀

limber pewter
#

yeah, certainly not what the end-product would be, but more of a step in some sort of direction

merry whale
#

see how it looks

random marten
# limber pewter of course, armour values would need to be moved around and generally brought dow...

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.

merry whale
#

get a feel/idea

limber pewter
#

hm. what exactly does the '2 armour' damage do in the example at the top there?

random marten
random marten
supple pulsar
#

yeah cs has like if a gun has 50% armor penetration 50% of the damage goes to hp 50% goes to the armor hp

random marten
supple pulsar
#

i mean the concept is same

round sorrel
# random marten So, combination of our ideas: So, say you have an gun that deals 30 reg damage ...

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.

distant cape
#

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

merry whale
#

everything has averages

#

Games have a meta & sets of meta weapons

distant cape
#

Yes
But it will be less fun as long as anyone is using options which affect some things more than others effectively at random

merry whale
#

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

distant cape
distant cape
merry whale
#

with exceptions

#

(and looking at full autos)

distant cape
#

There are a huge number of viable guns

merry whale
#

true

distant cape
#

A surprisingly high number of people use even weapons that are just bad

merry whale
#

Say that durning the old vector meta lol

distant cape
merry whale
#

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)

distant cape
#

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.

sick iris
#

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:

  1. 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.

  2. 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.

  3. 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.

  4. 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.

sour pivot
dry cliff
#

Just let us right click to do it

#

Right click goes back a menu

limber pewter
#

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"

dry cliff
#

But I agree

limber pewter
#

WHAT A TIME TO BE ALIVE

dry cliff
#

Typical battlebit players

#

Don't even play the game smh

limber pewter
#

yah. not at all. not even worth playing tbh

dry cliff
#

Oh wait

#

You've been in my games lol

#

I always noted when I saw you

#

Wild

limber pewter
#

ye. id imagine a lot of people just know me as "that one really fucking annoying MSR guy"

dry cliff
limber pewter
#

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

dry cliff
#

Rookie mistake

limber pewter
#

"hi im lost" "YEAH I BET YOU ARE"

#

"help im lost" "yes, youre lost. we know"

dry cliff
limber pewter
#

REAL

#

the number of times i got lost and never got help as a noob because of my name...

grave shard
hexed idol
#

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.

dry cliff
#

Wouldn't we all

hexed idol
#

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 BBSad

dry cliff
#

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

grave shard
timid night
#

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

twin hazel
#

just change how speed actually works. armor just multiplies your base speed.

twin hazel
#

I rather we keep the armor that breaks, but we need a way to replenish it.

long pollen
dry cliff
#

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

feral vine
#

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.

dry cliff
#

It could work fine as just HP. Honestly as long as it's consistent to kill someone I think it's fine

twin hazel
dense juniper
#

Siege was dr but changed to equivalent in hp iirc because its was unintuitive or something

dry cliff
#

I think he means literally just make armor HP

#

so if you have heavy armor you have 160 hp or something

twin hazel
#

oh yeah its been a long while., there was resistances at one point wasn't there.

daring badge
#

Armor isn't getting buffed while exo exists

#

Arguably, neither is support

twin hazel
#

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.

long pollen
dry cliff
#

Just make bandages heal 40% of your max hp idk. Or that's the trade off for more hp

twin hazel
#

armor turning into hp is just boring

dry cliff
#

I mean. It's more about what works better in this case

#

I would prefer to have a difference personally too

random marten
#

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

grave shard
#

i'm not reading all that xD
but probably smth good in there

dry cliff
#

I ain't downloading that lmao

grave shard
#

i did, it ain't a virus

dry cliff
#

Nah

#

Transpose it in 30 words or less

random marten
#

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

dry cliff
#

Minecraft names. I like it

random marten
#

I didn't get to kevlar

dry cliff
#

Good job transposing them

random marten
#

Kevlar is takes damage the same as hard but the damage the player takes is based solely on ADmg

dry cliff
#

Are these different things you'd equip?

random marten
merry whale
#

HG stupid ideas electric boogaloo

  1. make arm & leg armor
  2. allow repair
#

simple & easy at this rate

random marten
merry whale
#

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

merry whale
#

just asked a guy to do a basic aim towards me

#

you can see how much those arms cover

random marten
merry whale
#

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

daring badge
#

courtesy of sexy babe @jade latch

merry whale
#

(looks at those arms blocking your entire chest & only leaving the head)

dense juniper
#

(Looks at the fact exo "isnt a problem" somehow)

#

Itd be so over if armor just covered arms 🗿

daring badge
#

it'd be so over if they did literally anything with armor

dense juniper
#

remove it

daring badge
#

I wish

#

But people are attached tos it so can't remove it anymore

daring badge
#

well, won't

merry whale
#

it can be removed if the devs desire

#

and the community won't want it removed

#

but it is up to oki & co

daring badge
#

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

daring badge
#

what about it

#

Unless you mean with EA

#

in which case since then

dense juniper
long pollen
# merry whale

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

long pollen
# daring badge

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.

limber pewter
random marten
#

Bipod can really only be reliably used while prone

grave shard
#

even then you're better of with a grip...

dry cliff
#

What is this talk

limber pewter
#

Support main talk. Not like anyone else uses armour anyway, so it's kind of to be expected

lapis lark
#

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

merry whale
merry whale
#

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

dry cliff
#

limbs should have different damages for sure

#

reward accuracy a tiny bit more, and make armor more important

twin hazel
#

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

dense juniper
#

Or just

#

Have armor cover arms 💀💀💀💀💀💀💀

dry cliff
#

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

supple pulsar
#

make any limbs same damage as body and gets covered with armor

#

on any armor for consistency

dry cliff
#

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

dense juniper
dry cliff
#

Exo I'm down for leg armor tho

supple pulsar
#

comparison

#

doesnt need to be visual there to just cover the whole body with armor

dry cliff
#

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

twin hazel
#

when is facewear gonna be an option?

dry cliff
#

Hockey mask when?

twin hazel
#

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.

hushed panther
#

your arms are in front of your chest when you're aiming

twin hazel
#

but that transfers to chest anyway, so not really an argument I think

hard valve
#
  • 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
grave shard
#

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

hard valve
#

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.

grave shard
#

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

hard valve
#

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.

grave shard
grave shard
hard valve
# grave shard the mg36 just sucks. the l86 got butchered and the m249 is a worse m4 with bette...

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.

hard valve
grave shard
merry whale
merry whale
#

To summarize the weaknesses of armor

  1. You take full damage to arms & legs while bypassing all armor
  2. your arms cover the majority of your chest when ADSed
  3. you are slower
  4. one time use
  5. makes you react slower
supple pulsar
#

im fine with exo helmet getting 1 tap by snipers thats fine for me as long as its a long range skill

hard valve
merry whale
#

mix in the fact support's weapons tend to do less DPS than their counterparts for various reasons

supple pulsar
#

but getting shredded by speed demon smg ton of ammo medic

#

no thx

hard valve
merry whale
#

Planetside 2 has K cap ammo

hard valve
merry whale
#

The TFC sniper could slow enemies

#

by aimming at legs

hard valve
merry whale
#

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

supple pulsar
#

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

merry whale
# hard valve you're completly wrong about that MG36 is really strong, L86 is really strong, M...

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

merry whale
#

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

hard valve
supple pulsar
#

this is the case on all armor its just exo and heavy armor are like moving turtle targets

merry whale
#
  1. The famas has better handling stats
#

so it can react faster & employ it's TTK better

hard valve
#

Lower mag, so lesser killfeed and less dmg for armour

merry whale
#

Armor doesn't make much of a point so we look at unarmored targets for body shots

hard valve
#

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

merry whale
#

Otherwise the famas is a 4 tap not a 3 tap

#

so lets look at the peers

supple pulsar
#

0.02 what? its more than that tho

merry whale
#

the fal at 40 & 650 rpm

supple pulsar
#

support has big penalty in aim down sight

#

lmao

merry whale
#

the groza, 650 rpm again, similar damage bracket

hard valve
#

Stop changing subject you were talking about the famas my friend 🙂

merry whale
merry whale
hard valve
#

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

merry whale
#

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

hard valve
#

So every support weapons should have higher TTK than FAL, bigger mag, and better recoil? That's what you're saying

merry whale
#

Who said that?

#

only you

hard valve
#

No you

merry whale
#

I am saying the MG36 is weaker than it's peers

#

keep in mind my wording

hard valve
#

It's not weaker

merry whale
#

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

hard valve
#

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

merry whale
#

35 mag?

#

also I keep hearing people complain about the MG36's recoil in various places This month

hard valve
#

Sorry 40* it's EVEN MORE

merry whale
#

okay?

#

Again magazines have some dimisning returns in value

hard valve
#

Yeah okay, mean you can kill a whole squad without reloading, fair

merry whale
#

So 3 shots, 8 people, mix in squad spawns, Nice logic

hard valve
#

ooooh ok.. people complain about MG36 recoil.. so.. FAL is ok?

merry whale
#

I am disputing your point about MG36 being a laser

hard valve
#

AAAH I said it's laser!

merry whale
#

So stop trying to twist my logic

hard valve
#

No no, you are doing that actually.

merry whale
#

to quote you said 0 recoil

hard valve
#

You were compairing to famas then FAL, so.. do it properly

merry whale
#

that implies laser

#

Hmm?

hard valve
#

Famas 25mag, FAL 20mag

merry whale
#

Now lets pull this back some

#

You started the MG36 comparison to the famas

#

I said some stuff you said I did the comparison

hard valve
#

Yep because it was same TTK

#

when Famas is actually harder to maintain because of higher ROF SO higher recoil/s

#

😉

merry whale
#

Okay?

hard valve
#

Yes. So where MG36 very bad boohooo

#

40mag, low ROF with not big recoil, same TTK as famas

#

Bad weapon, ok?

merry whale
#

Compares to peer

hard valve
#

actually better on armour than famas too

merry whale
#

Groza & the Fal

hard valve
#

you need more?

merry whale
#

answer

hard valve
#

So I just destroyed you on the famas point

#

Now, let's do other weapons, you said Groza and FAL

merry whale
#

Nope

hard valve
#

Right

merry whale
#

you didn't dent me even

hard valve
#

you're only arguing is "Okay?"

merry whale
#

no offense

hard valve
#

you were talking about objective dude

merry whale
#

you are acting a touch manic

hard valve
#

You're doing the same

merry whale
#

Not really

hard valve
#

Oh so me but not you

merry whale
#

But if you desire to start with the famas

#
  1. it has faster reactions
grave shard
#

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

hard valve
#

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

merry whale
#

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

grave shard
#

armor ded after one fight btw

merry whale
#

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

hard valve
merry whale
#

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

hard valve
grave shard
merry whale
#

you don't listen do you?

hard valve
# merry whale (Aims low,avoids armor)

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

merry whale
#

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

grave shard
merry whale
#

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

hard valve
# merry whale Than we got the rest of those little details that make a Famas able to beat a MG...

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.

merry whale
#

Who said dodge everytime?

grave shard
#

also funk one shot up and you're doneso

merry whale
#

also we are using anyone but support vs support right now

#

So it is a support(MG36) vs X(Famas)

hard valve
merry whale
#

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

hard valve
merry whale
#

We will be using exo helmet

grave shard
hard valve
#

Specially when on CQC for example, when you're experimented you can HIPFIRE so.. BOOOM, no more ADT 🙂

merry whale
#

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

hard valve
merry whale
#

So guess what

hard valve
merry whale
#

you can force him to move

#

& than make him have to ADS to get accurate fire

grave shard
merry whale
#

So you lose that "Hipfire advantage"

hard valve
merry whale
#

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

hard valve
# merry whale I don't know which armor type you are even using Okami

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

hard valve
grave shard
#

you seem very butthurt because you got your cheeks clapped by a gigachad support main a bit to often

merry whale
#

Anyhow through

hard valve
#

And if you are hipfiring it, it removes the differences beetween the 2 weapons

merry whale
#

Okami if support is so good, why didn't we see them much prior to the 2x xp weekend

grave shard
merry whale
#

But to the point

hard valve
#

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

merry whale
#

You are using a 1.4 & 1.0 recoil gun

#

we can use attachments to simply reduce it's recoil further

hard valve
#

same thing with both guns

merry whale
#

same can be said for the MG36

#

Nice

#

jinx

hard valve
#

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

merry whale
#

Aye I get that

hard valve
#

So yeah, fact done on Famas, and as I said you were wrong

merry whale
#

nice

#

simply saying I am wrong

hard valve
#

Want to go on an other weapon ?

merry whale
#

ignoring the other details I mentioned

hard valve
#

I answered to all

merry whale
#

nice fail on the whole recoil bit

hard valve
#

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

merry whale
#

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

hard valve
#

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

merry whale
#

So Famas

hard valve
merry whale
#

Faster movement & reactions, easier to flank & the MG36 suffers against because slower eraction

#

Aye I get that now

hard valve
#

5% movespeed so.. more movement and more reaction?

merry whale
#

5% base

hard valve
#

So when you move faster, you've more reaction?

merry whale
#

without accounting for all of support's other issues

hard valve
#

Or you're talking about ADT

#

No no no.. not sentences, numbers

grave shard
hard valve
#

What are the numbers

merry whale
#

Being honest I am unsure why you are talking in here if you don't know armor stats

hard valve
#

Let's compare that

hard valve
grave shard
hard valve
#

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

supple pulsar
#

idk pretty sure high rof guns always wins

grave shard
merry whale
#

(looks at the SMG meta we had for a while)

grave shard
hard valve
merry whale
#

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

grave shard
merry whale
#

as you stated bigger numbers get hit harder

supple pulsar
#

that i dont feel it

#

or ultimax

#

i only use slow rof guns lmao

hard valve
merry whale
#

read

#

I gave you all of them

hard valve
#

Still no "MG36 - 45 vs Famas 36" for example

merry whale
#

otherwise a 0.3 base ADS