#Player Armor Visibility/Replenish?

1 messages · Page 1 of 1 (latest)

analog mortar
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Armor is a interesting mechanic however I think it just needs some more depth to it for players to better work around it and use it to it's maximum potential in firefights, both as a shooter and a player being shot.

           **[Visibility]**

Vests should have some form of visible damage similar to how someone's helmet can be shot off, whether that be bullet holes or the vest being visibly torn out with some bright metal and ripped cloth just to convey to shooters that the other player's armor is indeed broken.

Players should also have a UI element similar to how your health gets depleted that just tells you your armor is broken/breaking in some capacity. Should also tell you when your helmet get shot off aside from just an audio queue.

     **[Replenishment?]**

As for replenishing armor on players, that's a different story. I'm torn between either having engineers repair tool being able to fix players armor, which adds another class you need to either be or find in order to fully get back into a fight.

Adding it into Support's supply kit (and subsequently ammo supply drops) which then makes it so support gets a way to replenish its own armor on the fly possibly causing issues.

Having multiple classes have access to plate kits, which would then remove a different valuable utility to someone in order to just resupply after a basic firefight.

I'm uncertain the correct way to handle it honestly, but I don't think leaving armor breakable yet unrepairable is good for players trying to sustain in a prolonged engagement or just multiple separate engagements. Similar to how you don't want to be at low HP in your next fight

At the very least I would think visibly being told your armor is broken/breaking and being able to see when other players armor is broken would definitely help in determining if you want to get into certain fights

frozen tree
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Looks good, but this will ge deleted by mods because duplicate of "armor" thread :c

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Copy/paste it in other armor thread or the armor feedback :d

analog mortar
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ah I was hoping the addition of the actual visibility of the damage would have been good enough. I hadn't seen anyone actually say anything involving seeing someone's armor be hit.

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I'll just leave it for now, if it gets deleted I'll just repost what i have on the more popular armor thread.

frail shale
analog mortar
frail shale
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Making it similar to bandages is still pretty tedious imo. You already have to sit in a corner and bandage and reload after every fight. It seems unsustainable to keep adding to that.

analog mortar
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The only other thing I could imagine is making it either be unbreakable and have a flat lesser damage negation or just not there. But I don't know if a complete rework in that sense would be more popular.

frail shale
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I suggested making it regen over time, so that the next fight it still effected by the last but you dont have to stop and do nothing for 15 seconds every time you take a fight

analog mortar
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Not quite sure honestly. Regen could go either way, and there's also the issue of should other classes/armor types get different regen rates and the balance behind all that. Regardless of how the armor itself gets changed I would still like it to be visibly damaged just for others to be able to tell when your armor is broken.

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Player Armor Visibility/Replenish?

gusty pasture
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Station then gets destroyed when that point building collapses

analog mortar
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Would that lead to just people trying to completely flatten buildings as fast as possible to avoid the enemy getting any armor?

gusty pasture
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if that's the case then it can be placed somewhere else

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But I think it'd be better as something players fight over than just something that's placed and spammed making armor pretty much permanent healthbar # 2

analog mortar
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I think set armor stations could be good. But maybe splashed around a map generously rather than set on a point specifically

gusty pasture
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The way I see it is it creates tension in places where there should be

analog mortar
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Maybe less armor stations at points, and more armor stations outside of points.

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Making the armor stations at points more valuable, but still allowing someone going to a different fight to restock

gusty pasture
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Placing it between 2 objectives means it might be more difficult to find good spots on certan maps

analog mortar
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iffy on it personally. I could see armor stations being done well and done poorly and that also just be map to map.

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Like Namak, already a tight map with the winning side possibly having the advantage of armor replenishment while the enemies don't readily.

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vs something like Sandy Sunset or Wine Paradise being less affected by it

royal bison
atomic knoll
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We really should be able to see our armor status

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Idk why oki thinks having an hp status or armor status is unrealistic. I can feel my blood draining and I can see my armor getting hit lol

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It doesn't have to be a literal bar, could be abstracted like a heartbeat monitor or something for hp, and cracking on a picture of an armor vest to represent armor

royal bison
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when will we be able tp check ourselves like we do our mags to assess for damage lol

atomic knoll
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Checking ourselves would be a great middleground actually

royal bison
analog mortar
royal bison
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Just scrap mag checking honestly.

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It's about the least useful feature ever.

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its one of those memesim features for "realism" that doesn't matter because we got our counter in the corner

vale steeple
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This and make the EXO armor the LAST one you get access to

royal bison
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eh.

lavish belfry
somber rain
lavish belfry
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oh fair enough, I just assumed it was about the mag check alone

somber rain
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yeah, I was basically saying "mag check bad. Increase speed, or add more effects on checking"

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Personally I like the idea of checking your mag also checking armor and health. It would justify the slower speed, giving you all that info and giving you a moment to process it