#Complete Armor and Helmet Rework

1 messages · Page 1 of 1 (latest)

smoky ibex
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Old post, just read the latest thing i said, if you want read what i wrote originally its here

The reason why the current armor system sucks is simple:

It is not built for an arcade mode, it is built for a milsim.

Listen, a milsim mode is coming eventually and current armor system makes the most sense to be in a milsim mode. It doesn't have to be completely removed, just put there and tweaked.
In arcade, it just feels inconsistent. Armor is a gamble that decides the outcome of a battle by random chance.
To elaborate further, armor right now serves as extra health, but it only provides you with extra health if the bullets actually hit the armor. In most cases, it is practically random because player character pulls his arms up when aiming and such, which are unprotected and in the way of said armor. That combined with unprotected legs creates a system that in this mode, is not good and worst of all, not functional.

How can this be solved then?
A proposal heard from others is the one I find personally the best for this:

  • Giving armor % damage reduction, from top to bottom, legs and arms included, all the way to the neck. Helmets will give % damage reduction regardless of where you hit the person (face or helmet).
  • Making it unbreakable. No need for any kind of new repair mechanics. Nothing breaks.
    This is a simple solution that I propose.
    Some may like it, some may not. I really do not care.

The point of this entire thing is at the very least express a need to fix for what I believe is one of the biggest, underlying problems Battlebit has right now. There are many problems that directly or indirectly stem from armor, primarily class imbalance.

Solve this somehow, anyhow and put the current one in the milsim and the new one for arcade. That is it. Nothing more, nothing less.

brave idol
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Honestly if oki doesn't want to add armor packs, at this point it may as well be a flat damage reduction. I think it would make supports insane and need some serious testing for sure though

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I think regenerating armor from encounter to encounter would be better balance wise tbh

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But people will complain it's not realistic and silly, but oh well

smoky ibex
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Honestly flat damage reduction is kind of a must now
Obviously it needs a lot of testing to make it somewhat balanced, which should be a thing soon with dedicated servers for that
As for if armor should break and how to get it back, there is about a dozen ways to go around it, all of which would work one way or the other

agile patrol
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Well, flat damage reduction is a step in right direction tbh.
RN you have a support, who have additional HP only first encounter, while having movement speed restrictions all day long. That's basically an inherent nerf for no reason.
That's simpler and more robust system, super intuitive - trade movement speed for more health.

ebon ginkgo
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%DR is good, flat is a bad idea.

agile patrol
ebon ginkgo
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%DR+flat is complicated for not much

agile patrol
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%DR is good start, flat DR not needed rn tbh

somber sierra
merry thicket
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IMO armor never feels good in a fps, due to damage inconsistencies it gives the guns. I would just remove armor at this point in the game and keep it in milsim mode. Yes there would have to be a gun overhaul with it, but the game is still in early access so I don't see an issue with it. Amor in this state with how it breaks is somewhat useless, and this is why light/ ranger is meta due to the speed it gives.

muted spade
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they're big man with gun

boreal shale
muted spade
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without armor they're just man

boreal shale
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For example I found that for exo chestplates to have the same effect as they do now they’d need something like an 80% damage reduction, so your ttk could go from not being changed at all to being 5 times longer, just depending on where you hit

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With the current system that doesn’t happen to nearly the same extent as the armour is likely to be used to its potential even if they will hit elsewhere with many of their shots

boreal shale
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Purely because a lot of shots will hit the limbs

agile patrol
boreal shale
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They do not.

agile patrol
boreal shale
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Limbs are a big part of the player

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Bigger than the torso

agile patrol
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If you hit head, that's 26% DR. Exactly 135 HP. Like it's RN

boreal shale
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This is really simple to understand

agile patrol
# boreal shale

That's why current armor is so stupidly underwhelming you know

boreal shale
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You don’t need to hit all your shots on the body for an exo chestplate to take full effect

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But with percentage damage reduction you do

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Therefore the “full effect” has to be scaled up significantly to compensate

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Which is where the 80% figure comes from

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That is genuinely how much is needed to fix that deficit with the assumptions I currently make

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It could even be 100% damage negation and only be a little better.

regal fractal
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They are people that oppose armour rework. You can't be more obvious troll. Like, WTF

boreal shale
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This is so simple to understand

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I don’t get why so many people don’t get it

nova grove
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i dont get why you want it to be the same ttk we can make the ttk faster but not as slower as 165 hp ttk we want to make sure exo is tanky but not like 165 hp tanky lmao

boreal shale
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With 100% damage reduction for example, if you’re hitting half your shots on limbs that’s at most gonna double the ttk

agile patrol
boreal shale
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Because most people agree it’s situational and not meta currently.

boreal shale
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Without other changes

nova grove
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sure but we need to make a middle ground of making people not complain it BE SUPER TANKY

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80% is a lot

agile patrol
nova grove
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bruv

boreal shale
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The most important thing that would also need to be done is limb damage modifier

nova grove
boreal shale
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Most of the reason why the 80% is so high is because limbs take full damage

nova grove
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the rework covers the whole body+limbs

boreal shale
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OP did not say that

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That would change things somewhat

nova grove
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is this not what op said/

boreal shale
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That does pose a balancing issue as it heavily reduces the number of damage breakpoints there are, but it would fix the inconsistency

nova grove
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is this not full body reduction

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by armor?

boreal shale
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Somehow I missed that I guess

nova grove
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since its gonna cover

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the whole body now

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we dont want that 165hp or 80%

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since its gonna be consistent

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even if its hitting limbs

boreal shale
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I could find out what values work best if limbs benefit equally to torso

nova grove
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the suggestion doesnt even tell there should be limbs modifiers

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tbh this is just gonna make every ttk consistent on any body part

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beside the head

boreal shale
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The only issue I have with this is that it makes each gun highly sensitive to different armour types more than others

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So now instead of TTKs being so variable generally it depends on the matching of your gun and the enemy more so than it does right now

ebon ginkgo
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25% whole body armor for exo is already pretty good

boreal shale
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yeah the values I initially stated make armour waaay too powerful with limb shots negated, let's see how low they need to go

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these give very similar results to what we have right now

chilly hound
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I like the idea of coming around to trying new armor ideas but the weapon damage numbers, rpm, and range are all based of the current armor values. So i think something like this more of a distant future suggestion rather than right now.

boreal shale
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it would require some rebalancing for sure

chilly hound
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Its really just too much work rn for the devs

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but hopefully can be archived and brought up later to see if theres any merit to any changes to the system.

boreal shale
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looking at the numbers I proposed it would lead to some goofy changes with breakpoints, for example the f2000 killing faster than the M4

chilly hound
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Where it stands everything works ~fine~ and theres nothing super wrong with the armor.

lapis musk
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rework armor = rework weapon damage, i would say OH NO GUYS if i were oki

agile patrol
smoky ibex
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Imma be real 50% on exo is as far as i would go

agile patrol
boreal shale
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50% is more than is needed, if the armour covers the limbs

smoky ibex
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Exactly

agile patrol
smoky ibex
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Personally 40-50% would be the way for exo

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But 50 does seem a bit overkill

agile patrol
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That's 165-200 eHP range btw

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165 is already in game if all bullets hit armored part

boreal shale
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we don't need a 65% ttk increase to be the same as it is right now, because EXO does not give that big a boost currently

agile patrol
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The problem, if you hit limbs rn, that's 100% damage

boreal shale
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40% would actually translate to about 154% ttk when we consider headshots for exo. If the exo helmet is 30%

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(with no limb shots)

smoky ibex
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30% for exo helmet is fair

boreal shale
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and 154% just by luck happens to be about exactly how it works out now with the current implementation of exo armour

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it is actually surprising to me how close it is

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0.1% off according to the assumptions I made

smoky ibex
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Huh thats great actually

boreal shale
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I was just gonna use multiples of 10 as a baseline and tweak them from there but that turned out to be unneccesary

worn cedar
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Wouldn't this just make TTK longer?

boreal shale
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the idea is to keep it the same in the context of this convo

agile patrol
worn cedar
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plus the run n gun playstyle for some would just die cause everyone would want to last the longest thus picking the armour that gives them the most dmg reduction

boreal shale
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that would work out to be slightly weaker than it is now, though with exo helmet I suppose the key thing is working around snipers

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which my data doesn't consider

nova grove
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idk i think just armor rework is fine

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i want helmet to fly off

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and hp is fine on helmets tbh

smoky ibex
boreal shale
nova grove
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we have to adjust snipers again if we change it to damage reduction

boreal shale
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the peak ttk increase from old armour would be higher than this rework proposes, but the minimum ttk would be extended as well. Just more reliable

smoky ibex
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But im not sure, i cant do calculations for it right now

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More consistent

boreal shale
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right now there are about 60-70 damage breakpoints against armoured enemies to work with, my main concern is that this would drop significantly allowing for less granular balancing with this change

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don't have time to work out by how much it would drop rn but could easily do later

boreal shale
worn cedar
ebon ginkgo
boreal shale
chilly hound
agile patrol
boreal shale
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That doesn’t match my experience.

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With the extreme amount of invasion games of late I think it’s become more popular, as the player density being so high means you can farm a lot of kills as a support

chilly hound
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can you at least be honest with yourself

boreal shale
worn cedar
boreal shale
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We already reached agreement here that it would be quite a bit of work so possibly not that practical

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I think that much is true for every armour rework suggestion I’ve heard.

chilly hound
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total rebalance would take months, and from the sounds of things, they're already thinking waaay ahead of rn. so its gonna be a long time before its even looked at

boreal shale
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To be honest it could be done in like an hour provided the person doing it has adequate tools to efficiently see the impact of the changes they make to the stats

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But based on how gun rebalances have been so far

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Realistically I wouldn’t expect it

smoky ibex
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Yea it is going to take a while of course

chilly hound
boreal shale
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Well, we already have a baseline for the balance (the same as it was before), so it would really just be tweaking damage and fire rate in order to get the numbers to line up with what they were before

smoky ibex
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Yea for now we can calculate how certain % would affect gun balance

boreal shale
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Since that’s what an armour rework would mess with, TTKs

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If I built a proper GUI for the program I use to generate data on this game, it would be easy for me to test whatever balance changes I wanted to on the data, it would just be a bit of work to set that up

worn cedar
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The current armour system to some including myself make the armour actually feel like armour (whether you're wearing it or shooting someone with it). With a system like this you might as well be playing halo. "But it's Arcade!" Just cause the current mode is clearly made for casuals still doesn't mean the game can't be realistic. You keep on forgetting we have leaning, ammo management system, bleeding, drag and revive. The guns and armour have been balanced together and it took weeks upon weeks, months upon months, and years upon YEARS. Not only that every gun Oki adds has to also be adjusted for the current systems of the game.

chilly hound
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Im just going to agree to disagree with you there @boreal shale ive seen how its done first hand its really much more complicated than doing 'tweaking the damage and fire rate to get the numbers to line up'

worn cedar
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You're asking Oki to literally break the tower of cards and start over.

somber sierra
boreal shale
boreal shale
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Nerfing or buffing guns would be more complex but that would not be this

smoky ibex
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I have to agree with these guys on one thing, it will take a long time to change armor from what we have now to the proposed solution
This a building block of bbr and those aren't easy to replace
I do think the proposed solution would help this game in the long run, even if the wait for it is long

chilly hound
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In example, you're first going to change the armor, so you take light armor for example, go into the code, and change its value number, secondly you have to test the breaking points or resistances of that armor for every gun, and type of damage that can be applied to you Check every guns new ttk and damage numbers also compare it to all of the old guns ttks and damage numbers. Then you have to do it all for deferent ranges. Then repeat all the steps for every peice of helmet and armor in the game. Then you have to run unique testing like x amount of shots in body and x amount of shots in the head, limbs also at diffrent ranges. Then you have to take all these results and compare them to the old results, change everything to fit as close to the current meta of things now. Then you have to run real tests and make sure everything works as intended in the real tests as in the coding, change anything that happens there. Then you can give it to testers if you have any. Then you can place it into the game if ultimately it works out. @boreal shale

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Start to finish you're gonna be there a while, its not as simple as change value run code to test, change numer = done

brave wing
boreal shale
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A lot of that seems just not necessary. Since you can summarise pretty much all relevant info on a gun’s ttk in a singular number, possibly two if you want to tune the variance of the ttk across different scenarios, though that’s not a major concern. Your goal would just be to change that single number to match the old one.

For ranges you have a point, but you could plot that as a graph and adjust drop off values until it performed approximately the same as it did before

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You would change all armour at once so as to not repeat the process 5 times, because why would you

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Each one would affect the others

smoky ibex
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It still requires a good amount of time, especially since one guy is essentially in charge of the whole thing
But you also have to fundementally change how the code works and ajusting the hitboxes all over again

boreal shale
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That’s true

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Depending on the current implementation at least

brave wing
boreal shale
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though you’d probably want to do things like keeping mag counts at certain values etc

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You don’t want your optimiser to totally change the feel of a gun to more accurately approximate the old values

chilly hound
boreal shale
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Every weapon yes, but every type of damage?

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What does that mean

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There’s only one

chilly hound
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Trees, buildings, explosives, falling... theres more

boreal shale
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None of those interact with the armour system

chilly hound
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they might! If you're asking for % damage reduction.

brave wing
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just more columns in the dataframe

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y'all need a competent data scientist in your lives

chilly hound
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Anyways ive made my point its not 1h of work

smoky ibex
boreal shale
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If the systems to make balancing easier are not already set up it would be some more work

chilly hound
nova grove
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like falling trees on player?

chilly hound
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yes

nova grove
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just make them insta dead

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problem solve

brave wing
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buff trees

nova grove
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buff trees

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yes

brave wing
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armor piercing trees

boreal shale
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Having armour affect trees is an entirely separate issue to this discussion I’d say

chilly hound
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depending on how its coded, it could effect things , but im not looking directly at the code obvi

nova grove
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i wouldnt mind it killing me like in an instant that would be funny

brave wing
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incoming lumberjack meta

nova grove
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tree rolling down the hill killing you

chilly hound
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Ive never expirenced it so i have no clue if it does 1 shot or just hurt you.

nova grove
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it doesnt

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hurt you

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right now

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even the wall in the valley the reactor walls oesnt kill you

chilly hound
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trees kill players

nova grove
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never exp tree killing me

brave wing
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i have

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very humiliating

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anyway

chilly hound
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xd

smoky ibex
nova grove
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ive seen tree rolling down and not doing anything

nova grove
chilly hound
brave wing
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instantly isnt fast enough

smoky ibex
chilly hound
nova grove
brave wing
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so i did it to myself lul

chilly hound
muted spade
smoky ibex
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Time to revive suggestion
Id make another if the suggestion wasnt gonna get obliterated for being a duplicate
So this will do
Just ignore what i said originally in the suggestion right now
This is just proposing some stat changes, outside of the TTK discussion (and no this isnt bumping cause i actually have something useful to say)

Curently the best armor vest in the game is the ranger armor. Why? Well given speed is better than protection right now, it gives minimal speed decrease and also gives the highest amount of mags out of all armor vests in the game
Once you unlock it, you got no reason to choose anything else over it.
Basically, lets say for example the base amount of mags you get is 3.

  • No armor gives you no extra mags
  • Ranger gives 1 extra mag
  • Light gives 2 extra mags
  • Normal gives 3 extra mags
  • Heavy gives 4 extra mags
  • Exo gives 3 extra mags (exo just needs mild speed buff its too slow)
    Other armor stats should stay the same for now. But it is a start
    Also, some armor/ backpack variant dont give one of those glowing parts that indicate if the player you are looking at is an enemy or not
    Seems a tad unfair that its a thing
    Thats all
boreal shale
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ignoring external sources of ammo, assault can double its ammo with an ammo kit and support can do that multiple times

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I'm confused by what your bullet points mean though, is that meant to be a suggestion for how you think it should be? If so that would render ranger utterly useless

smoky ibex
# boreal shale Disagreed. Ranger is only the best if running out of ammo is a serious issue, wh...

Honestly everyone I talked to runs ranger and thinks it's the best armor in the game without a doubt. And realistically, there is no good reason to run anything over ranger regardless of what gadgets you have. Other armors provide little benefit to justify using them. At best they give you 1 extra nade and block 1 extra bullet over ranger. Otherwise they just slow you down a good bit. Meanwhile ranger blocks 1 bullet, gives you the most mags and barely slows you down. Why use anything else over it?
Its just unbalanced and overshadows every other armor.
And yeah, bullet points are meant as suggestions.

boreal shale
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With your bullet pointed suggestion that condition would disappear altogether, it would be objectively worse.

smoky ibex
boreal shale
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If you remove the ammo advantage, it is worse in every way

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Most ARs with medium armour and an ammo kit will get you a minimum of 360 rounds, which is plenty and you’re likely to run into more sources of ammo along the way anyway

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If you’re playing medic or engineer then ranger armour is fair enough, but to act as though it’s just superior I will argue with.

smoky ibex
# boreal shale Under the aforementioned condition. Light has significant extra move speed. Medi...

While light does offer 5% more speed, ranger gives more ammo and an extra grenade in turn, which is just free kills.
As for medium, it barely makes a difference and it's pretty much a downgrade. At best it blocks 2 shots from a glock. Not only that, a lot of guns will break normal armor with a single bullet, as it only gives 25 hp.
TTK wise it barely makes a difference. You are better off running something else on classes that do have ranger.

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As for classes that dont have ranger armor, its pretty much up to preference.

boreal shale
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It’s fairly significant.