#armor doesn't break
1 messages · Page 1 of 1 (latest)
light armor - 1 plate
normal armor - 2 plates
heavy armor - 3 plates
Exo armor - 4 plates
why not
I've made a similar suggestion before under some of the armor threads:
- loadout includes ability to swap bandages for armor plates/repairs, one repair for one or two bandages (so you sacrifice bandages for the ability to repair armor)
- Repairs armor back to its original state
- Would probably be loud when using to prevent aggresive use/allow interruption when using
things like that.
maybe support or engineer could have a surplus of armor like how medic has a surplus of bandages, also 2x speed -rearmoring teammates
could def see this be in the milsim, idk about the casual game tho
the big issue from what I understand is just how fast armor breaks and how it only replenishes on death. Something like that would fix the replenishment, and you'd have to sacrifice bandages (would indirectly buff medic by allowing allies to carry less bandages and more armor!)
However, it would also cause issues with how strong armor is in fights at times and if you add a way to restore armor kits, you're gonna have tanky bois running around fully armor constantly, which could be worrying.
Could always tone down how strong armor is or something to compensate, but i think something like that could be a really interesting way to make armor relevant other than a free kill on every other spawn
I do like these ideas though, yes :)
bleeding bandage speed should be reversed, but not for reving then
bandages are way too important currently in the game for system such as that
its okay idea but i would rather get 2 plates per class and keep the amount of bandages
That's what i'm saying - If you want to play aggressively, you could bring more armor, but you'd Have to run to a medic to get more and/or receive healing
In general more team-play and class diversity should be encouraged imo
Eh, I would just make it so bandaging takes longer the heavier the armor. I mean it kinda makes sense since there's more stuff you'd need to move out of the way to reach the wound.
Then you would definitely want to keep a medic around as an exo user or you'd easily get pushed if you start bleeding and need to take like 8 seconds to bandage
Armor levels also could/should modify your loadout so you can't carry that much bandages
Armor is already in a unhealthy state lol no
how to say nothing in 9 words
Enough support buffs thanks
who said it's a buff
use your brain maybe
armor is a failed system but I already said couple of things about it in other thread
> when you can't actually explain your thought process
unrewarding ttk numbers = frustration in playerbase
it should but until medic is still as strong as it is they game wont change
when you can't comprehend why reparable armor is op on a tank class maybe you got a problem
when you can't even read so you make up things the other person didn't actually say
Both medic and support are currently a bit too easily played solo I think, but that's a different discusison