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Armour & Protection

Started by Proxima [1879587] Wiki Editor on in General Discussion.

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Proxima [1879587] Wiki Editor

As per Ched's latest bulletin here a number of issues regarding the way current armour and damage works are being addressed:

- Armour is currently overpowered, with pieces that can block up to 70% of damage we feel it has become not just important, but absolutely essential. Currently such armour can easily dictate the result of the fight. It should be important and serve a useful purpose, but it should not be as powerful as it currently is.

The new maximum range of armour values will be adjusted from around 20% - 70% to 20% - 50%. So even the very best armour can only block half of the damage. This also tightens up the difference between the different pieces / sets, allowing the unique quality difference between each individual piece to overlap with other types, giving more options to players. The base value of the Combat set in particular will see a fall from 60% to 38%.

- There is currently a lack of choice when it comes to armour. The gap of effectiveness of each piece / set is so wide that usually only a single option is forced upon players due to it being senseless equipping any other options.

The general order of scaling will remain the same. Generally the armour pieces will be as good as others in comparison to how they are today, although their values will be tighter together. Adjustments will be made to some pieces that are heavily underused to at least give them a niche: bringing them back into use.

- The issue is especially prevalent when hitting an unarmoured area of the body compared with an armoured area. This has become very clear now that the targeting system in attacking has changed, and armour only protects the areas it visibly protects. For example a hit to the face (when wearing a helmet) or arms (when wearing a vest) does an obscene amount of damage, making RNG wins / losses too common and making full-face helmets or full-body armour too powerful.

When achieving a headshot, there's a 25% chance that it may hit the face (usually unarmoured) instead of the top of the head (usually armoured with a helmet). Full-face armour will need to be adjusted to compensate for this advantage: They will generally provide less protections than helmets, but offer reliability that any headshot, even if it hits the face, has armour mitigation. The welding helmet and motorcycle helmet will still be very effective options for players, as will any new full-face armour that is added.

We will introduce natural protection, reducing all damage by 25%. So your armour will protect you less, but you'll take less damage to begin with. So what we're effectively doing is moving some of the defensive properties of armour to natural mitigation. Your combat armour would be reduced from 60% to 38%, but you'll gain 25% natural protections regardless of armour. The results should be fairly unnoticeable in attacking, except that hits to unarmoured areas will do far less than they do currently.



tl;dr

- Armour values will be reduced from 20-70% protection to 20-50% protection. Scaling between these ranges will remain the same.

- Although armour protection has been reduced, we will now have 'natural protection'. Essentially we will notice similar damage value except in unarmoured parts of the body, where the damage will be significantly reduced (RIP CRITICAL ARM SHOTS).

- Useless armour will be brought back into play by assigning some sort of unique quality to them.

- Also there is an incoming *change to the existing* company special 'Regulation' that will increase Armour effectiveness by 25% (>clothing stores)



So what do you think? I'll be honest, the 10k damage throat shots were fun but I'll be glad to see them gone.

Mentions: Warning: Armour changes

-John- [1691350]

Wow you were fast to post this lol

But if you noticed the armor market recently moto helmets, welding helmets and midevil helmets have all shot up before this was annocced did someone who knew this was coming take advantage of there knowledge and buy up the market?
Proxima [1879587] Wiki Editor

Unless you're talking about another price spike, that happened a few weeks ago when Ched released the first bulletin about how damage would be based on where on the body you hit someone. Moto helms and welders spiked because people assumed they would become far more valuable, which they did.
Mat-Senpai [952164]

The biggest issue is ched doesn't want to buff up defence here - the simply and best thing to do is nerf armour and armour stats but improve how important the def stat is

armour shouldn't win a battle, it should help but it should be def which is the most important part of damage reduction.
Proxima [1879587] Wiki Editor

How would you scale it differently?

Something like 10x = full reduction or do you mean something else entirely?
Mat-Senpai [952164]

I don't remember how it was, wasn't it 32/16* = 90% reduction?

I don't see the issue with something like 1b def effectively making damage from 100m str be 10-100

Scaling needs work, current system reflects that, I'm sure there are people who could offer a better system than myself but I just see def being worthless these days compared to what it was and the comments on how armour was the important factor and not defence making it a RNG party reflects this
Proxima [1879587] Wiki Editor

Atm 14:1 def:str = full reduction

It also scales slower than dex:speed so there's that.

I'm pretty sure atm with 500m strength I've hit someone with 4.5b+ defense for around 80-120 dmg.
Mat-Senpai [952164]

120+ on 9* seems meh - i think scaling is important but at ranges of billions a lower scale between 3-6 seems much fairer - otherwise at the top end it seems like stats don't matter, %ages do.
Krastinov [1542326]

it would be nice if there are bonusses if you have the full set of a specific armour, many games give u slight advantages for full set armour.
Proxima [1879587] Wiki Editor

Ya I agree, gaining 14b vs 1b is just stupid compared to gaining 140k vs 10k. Not sure exactly how this could be remedied.
HavingAbreak [2059776]

Think the whole game needs a new revamp for the armour and weapons anyway. So many pointless weapons exist.



Sniper rifles should already be in the game

Metal Baseball bats also

Punches and kicks should be more powerful if stats are high also imo
HavingAbreak [2059776]

I must of missed that but sounds too OP.



However a rise in punch and kicks would be cool, I would love to just go around punching people to hosp >.
Proxima [1879587] Wiki Editor

I don't think they should be buffed personally. Wouldn't make any sense for them to do comparable damage to an AK47 for example.
Flugkatze [1718691]

The 10* Furniture Company special Brute Force used to be really nice, if you were the one who used it in the fight. [:evil:]
It was definately overpowered before it got nerfed.
HavingAbreak [2059776]

It is not realistic though, a fruit cake can do more damage than a punch. No offense but I can assure I would rather be hit with a fruitcake IRL than a punch lol