Navigating around the forum, I saw many concerns about the heavy armor and TTK. After some damage tests, I have several suggestion that should be made to balance out the impact of armors (especially Heavy ones).
Here I will assume Heavy armor is Level 3+ Body armor type.
- The heavy armor is (obviously) heavy, but after what I have seen it's speed reduction is still too insignificant to actually impact the player.
Solution: Light armor should have ~10% speed and stamina penalty while Heavy armor should have around 25%-30% penalty, making running in open field more risky to fireshot.
- Blocking shots
- As you all may know armor is just basically a plate covering a portion of your chest; therefore there're still spots that aren't protected by it, after testing I found that armor protect your whole torso from every angle. So I suggest adding a "armor"hitbox that only block shots (or reduce damage) in certain protected area (draw below).
As you can see the side, shoulder and the
gegroin area ( for light) of security armor vest can't possibly have armor plate underneath, shooting these area should deal full damage as with no armor. As for the side, this would have running sideway while under enemy fires even more risky due to being unprotected.
The insurgents' protected areas don't change much between light and heavy so I only put light armor here.
2.2 Recovery after the blocking shots
- Well, armor blocks shots, but the impact is still there. So there's no reason that someone can easily aim or running casually after blocking a 5.56 shot with a heavy armor right? Therefore I suggest add penalty after blocking shots like distorted view, aimpunch to encourage player to find cover in order to recover from the pain after getting shots, rather than retaliate immediately. This will make buying armor more like an ~~insurgent~insurance than.. idk, a juggernaut maybe?
It may not decrease TTK but the victims won't be able to fight back either.
- Armor will eventually break after getting shot enough, making it less effective after it break. So how adding such system where armor has it effect reduce linearly to the shot it took? A high penetration power would take more time to recover and make armor break faster compare to lower ones
These are the ideas I can think of to tweak the armor recently, making it a life saver rather than making the user a tanker that can take shot and retaliate. What's about you?