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Member
Suggestion for armor revamp
Yes i am aware there is a suggestion thread. I figured this was better talked about in it's own thread to get everyone's opinion on this. This is just a suggestion nothing more.
Ok my thoughts on the assault Armor to which they can max out at 36% i believe. As we all know they can't be shot from the back unless it's in the head small area or the back of the legs small area.( << Which the 36% armor protects these areas). So with all the dolphin diving turtle shelled assaults it's makes them pretty hard to kill and almost invincible.
Now my suggestion is not to nerf the shield or take it away blah blah blah. This is mainly about the % of armor stack they can get. As of now it really only effects the sniper rifle by a ton and pistols, AR's, SMG's and LMG's seeing the smallest hit due to their light DMG high ROF. So therefor these weapons are more better going after a assault then a sniper as many know the AR,LMG's can pretty much counter snipe with great accuracy. Now lets take the strongest sniper rifle in game as of now which is the M-200SV at 131 DMG with a slow ROF 40.
With the M-200SV against a assault stacked max armor it turns the strongest rifle into a pea shooter
131dmg x 36% comes out to 84dmg this is the DMG of the M24GI
131dmg + mag ammo 157dmg x 36% comes to 101dmg the dmg of a MSR i believe
Also i cant state on the other weapons yet to come like the 3 others listed in the weapon proficiency page. But sure their DMG is going to be higher and then assume a steeper drop off to the 36%
This also nerfs the shotguns to a extreme too since they are based on a high DMG. I personally think the shotguns should be shown in market as they are in game play based on pellet hitting AKA DMG per pellet<<<< (This is also a really good suggestion IMO)
EX. Shotgun stat says 25 DMG thats 25 DMG per pellet that hits its target not based on a huge number. (which the game is based this way in game play but the mass DMG is just misleading on a shotgun in market.)
Now yes there's crits involved and such but a assault stacking all crit chance reduction plates would make him/her extremely survivable against this. Only taken a small amount of DMG and moving on like your a joke. Even stacking HP plates could get a assault to 170+ HP at 36% with the strongest rifle in game that still 3 shots to drop him if you don't get any crits. Or 2 to actually make him think about hitting cover for a bit to heal up.
Even for another example the MK16 40dmg is only knocked down to 34dmg but it still has a high ROF. pistols being less. So this really places on gun options as pretty much it would be best to just stick with the SR-25 for the ROF or wait for the Dragunov for its ROF.
So my suggestion to this well since sniper rifle's are the strongest weapons in game would be to make the armor have multiple stats EX. (and just a simple example)
36% reduction to pistols/SMG's/ shotguns since their based on Pellets hitting
26% reduction to AR's/LMG's
16% reduction to sniper rifles
All this would still leave the strongest sniper rifles taking 2 shots for a kill unless you get that grand CRIT which IMO the crit system is that hope of a 1 shot 1 kill. But at least this way it would make that heavy armored assault thinking about healing instead of taking a hit and moving on like it was nothing.
Now this can be tweaked to any way the DEV's felt it would fit. And i feel would add a little more reality to the mix to the weapons.
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