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Revert the armor nerf

M3ntal

Radio Bob Approved
Joined
Mar 4, 2022
Messages
642
The current stats for armor

Resistance outfits - 15
Light Kevlar - 25
Medium Kevlar/Armored Trenchcoats - 50
Heavy Kevlar - 75

Previous stats for armor -

Resistance outfit - 25 (i think)
Light kevlar/trenchcoats - 50
Medium kevlar - 75
Heavy kevlar 100
Since guns have been buffed, and people's guns have been universally downgraded a tier, I think that the nerfs done to armor should be reverted, given that weapons are stronger now overall. Though I do invite discussion of this change, as I'm not fully studied up on how much stronger guns currently are.
 
How does armor currently work? For example, the 25 armor on light kevlar.

Is it a formula that calculates you'll take less damage from your HP? Is it just +25 hp on top of your base 100hp?
 
How does armor currently work? For example, the 25 armor on light kevlar.

Is it a formula that calculates you'll take less damage from your HP? Is it just +25 hp on top of your base 100hp?
as I know, it just decreases the damage that weapons deal (prevents crit damage)
 
Balancing was previously done with fighting OTA in mind, hence the immense over-scaling. However, they have now been scaled back to compete with Civil Protection rather than OTA. As a caveat, OTA has also taken a massive step back from the server, primarily in dealing with rebels.

These new armor values would only put rebels above Civil Protection again, and the OTA faction would be overly involved again. Essentially we’d be back at square one. While yes, guns are stronger, this goes both ways. Your guns are also stronger, but Civil Protection stays at a consistent 50 armor. This means that you and a regular cop will be 1:1, and both have equal chances of winning. Though if you want to fight OTA, a faction with almost double the armor a heavy Kevlar, then you’re expected to use higher level thinking to win against them besides brute forcing through their numbers. It’s designed this way for a reason.
 
Hi,

Apologies but we don't have any plans to revert the armour values back to their old values. The system is designed in a particular way to make sure that Rebels only and really ever fight and are equal to CPs in terms of sheer HP / Armour values, with Rebels being able to at least pump out an extra 25 points of kevlar above CPs with Rank Leaders and other similar Command units also having the same extra 25 points of additional armour.

The only faction capable of being at 100 or beyond is OTA and Synths given it fits. And we are also working on Armour to be tougher in general which will further improve armour across the board overall. With weapon balancing in mind, the current TTK values are about where we want them to be and would rather not mess that up by adding additional armour for a bit more of a stretched TTK and to make sure CPs don't get outmatched so easily by Rebels.

When it does come to the more CvR parts of the gameplay when it happens, both sides of CP and Rebel should be equal as OTA is a control mechanism which requires more thinking to fight off. As OTAs primary purpose is basically acting as a form of Control if Rebels take 1 step too far.

All in all, this suggestion is denied as the system is designed as it is for a good reason and Reps are aware. Balancing for weapons overall is still in progress with more and more changes being sprinkled in.
 
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